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payl0ad

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  1. I think I've found it by pure random chance. There's LLs called "Aspiration_Weapon_*" that seem to be used by the "AspirationalItems" Quest, which seems to be what I'm after. Edit: Also, good morning SKK50 ;-)
  2. Crosspost from reddit.com/r/falloutmods I know how vendors are constructed on the technical level. The containers (like VendorVault81Misc for Alexis Combes) do not contain any references to their respective legendary weapon however. So this means the gun is added by a script somehow. Fine. I don't particularly care how the script does its work but I need to know the EditorID of that script and how the game puts The Overseers Guardian into Alexis' merchant container exactly. More exactly, I need to know which LL the script generates the legendary base item from and in which ESP record this happens, so I can change the legendary base item of The Overseers Guardian. Same for all other vendor-sold unique guns basically, TOG is just a nice example. Anybody know how this works exactly? I would have expected a script having a direct reference to the vendor chests but that is not the case. I suspect the script will grab the ref to the merchant container by an alias instead but I don't understand aliases enough to be able to deconstruct the generation of those items. Whatever the case may be, I've already tried changing LGND_PossibleLegendaryItemBaseLists_GunGroupHigh and LGND_PossibleLegendaryItemBaseLists_GunGroupLow but it does not seem like my changes to those lists are taken into account; I would assume those lists are only used for randomly generated legendaries on spawned mobs(?).
  3. I was trying to help you in finding out why that C-Finder shows up as purple. Archive2.exe expects your DDS files to have mipmaps. If they don't, they're not valid DDS files as far as Archive2 is concerned, and it will throw an error message upon saving the archive. It will also not pack the texture into the archive. This is the most common problem I've encountered that would cause this for you. You can solve that by opening the DDS in your image editor (I'd prefer Paint.NET here as it's very fast and you only need to fix a simple thing) and re-save it generating mipmaps. Then re-pack the archive. The PNG thing was a joke. I make mistakes, sometimes I try to pack the wrong files. Not saying it's the problem for you.
  4. 9 out of 10 times when Archive2 refused to pack a texture file in a DDS-type archive on me, the texture file was missing mipmaps. The 10th time was me trying to feed it a PNG.
  5. There is a jury-rigged drawbridge on that scrap yard next to Saugus Ironworks, might be useful to pick that apart.
  6. First, I don't think you're supposed to tick "Tree Flats". Second, if you only need Static Object LOD (which includes trees), you can try xLODGen, which does provide error messages when it encounters a mesh it doesn't like.
  7. This is incorrect. You can make a "- Sounds.ba2" archive and it will load up fine. "- Misc.ba2" also works, FYI. Fairly certain you can also use "- Materials" and "- Interface" but I haven't tried those myself. What about when you archive mods into a BA2 with the correct limit of 2000 MBs but the size of the content you packed is bigger than 2000MB and Archive2 creates you a second BA2 file renamed with numbers? If I remember correctly Archive2 gave me two separate BA2s and named them: - Textures1.ba2 - Textures2.ba2 Or something similar. Does that still work? Do we still get the benefit of performance with that? I didn't like that renaming so I slashed the content size. lol BA2 doesn't have a 2GB file size limit actually, it supposedly is a 64 bit format. I have seen archives in the upper single-digit GB range but don't know if there is a soft or hard limit below 64 bit. Look at Old World Radio for example, its Sounds archive is almost exactly 6 GB. Luxors texture packs touch the 4GB mark. The archives should still provide a substantial performance advantage. Compression works regardless, might even be beneficial to operate on smaller archives for threading. Doesn't really matter if you have to keep one, two or three dozen file handles around though, as long as you don't make it a few hundreds to thousands by introducing loose files. I'm fine with a few very large archives though.
  8. This is incorrect. You can make a "- Sounds.ba2" archive and it will load up fine. "- Misc.ba2" also works, FYI. Fairly certain you can also use "- Materials" and "- Interface" but I haven't tried those myself. Sure? I've tried that numerous times and the "Sounds" plugin never loaded that way. The only archives that loaded for me where "Main" and "Textures". Absolutely. I have made a habit of archiving any mod I want to use before installing it, if it ships as loose files. Even small stuff gets archived, so I do not clutter up my Data folder and everything is controlled by load order. In some cases I've also poked into the archives a mod ships and I frequently see "- Main.ba2" files without compression and sounds contained. The CK does it this way for some arcane reason. You can extract those, put the Sound\ and Music\ folder into a "myMod - Sounds.ba2" archive without compression and then pack up the remainder non-dds files into a compressed archive. Did that often enough to be 100% certain it works. Quite often saves a lot of file size, especially so if you have very few sounds and a lot of meshes (e.g. LODs).
  9. This is incorrect. You can make a "- Sounds.ba2" archive and it will load up fine. "- Misc.ba2" also works, FYI. Fairly certain you can also use "- Materials" and "- Interface" but I haven't tried those myself.
  10. Agreed, awesome tutorial, I didn't know this was possible. That opens up a lot of possibilities.
  11. @DiodeLadder: Wait, the CK actually merges bhkPhysicsObjects? That's awesome. We do have some primitive shapes from various meshes, like the foundation floor or the basketball.
  12. BA2 files have no support for DRM. The system is designed so everything can be extracted easily. We wouldn't have this giant modding community if we couldn't get our hands on the assets without jumping through some flaming hoops.
  13. Does the cell in question use any custom NIFs? If so I'd start by disabling those and re-running the precomb generation.
  14. Magazines (BOOK records) can by themselves add a perk. The vanilla Magazines go through that quest to track other things. You can use the HasPerk condition )on the player) in your crafting recipe to check for the presence of your perk.
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