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Glitchfinder

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  1. From a screenshot I saw, the mod has been hidden because MsVal apparently found out that people had gone around promoting the mod specifically to spite warfighter and get another mod to take the first place in MotM, and MsVal didn't appreciate having their mod used as a tool in someone's grudge.
  2. I know of several ways to do this, including multiple modding resources designed to make it easy. I'm just curious about what's currently considered the best way to safely add new settlement objects. I've done this before. It's just that the last time I messed with it was back in 2017 and I can only assume that means I'm a touch outdated on what's considered good or bad on the subject.
  3. Was running Mzulft for College of Winterhold (as one does) because I wanted to see how that looks in the gallery for Legacy of the Dragonborn. Since I've played through skyrim way too many times to really care about mechanics I'm running with somewhere in range of 20k carryweight and just looting everything. I noticed a bowl partway in that was clipped into the ground hard enough to see the ground instead of the bottom of the bowl. Shrugged at the very Bethesda moment and moved on...only to see it happen again in the boilery. Continued looting the hall for a moment and realized that it was very familiar. The "I just looted this" kind of familiar. Loaded saves, double-checked, and what do I find but: One of these screenshots was taken in Mzulft (the first interior cell), while the other was taken in Mzulft Boilery (the second interior cell). They are far, far more similar than I'd normally expect to see, especially considering the bowl in the bottom right clips through the ground in the same way in both cases.
  4. For the ones used in the world and in the workshop, they're under Static. You can find most of them by filtering for Picture and Poster, and the majority of the paintings will have PictureFrame or PictureAbstract in their name, depending on whether they're of a coherent scene or an abstract painting. Many of these are material swaps featuring just a few frames being reused.
  5. The existing models can't be used because they're owned by Obsidian, and a direct port could invite legal action. What can be done is modeling something, from scratch, to use in Fallout 4. But that takes time and skill, and is well beyond the average Fallout 4 modder.
  6. You mean like the tunnels used in the Minutemen version of Nuclear Option?
  7. If you specifically want to see the institute paintings in the workshop, this mod should have you covered. The rest of them will need to be added via a mod as well, which is why I linked Settlement Menu Manager.
  8. Only some of those are used ingame. All of the abstract paintings are used, and show up in the workshop. The Cabot paintings are used, and will show up in the workshop once you've done the relevant quests. All but one generic painting is used, but none of them show up in the workshop. All of the "prewar" paintings are undamaged variants of the generic paintings, and show up in the workshop. None of the institute paintings are used ingame. As best I can tell, all portraits are used ingame, but some are hard to find out and about. As for being in the workshop, I don't remember the specifics, but I think at least some of them show up. As for adding them to the workshop, that's another matter entirely. Edit: I went digging for a decent resource for you to use, and found Settlement Menu Manager. That looks to be a clean way to handle adding the paintings.
  9. I ended up removing the BA2 option from You And What Army? because it would not work with the esl I made for the mod, and it was the simplest way of handling it. I don't know specifically how the loading works, but I suspect that it ties into the file's extension as well as the type it's flagged as.
  10. Fun fact about AddonNodes: if they add a mesh, and that mesh has AddonNodes, those nodes will be added too. I once accidentally crashed my game with an infinite mesh spawning loop while experimenting with them.
  11. Another consideration is damaged paintings. If you open up the default textures in an editor, you'll see that damaged paintings have an alpha channel (that's transparency). The alpha channel is used to "apply" the damage you see in game where chunks are missing. If your replacers have no alpha channel, the painting will always be there in full.
  12. Just in case anyone else finds this topic and has the same question: the folders aren't created by default. Just make them yourself and it'll work. Also, it's worth noting that Fallout 4 uses transparency as part of a filter for paintings. All of those damaged paintings you can run into would look pristine if they didn't have an alpha channel. (Well, they would still look dirty, but they wouldn't be missing chunks.)
  13. I haven't taken that particular mod apart to be sure, but based on what I know of collision for this engine, I'm pretty sure the train is stationary and the background is the part that's moving. I could be wrong, though.
  14. I haven't actually looked into it, but based on how the game behaves in each instance, I'm fairly certain that vertibirds, the boat to far harbor, and the train to nuka world all operate on a derivative of skyrim mounts. This engine isn't good at handling collision, especially if you're standing on something that's moving. The solution is locking your character to the moving model so that they move the same way at the same time. Thus the whole bit about being able to look around (and, in the case of vertibirds, fire a weapon) while being unable to move.
  15. You're looking for an AddonNode. Those are what things like the power armor, pip boy, and other flashlight sources use. Edit: Well, perhaps if I read the post properly earlier I'd realize that you weren't necessarily looking for a light source, but rather an animated texture. I'm not entirely sure how strobe textures are handled, the only animated texture I've looked into is the TV at the start of the game, which would likely be overkill for this.
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