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yuser

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  1. Can confirm. It doesn't work now. PS: what is so special in these buttons so they now can work only in "modern" browsers? They are just links!
  2. You have Game Configuration Menu (GCM) installed, check its MCM (mod configuration menu), it has a special section for legendary enemies.
  3. Tactical Throwing Weapons adds (among others) throw-able vials of acid. Though I have this mod installed but I never tried these grenades actually.
  4. Also Zebrina's Workshop Devices has this feature among others (if you have a special engineering tool in your hands a new menu appearing for some interactive objects including doors). Though I'm not sure that this feature works for all doors, I'm using it only in settlements).
  5. It seems to work now, at least for me. Thank you.
  6. I understand about old notifications but I still don't get new ones, despite of .
  7. I have the same. No notification. At best they appears after a huge delay (12-24 h).
  8. I hate these squares, it is the only reason why I'm still using VIS/Radrose and not VIS-G...
  9. Search the sections of INNR somewhere below, for example it's from my VIS: ... >============================================================ ... (Welded);10000;dn_HasMaterial_1[Fallout4.esm];dn_armor_RaiderMod[Fallout4.esm] (Tempered);10000;dn_HasMaterial_2[Fallout4.esm];dn_armor_RaiderMod[Fallout4.esm] (Hardened);10000;dn_HasMaterial_3[Fallout4.esm];dn_armor_RaiderMod[Fallout4.esm] (Buttressed);10000;dn_HasMaterial_4[Fallout4.esm];dn_armor_RaiderMod[Fallout4.esm] ... As you can see the game checks two keywords for these rules and if it found both it adds a corresponding string to a name. Notice that one of these keywords is from OMODs - object modifications, and other one is from an armor record itself. For example raider armors (ARMO records with names like Armor_Raider_LegLeft) have dn_armor_RaiderMod keyword. And object modifications (OMOD records with names like mod_armor_RaiderMod_Leg_Material_4) have dn_HasMaterial_4 keyword (buttressed). So default raider armor (all pieces) have dn_armor_RaiderMod keyword and if you will make a "Buttressed" modification on it it will get dn_HasMaterial_4 keyword. In your case probably armor keyword is still dn_armor_RaiderMod (as it is still raider armor), but you will have to find a corresponding OMOD record and a keyword for drednaught modification in it. And finally add to *your* INNR rules to a corresponding section something like this: (Dreadnaught);10000;dn_RaiderOverhaul_HasMaterial_Drednaught[RaiderOverhaul.esp];dn_armor_RaiderMod[Fallout4.esm] I never used Raider Overhaul so it is just an example, I don't know how the ESP file and the keyword are actually named.
  10. DEF_INV (in your case VIS-G) replaces tags with icons. Tags - the first part of the name with brackets around it, something like "|Chest|", "[Combat]", "(Aid)", etc. So you need only the first section of the INNR. Make sure it contains keywords that are needed to find a corresponding tag. If you really want to make new instance naming rules (INNR) for an armor: 1. Find this INNR in left pane in FO4Edit, right click on this record, select "Copy as new record into...", then select to create new file. I'm recommending to create ESP file with ESL flag. (alas, Bethesda's engine requires to copy a whole record even if you want to modify just a single part of it) Then enter a new name of this INNR record (for example dn_NewSuperArmor instead of dn_CombatArmor). 2. Copy records of armors you need almost the same way as above. The only difference: you need "Copy as override into...", then select the ESP file you have created at the first step. You can find armor records at the left pane in the "Armor" section. You need to copy the whole armor just to change the INNR in it, thus "override", because you want to change an existing record. 3. Then in your new ESP file select armor in the left pane then in the right pane find "INRD - Instance Naming" field and change it from default to your new ruleset from the point1. Just press F2 to edit this field and start typing "dn_NewSuper...", FO4Edit will filter records while you are typing. 4. Now you have copied an INNR ruleset and an armor(s) into a new plugin and now this/these armor(s) refer to your new ruleset. So now you can experiment with INNR rules and do what you want to do. (maybe someone experienced with VIS-G will advice you something more concrete/specific, all of the stuff above is just general advices)
  11. Not the fix, but different mod: Portable Cloning Device.
  12. I still don't completely understand what do you want to do. Also I don't use VIS-G, so I can show an example only with old good VIS. This is exported dn_CommonArmor INNR (I removed most lines that doesn't matter in this case): For example you have a medium combat armor chestplate, it has these keywords: _ArmorSlotChestplate_Slot41 (from the AWKCR), dn_armor_Combat, dn_HasSize_B (vanilla ones). The game check INNR rules from the top to the bottom until it find first matching keyword in this particular section, after that it moves to a next section. In our example: in the first section the _ArmorSlotChestplate_Slot41 match, so it take |Chest| tag; in the second section dn_armor_Combat keyword match, it take "Combat" string; next section - dn_HasSize_B - "Medium"; then again dn_armor_Combat keyword match and it take "Armor" string. So finally we get this: |Chest| Combat Medium Armor. Probably you have mixed rules from different sections. If you want to change "Light/Medium/Heavy" strings, then edit just this section. Again, I don't use VIS-G, all of these are just an example. Sorry for my English. I barely understand you and probably vice versa :-)
  13. Most of these are defined in INNR - Instance Naming Rules. For example for armor it's 00184BC1 dn_CommonArmor. I'm highly recommending xEdit (FO4Edit) Plugin - Export-Import INNR (Instance Naming Rules). Without it managing INNR rules is a pain in the ass.
  14. Probably it is Emilie De Rochefort (Lili) Outfits.
  15. And this allowed me to find the culprit! It's Corrunda's Goodneighbor. This mod changes Goodneighbor (obviously) but for some reason also it edits some cells outside around it, like this: Probably leftovers from Creation Kit? I have deleted these edits and my FPS have jumped from 25-28 to 37-40. And there are no any visiable problems after this. I think 40 FPS at the heaviest area in the game is quite acceptable with my mods setup. VIitS, thank you very much!
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