Jump to content

KikiVelika

Members
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About KikiVelika

KikiVelika's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. ESP: Found 95152 temporary and 1284 persistent (96436 total) loaded references ESMified:Found 95139 temporary and 1297 persistent (96436 total) loaded referencesThis is just the alpha which contains roughly 50% of the planned content, but a lot of the expected level design for the mod, so my mod will probably end up with ~130k-170 references I guess. I'm beginning to wonder if I should let my alpha testers check their ref count? The total limit is somewhere around 2M, right? Still 95k loaded temporary refences as ESP with the ESM-flag sound like a lot. From what I remember from a while back when I was giving feedback to another author who was also working on his own worldspace, one would expect that the count of temporary refences would decrease by about 80-90%. However he didn't have any quests in his w.i.p. mod at that time. Sadly I don't have my collection of Fo4 tech docs at hand atm, since I'm on a business trip and only have some basic modding-tools on my laptop, but the limit was either 2^21, 2^21-1 or 2M flat. Personally I think it doesn't hurt if your testers check for loaded refences, especially if they also have mods with custom worldspaces or a lot of interior cells in their LOs. Even some of the more illustrious settlement mods tend to add a lot of them. I assume that you made sure to set the persistent reference flag on actors and other objects referenced in quests/scripts before flagging the plugin as ESM? I think the Creation Kit tends to not set those automatically, if it saves the plugin as ESP.
  2. Another thought or question for your testers: can they actually start a new game and leave Vault 111 with their huge LOs with and without your mod? If they can't, and rely instead on loading their mods after they left V111, their test results should be treated as invalid since their saves might already be corrupted, especially if they have script-heavy mods that affect anything related to your quest mod. Do they use default papyrus settings in their .ini or have they increased some of those following values from their defaults? [Papyrus] fPostLoadUpdateTimeMS=500 iMaxStackDepth=100 From my personal experience increasing both values by reasonable (50%, 100%, 200%) amounts tends to help with the stability of huge LOs, especially if one runs a lot of Creation Club content. Checking the other papyrus settings might be worth a look as well. For some strange reason people often increase "iMaxAllocatedMemoryBytes" to very silly values, despite a couple of MBs being more than enough. Especially the settlement crowd seems to think that cranking up all papyrus values will help with large LOs. And last but not least, have you checked how many loaded refences your mod has with and without the ESM-flag? Since an ESM won't increase the amount of loaded references by much, your testers should be fine, unless they are all literally close to the limit in Fo4 (~2M refs, iirc)
  3. Stackable Concrete Foundations isn't enough for your needs? Especially the 2nd variant that adds a foundation without the wooden top layer.
  4. Probably been answered already, but I know that some legendary weapons can be found.. for example.. The treasure of Jamaica Plains has that legendary baseball bat that you can take. Oops, forgot to mention those in my rambling post about legendaries. :pinch: These legendaries are called custom items that are placed via leveled lists by the "CustomItemQuest". :cool: Similar to the aspirational items those are generated at new game creation and are also a bit of a nuisance to remove during runtime. Therefore one has to load any legendary removal mod basically always at game creation to avoid too many problems. Somehow I get the feeling that I just started the development of a new mod thanks to this thread... :geek:
  5. I doubt that the cubemaps themselves are actually the problem of this mod. Technically they seem fine, at least both Niston's Texture Scanner and Visual Studio 2022 reported that they are the same format as the ones BGS uses. I only tested the low-res 1k variant of that mod which didn't crash in my LO, since I was considering to add it myself, but choose not to for aesthetic reasons. (For reference my LO is ~150GB, ~160 plugins, consisting of ~500 mods that are mostly merged, ESLfied and de-crappified. My largest archive is about 55GB and I have no trouble starting new games or getting out the vault with my LO.) Maybe there are issues with the 2k or 4k variants of this mod? If you want to get rid of the cubemaps in a proper way, just extract the material files (*.BGSM/*.BGEM) from the general archive "Wornplastic - Main.ba2" with the "archive2.exe" that comes with the CK and edit them with the Material Editor. You have to delete the entry for either "EnvMap Texture" or "Environment". Those entries usually reference some file that ends with "*cube.dds". Once you are done, you can re-pack them with archive2.exe and try your luck. Don't forget to remove the edited files from your materials folder, if you have loose files enabled. BGS's archive tool is always the preferred method, since that was also used to pack the original game archives. Btw, if you unpacked them into your Fallout 4/data folder, you can just drag and drop them back into the open .ba2 file and save it. Typically textures don't crash the game on start, but when you load the 3D of a scene or an actor is spawned. If you already experience a crash at game load, you might have run into the archive limit or something inside the mod's plugin is weird. Since the plugin for this mod is just an empty loader with the ESL flag, it should usually work without problems. To test for the archive limit, check if you can load your game with any other additional mod that comes with archives. However it looks like the author overrides the original material files with his own ones which is perfectly fine, but can cause hard to identify conflicts with other mods. You might want to try to load this mod at the bottom/end of you load order just to be sure that it wins all conflicts. If that doesn't help, it's probably xEdit time to find out if any other mod(s) touch those materials with material swaps in their plugin(s). edit: clarification
  6. Sounds like either a mod conflict or an author who did something quite clever in his mod. :laugh: From what I remember Nordhagen Beach is one of the settlements Proctor Teagan might send a BoS player to, to coerce the farmers to give their crops to the Brotherhood. Personally I've never seen those dudes around without doing those radiants.
