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bombasticmori

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About bombasticmori

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    Fallout 4

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  1. This sounds like a bounds issue. If the model you're adding is set up so its bounds are symmetrical across the origin, when told to be craftable in game, it will sink to wherever the zero point will be unless you give it a property to tell it otherwise. You can add a ConnectPoint to the model file with the name P-WS-Origin and with WorkshopConnectPoints as the root, and set the value of its translation/rotation that to be the base of whatever model you're working with. It usually will start working with me, but I have experience random crashes on a couple items I used this property on, so use at your own risk
  2. That's actually really cool. Have you been able to edit any of the scripts themselves yet, or is this all done through applied effects/quest triggers at this point?
  3. The reason that I ended up changing so many of the a vanilla categories is that currently the vanilla system is a cluttered mess, especially with other mods enabled, making it very difficult to find anything. I also wanted to make my mod feel a bit more aesthetically like vanilla, by integrating them with the existing system, but that's neither here nor there when it comes to compatibility. Unfortunately, the changes you're proposing aren't really going to do that much at all in terms of dealing with lots of compatibility patches and issues right now. Even if everyone makes a pact to only add their mod to the main menu, we'd still have to make a patch to make it compatible with any other mod that also edits the main menu. While yes, it would be easier to make the patches themselves, but the difference is you only have to edit one formlist instead of the five that are currently in Homemaker, and since you can just drag and drop the keyword names in FO4Edit, it's not really like there's that much more work involved. I'm sure once we get the GECK we'll be seeing a lot more elegant solutions arise to deal with this problem, and like I've said when asked about this previously, the current system *is* untenable. Luckily Bethesda games already have a lot of modder made systems for dealing with this, like SkyProc patchers, Bashed Patches, MCM menus and Merged patches. I'm sure we'll be able to think of even better systems as time goes on, but until the GECK releases incompatibility is just something we're unfortunately going to have to deal with.
  4. That's very good to know, as so far most of my tests have been on animated objects, so that might explain why I'm having issues. I'll play around with it later.
  5. I've been trying to use it, and so far have had very little success in its present form. For me at least, I'm currently unable add any blocks or change strings with the vanilla models without crashing the game, which is strange as I'm able to change object textures and materials just fine. If someone has gotten it to work with editing the vanilla models, I'd be very grateful to know, as currently I have hundreds of ideas on things to do and can basically do nothing but stare impatiently at the github repo, lol
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