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Lythael

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  1. I encountered a very strange and very annoying bug: To minimize the amount of inject scripts running at same time i made a merged patch especially for manually adding things to one leveled list. Everything worked perfectly fine i've been using this setup for very long and didn't encounter issues. Untill 2 days ago where i decided to add 2 more weapons to my load order and merge patch their leveled lists. For some reason all modded weapons and i mean ALL (Old or any newly added ones) Only use ONE "Object Template" for Vendor / Chest loot. It doesn't randomize even when i force it with if_template_Random it seems to completely ignore any of the Object Template keywords i've set up. The vendor list only uses the Object Template marked "Default" or the uppermost on the list. (That isn't consistent either the M79 Grenade Launcher standalone is exception and uses only the bottom Object Template yet its Object Template list looks fine nothing out of ordinary) On enemies and Legendary loot it randomizes properly but chest loot and vendors only one Object Template is ever used. Now it gets weird: This persist through all saves now even when i revert every single mod (including deleting the 2 new ones) to the way it was when it worked. I made sure everything was the way when it worked before. I manually re-checked everything. Made sure there were no script or other mod leftovers. Still the same. But wait there's more: Even if i delete all mods , start new game , add only single weapon mod that previously worked and add it to leveled ist manually. This still happens. In all years of tinkering with Fallout 4 mods or mods in general i never ever ran into such weird issue that i cannot fix even when reverting everything back. What happened? Everything worked perfectly fine and now it's like i encountered some very odd engine bug that happened out of nowhere. Please if someone knows anything or had similar issue. Tell me anything that would help. I am losing my mind trying to solve this. PS: It works fine it randomizes properly when using the LL Inject scripts provided by said mods but still it worked fine with manual lists before. I swear this darn engine behaves like its self-aware sometimes. PS#2: My mod load order of currently active plugins, just in case: DLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmconsole.espNuka World Bot Fixes.espDrinkWarmer.espsoakerfix.espMaterialSwapFixes-Combined.espSurvival Respawn Timer-V1.0.espmisc_balance_fixes.espballisticweave_re.espCombat_Tommy.esp1CAS_serviceRifle.espWM Chinese Assault Rifle - Standalone.esp9mmPistol.espBinoculars.espGreaseGunSMG.espHuntingShotgun.espF4NV-AMR.espGrenadeLauncherStandalone.espyesmergedpatchboi.esp
  2. Been a fan of your work since Fo3, you should take a look at Horizon for FO4, it's the closest to a FWE for FO4 we'll even get, in fact its like ten times more complex than FWE was, but then the game itself is larger to warrant that. Makes me kinda sad infinitely the release of WARS will be delayed due to ammo tweaks, while Horizon has its own wonderful ammo system that functions flawlessly.
  3. Are you sure you aren't confusing it with strong coffee or tar? I seen blue or cyan colored waters at the beach.. green and brown aswell because of the algae and mud Also water contaminated with gasoline is actually rainbow colored.. so there you go :ermm:
  4. Yes i tried replacing the turret motor sound descriptor with RUST turret sound but i end up restoring it back cause it gave me OCD seeing the machinegun turrets wobble like crazy yet producing silent scaning sounds. (Same goes for muting the sound) The sound works for the "makeshift" turrets and spotlights but not really for the machinegun turrets :tongue: Maybe somewhere i'll find a good sound to replace the old one with that will be both less annoying and it will fit with all type of vanilla workshop turrets For now i gave up.
  5. Damn i was afraid they would be hardcoded like that.. But at least now i know how this works so thanks you have been big help.
  6. Type of armor and its material is determined Object Template entry in the Armor piece itself Since there is no variant that is only shadowed in the template you could try adding a custom entry in the armor's object tempalte with just shadowed material instead random and tag it with a custom keyword like "if_template_shadowed" put the armor pieces in leveled lists and add your keyword if_template_shadowed 100 and use that leveled list in the custom outfit for your NPC At least that's how BOS combat armor outfits work so why not try that method. take a look at this entry for example it may give you some idea how this works: BoSMarshal_BoSCombatArmorKnightOutfitAll [OTFT:001722B9]
  7. I'm trying to figure out how to change Workshop turret sounds without actually changing the .wav file. My goal is to mute Wall Spotlights without affecting other turrets in the process cause their sound makes no sense why a small spotlight with tiny motor sounds like a industrial size petrol generator. Anyways anyone knows how to swap or mute Spotlight turret's sound I'd like to make them sound like spotlights in enemy camps they have silent motors or if thats not possible i'd like to swap their petrol motor sound with calm Bubble turret scan sounds I tried searching in Fo4Edit both the bubble turret and spotlight turrent entries for something that would help me get started but i have found nothing i dont know where to search changing / removing voice type does nothing either and spotlights have same voice type as bubble turrets so that further confuses me. Anyone knows how to do that?
  8. No i don't have Paint NET never heard of it actually. I just have Photoshop , Irfan View and regular Paint (none of them open the bugged .dds textures) So that's what modders use nowdays to save textures that is causing me problems to open them?
  9. I get error when i attempt to open some dds textures in photoshop despite having Intel Texture works installed Error says: "Could not complete your request because Can not load image" I really don't like double posting but following the suggestion i'm trying my luck here since its more of a modding problem: Details:
  10. dangit i guess i'm all alone with this issue :sad: not like google was any help either it was pointing to downloading the plugin i already have installed and plugin works cause i can save and open textures as Intel Texture works , set up parameters etc.
  11. No matter what i cant edit some textures from mods. I have photoshop and this plugin installed properly http://gametechdev.github.io/Intel-Texture-Works-Plugin/ (in fact i tried reisntalling it too) It opens most textures i couldn't open before without this plugin but still doesn't open some textures. For example i cannot open .dds textures from WM Chinese Assault Rifle, DeadPool's Hunting Shotgun or McCrackin's10mm SMG because of this error. (Woth mentioning that i can open normals and speculars fine without problems from those mods but the actual texture i get this error every time even when i do Open As and pick the Intel works dds format) What gives? :/ What else do i need to edit those? What am i missing? More and more mods i bump into have textures that i can't open i sometimes like to adjust and modify the textures to suit my needs.. but i can't.. this is so frustrating.
  12. Hmmm what? I made a merged patch esp on bottom of the load order that all my currently installed mods use the items are just added once per leveled list because they all use same leveled list they don't override each other. Works fine and its balanced the way i wanted it when i was testing it. I was just wondering if i can leave the inactive LL scripts or do i have to delete them but its ok i know now that inactive LL scripts in BSA can be safely ignored and no further action is required besdie deleting the LL quest. Thx for the reply anyways.
  13. So i decided to make a LL merged patch on my new playthrough for mods i'm currently using and ditch the script LL injection completely (cause its a bit too much on some mods.. finding same weapon everywhere by amount of 2-3 is a bit immersion breaking) So my question is.. what to do with LL Scripts that are packed in BSA files? Is it safe if i just delete the LL Inject quest record from the .esp files and leave the scripts inside BSA alone. They won't cause any harm? I would really like to avoid unpacking/repacking the BSA or throwing everything into loose files and delete the BSA's
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