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xenoargh

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  1. Aha. So, I've <somewhat> figured out how the Vanilla Weapons Script works, even without using Champollion. Essentially, what it does is that it modifies the Vanilla weapon Forms, inserting a tag it uses to filter with. The scripting part appears to be quite a bit more complex than I thought it would be. Apparently it's applying what looks like a Perk to the weapons, like they're Legendaries, that does a damage multiplier, rather than something more straightforward, code-wise. For iterating through the weapons, though, it looks like I'll have to get Champollion installed and see how they did that. But yeah, I want to make it work in a way where it sets damages in a range that "makes sense" universally, with <some formula> deciding what to do. The code they wrote can "fix" Vanilla to be more like Modern Weapons, but it cannot "fix" non-Vanilla modded guns, and even then, the results are a little underwhelming; simply doubling damage values, for example, works OK-ish in some contexts (say, the Vanilla assault rifles and pistols) but not for others (the crazy-low base damage on Miniguns, for example).
  2. Basically: I'd like to make a script iterate through every weapon in the game, then modify the damage of said weapon, including any special damage values (Energy and all that) based on <some formulas>. It should NOT apply to any weapons with <some name>. It should operate as a Quest that operates when <time passes> or some other core condition (I'm really not sure how I'd hook this up to a Holotape for real ease of use yet) so that you can add new weapons via mods and this will run, doing its thing. The objective here is, basically, to completely automate making modded and Vanilla weapons have similar-ish damage profiles to Modern Firearms, or to reduce Modern Firearms weapon stats to be more like Vanilla. Currently, the only thing (vaguely) like this is a mod that's only available through Bethsoft / FO4's Mod interface called "Stronger Vanilla Weapons", which changes the damage of Vanilla weapons or all of the based weapon damage, period, through what looks like Perks. It doesn't alter projectile special damages, which is another issue. I can't seem to see how it operates, script-wise, though (I'm guessing that the uncompiled Papyrus isn't available). I don't think how that code works is ideal. It doesn't fix modded weapons if the "Vanilla Only" code runs, so you end up with modded weapons that were vaguely balanced with Vanilla that don't get touched and are under-powered vs. the (modded) Vanilla values and Modern Weapons. But the only alternative is to double the damage of everything, which means every weapon ends up being massively overpowered. I'm very familiar with programming in a bunch of languages, but I'm new to Papyrus, and this seemed like a reasonable task to start with, but I'm really very confused by the documentation; how do we get an Array populated with every Weapon Form via script? From there, how would we check for a string value in the weapon's name (IIRC, Modern Weapons base guns have a string like "MW_*" that could be used for such a filter. If not, that's probably fixable with an overriding ESP that just does that. Sorry for the newbie Q's and if the idea looks good, feel free to steal it, too; honestly, I just wanted a modded experience where mod weapons that aren't Modern Weapons and all of the Vanilla content gets matched up, even if it's a bit rough, and doing it via script appears to be the only way to do it, short of laboriously hand-editing hundreds of data entries.
  3. Wow, 21 pages, and practically all of it is reasonable. Must have been a good post, Dark0ne ;) In all seriousness, so long as ads don't: 1. Attempt to run extensive Flash routines that slow my machine down. 2. Do not make noise. 3. Intrude unduly on the browsing experience. I could care less about them and I think a lot of people feel the same. On the subject of incentives for active / useful members: 1. One person who contributes a useful, positive informational piece about a mod is worth 1000 regular downloaders. 1 troll hell-bent on making trouble is -1000 downloads. Find ways to incentivize the former and penalize the latter. 2. I feel that the Endorse system should remember what you've downloaded in the last month and, if you downloaded a bunch of mods and come back, should say, "hey, did you like these mods you downloaded?" the next time you show up. A lot of people don't Endorse things outside the Skyrim / Fallout Nexus because you're just being treated like a file dump.
  4. I wasn't planning to ever release this thing. It's not my content, after all. It's just for me. I just want to fix it up a bit. I'll give all that a try, and try to figure out the texture references in the NIFs. And yes, many kitbashes result in Bad Things happening. This one's stable, and behaves like I expected it to, and I'm happy with it, other than final balance tweaks.
  5. Hi. I apologize in advance about asking stupid questions that may be RTFM material- I've been here to download stuff, but I haven't even lurked here. That said, I have been modding with FO3Edit and several mods that I thought deserved a kitbash... and now I'm pretty close to done with them, and I'd like to know a few things: 1. I have several mods that I'd like to combine. Can I do that with FO3Edit, in terms of the ESP / ESM files? 2. I've read a bit about how Patch 1.5 suddenly caused problems with ESPs. If I can do what I'm asking in no. 1, can I also merge everything into a single ESM? 3. I know for a fact that at least one of the mods I am kitbashing with, FOOK, contains a lot of redundant files (texture files, mainly) that are really making the final size of the product a LOT larger than it should be (this, in addition to people not using the correct DDS settings, etc. to minimize filesize and optimize GPU bandwidth). How do I get the texture references for a given object, and the relative path, so that I know I'm deleting the right files? Are there any automated tools for doing this? And do I have to use NifSkope, which I've found rather obnoxious? I was hoping to make a few things, but meh, I'd have to find a qualified animator who was willing to rig it and import the meshes, so I'm not real sure about all that. That's pretty much it. I don't intend to ever redistribute this mod, as 99.9% of the content isn't mine to give to anybody and it's basically a bunch of stat changes and behavior fixes that suit my desire for a much faster-paced, lethal game with more toys to kill things with. Soooo... can anybody explain (hopefully in short sentences) how I can go about 1, 2 and 3?
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