  7. You also have the aspirational items, aka the legendaries sold by the vendors around the world. Similar to the quest reward legendaries, they are spawned via leveled lists as instantiation filtered templates. That's also the reason why you can't simply spawn them via "player.additem" in the console. To completely get rid of those two types of legendary items, you either have to edit those leveled lists or the associated spawn quest, which only affects new games for the vendors, or write a script that removes them from those vendors at a later time. However that is quite painful to do safely. The quest reward legendary should be gone by just editing their leveled list as long as you aren't at the quest stage(s) that disperses them. In case you want to go crazy with legendary crafting, take a look at Dankrafft's crafting mods. Want an Explosive Wounding Staggering double-barreled Shotgun that fires the double amount of pellets without needing to be ever reloaded? It's no problem there... For the opposite end there aren't really many standalone mods that remove legendaries from the game, since the only reliable way to do that without scripting requires always to load that mod at game start, ideally with the complete rest of your load order. However, even then you still have to manually patch legendaries injected by other mods.
  8. If I remember correctly, it's an engine bug with environmental mapping. Unless BGS fixes it with the Next-Gen update, you might get lucky by using the Buffout 4 mod, but I never tested that specifically for this bug. You might want to try to disable rain and rainy weather, since that seemed to prolong the time the environmental mapping worked, but that could have been just dumb luck on my end when I did some testing. Personally I ended up editing some (leather style) armor pieces that were affected by it to not use environmental mapping, but that doesn't seem to be an option in your case.
  9. That sounds like a case of wanting to learn some basics in xEdit. :cool: Personally I looked into it and started learning those basics for pretty much the same reason, although in my case it wasn't power armor, but a couple of faction focused clothing mods I used for my settlers. It started out with a couple of edits, now, years later, my personal overhaul is ~17 GB in size and gives almost all unique non-raider NPCs their own outfit, often incl. tattoo'd body skins and some even get their personal bodyslides. Not to forget faction specific armor and clothing for leveled characters. :ermm: It's all doable, but it takes some time to figure it out and patience to implement it. Since I don't have the Gunners v MM creation, I sadly can't help you with the skins, otherwise I probably could've created a small template plugin for you that would be quite easy to adjust for your needs of other PA pieces in xEdit.
  10. A suit of Power Armor is basically just a piece of furniture that can even be crafted via the workshop interface with mods, and is equipped with a couple of armor pieces that are functionally very similar to normal armor. The main difference is that you need to attach them to the furniture to use them. Personally I'd just create a custom set of the armor pieces in xEdit, place them in a container somewhere in Vault 111 or near the starting area, and use them once I acquired an existing PA frame in-game. That takes about 30 minutes to do and test, if you know your way around xEdit and how OMOD and ARMO forms interact. If you want to make it nice and tidy, with a PA frame placed in the game world, it's probably something like 2h and requires the CK as well. Quick & Dirty: - find the pieces you like, e.g. the T-51s, copy each of the generic ones into a new plugin - look at the Object Template, delete all but the one flagged 'default' - now replace the default OMODs from each include with the one you like, make sure to select the proper one by looking at their mod association keywords - tweak carry weight and names of the pieces if needed - place them in a container that only has a single placed reference in the world, e.g. 0x000B97FC which is one of the file cabinets in the V111 overseer office - save and enable the plugin, start a new game, loot the container, and leave V111 with a custom set or PA armor - stick them into any of the easy to get PA frames in Concorde, near Covenant or the Satellite Station For an existing game you can easily find them via console by your custom name, if you did name them. The problem with the "player.placeatme" command and generic PA armor pieces is that they will typically spawn as random templates that may use mod collections for their OMODs to randomize the loot in-game. That's often used for leveled PA frames and characters wearing leveled PA like raiders in random encounters. Therefore a small plugin with your personal armor overhaul is pretty much the only way to get exactly the pieces you want instead of randomized ones.
