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wanderer3292

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About wanderer3292

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    transient3292#9573
  • Country
    United States
  • Currently Playing
    Fallout 4

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  1. I'd make sure there is a creationkit.ini and preferences.ini. if they both exist I would skim through them for something regarding default windows or something.
  2. I've been wondering this myself as I've been expanding on different locations and disabling the mist references and other stuff. I guess i would have figured that cutting the references out of the cell would still end up being deleted references. I assume that's what you mean by putting the crap into a holding cell, is cutting and pasting them?
  3. This happened to me when generating pcb for goodneighbor, the culprit was a mesh that came from a modders resource. I found it by having everything on layers and disabling my custom layers in groups.
  4. Thanks,I appreciate you guys explaining this to me. Now that I know what I need to do I can find some tutorials regarding how I can make the script.
  5. Damn,OK. They are a unique faction so specifying them shouldn't be an issue. Would setting foot into a specific cell be a qualifying event for the script? I've made a settlement and interior at Easy City Downs and my main goal is to keep the robots racing. Disabling the main boss causes the race to never begin so my workaround is to execute KAH when discovering the location. I'm still poking around and trying to learn what all is intertwined with this location.
  6. I know nothing about scripting but have an idea for my mod that I'm hoping I can get some direction on executing. I would like to execute the "killallhostile" command upon the player discovering my map marker. I know my way around the CK decently enough but haven't done much with scripts at all. It seems like it could be done but I don't really know where to start. Any guidance at all would be greatly appreciated and I would be more than happy to credit anyone that can point me in a direction.
  7. I know I'm not the only one to get these messages because I've opened completed mods from experienced authors that gives an error upon opening in the CK. Is the consensus that they're usually harmless, or does anyone hunt them down? It always says to refer to the error log, I've only found clues to the cause for the specific error, but since i backup my edits like a madman, I'm usually able to narrow down what edit causes this error to appear. One surefire way to cause it is to drag a unique npc into some world spaces, although that can be fixed SOMETIMES by deleting a location record in xedit. Other times no such record is created, so my workaround is to set the npc to an interior and have them travel to the worldspace. Another is one of the final steps to creating a settlement ownership quest. It has been a while since I made settlements, but I did narrow the issue down to 1 step at the time I was working on that. I've also had navmesh create the error, only to revert to a backup and get through the entire navmesh with no error showing up.. I've seen a lot of experienced modders on the forum lately so I'm hoping to hear some opinions on this. I start to feel like i have ocd because I have abandoned projects after lots of work just because I hate to put some mysterious error into people's game. If you guys don't settle by leaving these weird error messages, maybe we can have a discussion with people's discovered fixes like I mentioned above?
  8. You're saying that the CK cannot read meshes that are in ba2s? I feel like I'm misunderstanding, so I mean no disrespect. I've run into the same issue, I would imagine it has to do with the meshes file path when it was compressed into ba2, possibly even wrong compression type selected during the process. My mod reads everything correctly with the assets in ba2, but when I extract them to loose files I get the exclamation Marks. This is odd because it was obviously in loose files before I packed it.
  9. I will be contacting you when I get to my pc that has discord installed.
  10. https://www.nexusmods.com/fallout4/mods/28028 Its not exactly the same as the vanilla metal, but it fits in great in my opinion
  11. Thanks for the input. I actually made settlements and studied your settlement guide posts all weekend and learned a bit about these errors. If I add the location to cells before adding a workbench, I will not get the warning. It never does fix itself for me though, I have to delete records in xedit or simply add my references in a certain order, and the record that needs to be deleted doesn't directly point to any reference that I can see. I also stopped using the initialize location quest which also throws the location errors. Aa you've already figured out, most of these errors are location based. Hopefully this can all be helpful to someone because I get so OCD when working on my mods that once I get a warning popping up that I couldn't fix, i cant bring myself to upload it like that.
  12. Sounds about right, my random crashes happen during pre-vis generation. How does one go about assigning a page file to the ck? I have 16gb of ram with a decent processor, and never really do anything else while I'm working in the CK.
  13.  No, they explicitly need to not be packed when you run the script, it only works on the loose files. If you are using the CK through MO2 and ending up with the meshes in a MO2 folder and not directly in the data folder, you would have to run the .bat file through MO2. Thank you so much for the clarification!
  14. I'm not talking about the thousands of "errors" that always are shown, but after some edits I will get a dialogue box after I re-load into my plugin that has to be closed out before continue work. I have also seen this with very popular mods that I've looked at in the CK. I've never been able to identify anything in the "warning text file" that is mentioned, but I have tracked one cause down to adding NPCs to certain cells, which creates a "location" edit that I can fix by deleting the record in xedit.(thanks to jenncave) I never did find any documented info on this fix so I'm hoping we can get some feedback in this post and hopefully make a place where future modders can find what info is available regarding these warning pop-ups. I keep lots of backups so I can investigate things like this and know there are other edits that cause the warning such as adding weapons to certain cells, or even duplicating certain objects. I haven't found any info on this type of warning so my question is for experienced modders or anyone that might know more about this. It seems that they are usually harmless seeing that mods with thousands of endorsements can have them, but I just can't bring myself to upload a mod for people and hope for the best. Any info including anecdotal is appreciated.
  15. Thanks, this is very much appreciated. So I'm assuming I need to have my mod packed into the ba2 for the nifs to get deleted? I use mod organizer 2 so I've only tested with them as a separate mod so far. I'm still new to this aspect of modding so tools like xedit and this script are still blowing my mind.
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