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psychotic29a

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  1. Hi For some reason the "snap to reference" feature is not working for me in Creation Kit Platform Extended - when I select a ref for snapping with Shift+Q, everything seemingly snaps relative to global grid, not the chosen ref. I checked and it works fine in vanilla CK. Am I doing something wrong? Are there some CKPE ini settings I should change? Thanks in advance for any help
  2. Hello Just like in the title - I'd like to find out during runtime which esm/esp/esl file placed some particular object ref in the world. I read some docs on Creation Kit wiki (actor script, objectreference script, etc.) but couldn't find anything like that. Can it be done with papyrus or console commands? To be clear: I'm talking about reference, not base object. So if there's a mod which puts a bunch of vanilla raiders in some location, their base objects will have originated from Fallout4.esm, but their refs will have been put there by the mod's .esp file - and I want to know the name of that file. Any help and insight will be highly appreciated.
  3. This looks useful, thanks. In the meantime, I found what all those NPCs who stubbornly refuse to disappear seem to have in common. In CK they are normally showing up in their respective cells, but in FO4Edit they are showing up in "Persistent Worldspace Cell" instead of the cells in which they physically appear in the game. According to FO4Edit this cell's ID is 00018AA2, it contains a ZILLION entries, and I can't even find it in CK. I tried googling it obviously but couldn't find anything useful. CK Wiki doesn't have anything either. WTF?
  4. Hello First of all - I'm a CK newbie so please have mercy if I say something stupid. :smile: I'm trying to make a mod which removes all instances of NPCs from a certain faction or race (e.g. supermutants or feral ghouls) from the entire game, minus unique/named characters (e.g. Strong). I want my mod to only affect the vanilla characters - for example if all ferals are removed and there's another mod which adds its own ferals in some location, I want those ferals to still be there. So I'm guessing I can't use the same approach as for example in SKK50's mods, which - if I understand correctly - dynamically disable all actors in loaded cells as soon as they are loaded, regardless of which master/plugin file put them there. My first idea was to manually disable all unwanted actors cell-by-cell. However this was a real pain - they were often tied up in dependencies with markers/triggers/activators/quests/etc. so mass-disabling them with "reference batch action" tool wasn't an option. And even if it was, the sheer number of cells would still make it a pain. My next idea was to create a duplicate of "EmptyIdleMarker" object, check the "ignored by sandbox" option in the duplicate, and then search & replace all instances of a certain actor type (e.g. LvlSupermutantRanged) in the entire game with instances of that new marker. This actually worked - I briefly tested it and there were no crashes or glitches, NPCs just disappeared. Is this approach even remotely proper or correct? :smile: Then I found all the Random Encounter quests involving that particular faction/race and removed their quest nodes from Story Manager. Again, is this approach valid? But still, some NPCs just keep appearing. Is there any other way an actor can spawn in the world, other than manual placement, quests or random encounters? Is there any way to check in-game in which manner an actor was spawned? I'm already using Better Console mod but it doesn't seem to provide that info (it only shows that an actor comes from Fallout4.esm). Any help, insight and guidance will be highly appreciated. Thank you in advance. :smile:
  5. Looks like I'm a bit late, but are you still working on it? It sounds great, I would love to try it out. I had the same problem with vanilla vault 88, it was just too small for me.
  6. I know it's an old thread, but are you still working on this mod, RoNin1971? 13 stories sounds almost too awesome to be true.
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