  11. You might want to check out the "Equipment and Crafting Overhaul (ECO)" mods by DankRafft. He added a lot of Fo76 and custom affixes to the legendary mod crafting parts of his mods. And with the possibility to add multiple legendary mods to your weapons and armor, you can basically create a perma self-healing character that also obliterates everything in its way with explosion, burns and bleed stacking.
  12. The "Misc Hairstyles v1.6" mod for Fo4 has a hair style called Anebelle that comes pretty close. Vtaw, that guy with the huge wardrobe mods, has a small (and free) mod named "Ballerina Twins" or so somewhere on his patreon that is a re-creation of the Atomic Hearts outfit from the picture for Fo4. Not sure if that helps, since the author of the first mod doesn't seem to do anything for Fo4 anymore and the other guy looks like he is quite deep into paywalled skimpy/adult stuff. :sad:
  13. Not sure if you still need a .nif for a modular "border wall", but you could do that with a couple of mouse-clicks in Outfit Studio as long as you don't mind the large amount of scrolling that comes with those large meshes. Just load a small and simple existing mesh like the one for Covenant, mask four vertices of a rectangle and delete the other ones in the mesh. Adjust the pivot point as needed, export it and it should be usable as modular workshop border element. Worked for me for most non-clothing items in the past without all the Blender, NifSkope and other crazy mesh import/export acrobatics.
  14. That depends how the quest rewards are distributed. BGS doesn't seem to have had good practices for this sort of thing in Fallout 4. Simple case: You can look at the leveled lists that are referenced by the quests in xEdit. Most of them are typically the quest rewards or items the NPCs give to the player. Editing those is fairly straight forward, but be warned, it can screw around with you current savegame. Better start fresh after your done and happy with your modifications. Annoying case: Quest rewards are directly rewarded via scripting. That usually means that you have to look at the quest script, the quest fragments (where stages are changed) and into the fragments of each topic info (where things are done during dialogue) to figure out what is rewarded when and how. Since you get all the source files including the DLCs with the CK, you have to unzip them to so the code is visible in the CK. If you use an editor with code intelligence (like VS Code), you can open them directly and search for the items that are rewarded. Keep in mind that especially older/earlier quests are very messy. If you want to go down this rabbit whole, be warned that you might break UFO4P and other mods that might hook into those quests, if you re-compile the code with certain quest and fragment changes. It's also a pain to debug, if you aren't really experienced with papyrus scripting in Fo4. If you just want to completely replace laser muskets and don't care about each individual fusion cell that is scripted, you can also just edit the leveled lists that are used to distribute the weapons in general. It needs a bit trial and error since your replacement probably has a different amount of OMODs or the replacement weapon doesn't have enough templates, but it can usually be done. IIRC, in case you are thinking about the old F4/NV Service Rifle mod, you will get a nice a mount of templates and they already inject some flavors in the MM leveled lists anyway via script. You might also need to manually edit some placed references like the one in front of the museum in Concorde, but from my experience with SMGs and Combat Shotguns, the laser musket isn't nearly placed as often as those in the world.
  15. If you willing to fiddle with PowerShell, you can use something like: foreach ($file in get-ChildItem .\*.ba2) {& ..\Tools\Archive2\Archive2.exe $file.name -e=".\uncompressed" }Assuming you are inside your Fallout\Data\ folder and have archive2.exe installed at the default location of the CK, all your .ba2 archives will be extracted into a new subfolder called "uncompressed". However this won't resolve file conflicts, since that 'foreach'-loop goes through the files in alphabetical order. It's pretty much only useful in cases where you want to unpack a whole game. I haven't really tried to delve deeper into generating individual folder for each archive, but unless you want to spend time to create a batch file that mimics your load order, you are probably faster going through your mods manually outside of any mod-manager to clean/optimize the assets and create proper individual archives to get rid of loose files. If you happen to be an annoying perfectionist like me, you always can just create your own dummy-archive bundles. For example, most of those tiny clothing mods with loose files usually get ESL-fied, but instead of clocking up my /meshes, /textures, etc. folders, all their assets are stored into two huge compressed archives, one for general files and the other for textures, which are then loaded via dummy plugin. This speeds up load times massively and if you switch a lot between load orders you don't have to worry about loose files anymore, it's now just a single plugin. Built bodyslide meshes for armor and clothing are stored separately in another archive with another dummy plugin at the bottom of the list which allows me to switch the shapes of my whole load order with a couple of mouse-clicks if I want to. :cool: Literally the only loose file I still have, is the background music for the loading screen, since that one is a pain to archive properly.
×
×
  • Create New...