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Everything posted by hlp
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Make a simple plugin with one unique form, duplicate it 253 times and then load all 254 mods. You will have all the forms available whether they come from the first plugin or the 253rd. So no there isn't a so called 1xx limit in FNV. I definitively remember prideslayer doing that test years ago
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Not sure what you mean, but FNVSE does exist. http://nvse.silverlock.org/ New Vegas is limited to 130 plugins, unlike Skyrim. No it is not. There were working example of people getting to the theorical mod limit of 254 plugins loaded.
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Being an hypocrite does not change the fact that you are entitled you know.
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Dumb mod author needs FO4Edit help
hlp replied to tarsis31's topic in Fallout 4's Creation Kit and Modders
You are not using the proper filter. Use "Apply filter for cleaning". -
Using MO ? I can't load F4SE through MO if the directory F4SE exist in the Data folder. Crash is in some memcpy. Works without issue outside of MO.
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The only one is a console command GetF4SEversion :)
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Check GameHour on the Wiki. The decimal part multiplied by 60 should give you the minutes.
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IsFacingUp? Any help from NVSE appreciated.
hlp replied to mindboggles's topic in Fallout New Vegas's GECK and Modders
Without looking at the functions called from the command call, "Bip01 Spine01" is the bone referenced explicitly at the higher level. So, you should start with this one. -
Quick Quest - Temp vs. Persistent Objects
hlp replied to yatz's topic in Fallout 4's Creation Kit and Modders
Yes it will be removed and yes it does know which plugin it comes from, that's what FormID are for. Also lookup how persistence works in skyrim moding. It definitively does not work as it did in previous games. -
FO4Edit Reference Conflicts I'm Not Familiar With
hlp replied to yatz's topic in Fallout 4's Creation Kit and Modders
Can you link to that ? I haven't seen it yet. -
Thank you.
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Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting. EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet. Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE. My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says. When F4SE functions start appearing they will come with modified scripts so the vanilla compiler will use them. Patience.
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A Fix for the Occlusion Bug
hlp replied to shadowslasher410's topic in Fallout 4's Creation Kit and Modders
Follow Arthmoor link just above. fireundubh also said he added it to the CK wiki. -
It uses plugins.txt only, the same way the game does.
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No it's not working ok, because the load order shown by FO4Edit when the asterisks are in place is the actual loadorder used by the game.
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This has nothing to do with F4SE. Just read one of the thousands of topic talking about mods and v1.5
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This has been Beth stance since they introduced modding. It will never change.
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I personally wrote that part in xEdit so if I tell you it is working properly I know it does! :)
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This is not a workaround this is actually how the game handles mods since 1.5 and all mod manager have to adapt to it. YOU MUST PUT A * BEFORE ANY MOD YOU WANT ACTIVE IN PLUGINS.TXT SINCE 1.5. loadorder.txt is also ignored. FO4EDIT show the ACTUAL load order the engine will use, so no, it is not messed up.
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It's working fine for me. Verify the game updated properly. Also make sure the error message is from F4SE, not another mod.
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FO4 CK Multiple Masters
hlp replied to Deleted3507349User's topic in Fallout 4's Creation Kit and Modders
Yes create it as needed. Yes it is new. They do actually learn from people feedback. As much as possible it is possible to update the game without overwriting any user changed files. Like providing the script source as a zip AND creating the separation between BASE and USER scripts. -
Anyone tried the fix ashileedo speaks about ? There is a whole Visibility menu in the CK.
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FO4 CK Multiple Masters
hlp replied to Deleted3507349User's topic in Fallout 4's Creation Kit and Modders
Don't make changes to CreationKit.ini change CreationKitcustom.ini I think I wrote that a thousand time already :)