Jump to content

zilav

Premium Member
  • Posts

    558
  • Joined

  • Last visited

Everything posted by zilav

  1. ESMify esp masters by setting ESM flag in their TES4 plugin header while working in CK, remove (or restore from backup) when loading game.
  2. All masters must have ESM flag set in TES4 header or CK will remove them when saving.
  3. Check that lists with weapons being added have "Calculate for all levels <= player level" flag set, otherwise only the highest level entry close to the player's level will be used (and I assume by logic this would be the heavy weapon). By the way CK has preview button for leveled lists results for quick testing, no need to waste time in game now as in previous titles.
  4. Press Ctrl+F3 in FO4Edit, find your file, right click -> Save as
  5. That's description in TES4 plugin header, CK truncates it down to 512 chars for some reason. You can ignore them.
  6. I have 252MB master file which works fine in CK along with stripped Skyrim.esm https://tesrenewal.com/forums/general-development/working-with-skywind-and-skyblivion-in-creation-kit The link to stripped master on SureAI doesn't work now (after Enderal's release they remade site), but you can just ask around or create your own one.
  7. Use stripped vanilla masters as mentioned. Also CK deletes records in the master when merging "deleted" flagged overrides, why do you want to remove them yourself? xEdit is shipped with "Worldspace crop" script to remove excess cells from a worldspace. You will stll need to update object bounds manually in WRLD record though or alter it in CK so it'll update it for you.
  8. Pro-tip: when you draw a border region to extend sea LOD, save it in a separate esp plugin and load only in OScape for LOD generation (your plugin must be ESM or ESM-flagged ESP file to work in CK, can flag it temporarily when drawing a region). No need to keep all those empty cells in the actual plugin. Creation of custom billboards for trees LOD generation in TES5LODGen
  9. You use x32 CK verison from Tools\LipGen folder and moved it to the root of Fallout 4, right?
  10. Remove everything except leveled lists from merged patch, it is a starting base for building custom patches, not a ready to play plugin (hence the unsupported warning message when you build it in xEdit).
  11. Clear affected Cells for Precombined Data removes precombined meshes data from cells where that object is placed and precombined with others. You can view "Use Info" to get an idea what cells would be or was affected.
  12. Precombined meshes are not shared because they have FormID of cell in name and thus unique for each cell. Previs *.uvd files are shared for 3x3 cell blocks so mods that don't change same cells but include updated previs files can potentially conflict.
  13. Mod managers change both of those files, so something gone wrong with mod manager of your choice. Both files must always be "in sync".
  14. TES5Edit reads the actual load order from plugins.txt, not from loadorder.txt which has less priority.
  15. Actually they are very proud of themselves and their new smaller modular tilesets compared to the previous games They didn't go into details that this system also introduced precombination issue basically making the game unmoddable (again compared to the previous titles), but that is another story.
  16. Good. It is safe to use FO4Edit but only when you know exactly what each data field does in a record you mod and what should be put there to work correctly, until then you'd better use CK when in doubt.
  17. Was it made in CK? There are some values in perks like "PRKC - Run on" and "EPFB - Perk Entry ID" that should have proper data, CK sets them automatically while FO4Edit requires user to set them properly.
  18. Make sure you have the right esp active and there are no other plugins later in your load order that override the same records, like pevious versions of your own plugin.
  19. I'll probably release my personal tweaks mod as mentioned above soon, but for now you can try this mod that brings back Damage Threshold from New Vegas http://www.nexusmods.com/fallout4/mods/10060 as it should give a lot of damage resistance to all creatures and NPCs wearing armour. Looks like you already have FO4Edit and some experience with it, so it shouldn't be much trouble for you to run. Avoid using strong armours and weapons, "nerf" yourself on purpose. If you are using custom weapons/weapons, nerf their stats if needed since mod authors like to make them overpowered compared to vanilla ones.
  20. The problem is that the player perks are too overpowered in Fallout 4 compared to previous games. You can select perks that give 20%x5 = 100% boost to damage to your weapon of choice. For comparison the similar perks in Fallout New Vegas (Cowboy and Grunt) had a single rank giving only 25%, and even nerfed later by the lead game designer in his unofficial patch http://fallout.gamepedia.com/JSawyer. The second problem is that the player has too much HP in overall, especially gained per level, multiplied by the fact that levels are prentiful in Fallout 4 turning player into a walking tank. This was also nerfed in New Vegas to be +5hp per level only. Bethesda cater for casual public and thus made this game an easy experience. If you want a harder game, it is more appropriate to overhaul player perks with some sense instead of making all enemies even stronger, like changing damage boosting perks to +5% instead of +20% per rank and lowering player's HP to be more inline with previous games.
  21. In theory only textures archive have a different format for XBOX, and there is a switch in Options for that. So you should be able to package files for any platform outside of CK.
  22. EITM - Object Effect in Armor record. Just always check the existing vanilla records as an example.
  23. Probably an incompatible lodsettings file from different LOD generations, the same bug as in Skyrim's CK
×
×
  • Create New...