Jump to content

fftfan

Premium Member
  • Posts

    414
  • Joined

Everything posted by fftfan

  1. Maybe it's just practice needed at this point. Most basic stuff I can do or can easily pick up and understand from a google search. Just want to try to make sure I am not stuck at the same skill level even after more hours(which I feel like anyone can reach if they get a 101 basics overview), I don't feel that all that far progressed relative to time put in so it made me wonder if I need to make some changes. Like in weight lifting if you don't have any sign of progress after a month or two probably it's time to reevaluate things probably gotta take a look at methods being used and consider another plan or at least making some kind of change. Unless modest things take 100+ hours to learn to do kind of well? Texturing certainly is the hard part. Would anyone want to give feedback if I got going on a mini project and post pics here? Like let's say a headband or something :laugh: .
  2. I was really excited to see that armor TBH. Your stuff is really cool too IMO. No I am just hoping to possibly make the journey a little more concrete, find the right track. Not in a day but moreso like milestones being able to compare work done after say 10 hours vs 100 hours and see certain improvements. Like weightlifting/exercise, if you have good habits, good plan and good diet you can be sure to see improvements over time. No plan, poor diet and poor form will mean no improvement most of the time. I'm feeling like currently I'm going with no plan and poor form, wondering if there's any way to change that. Some authors seemed to just show up with great stuff so it seemed to me like maybe they did learn very quickly unless they just never release anything till they had thousands of hours of practice. I'm at probably hour 25 and I still feel like anyone without experience can probably do the same with just super quick rundown on UI/ basic functions. I just want to make sure that by say hour 100 I've gotten somewhere and maybe upload something okay. I guess I tend to get hung up on if I can still follow tutorial if say it's 3DS Max 2012 or photoshop tutorial from 5-10 years ago.
  3. I can't believe how awesome CROSS_Courser is, it really makes me want to try creating new Fallout 4 outfits on a similar level! So I've got the basics down in 3DS/Maya as well as a bit of GIMP/Photoshop but how can I progress towards that level? I guess the problem for me is I feel a bit spoiled by many of the awesome mods on Nexus that IMO are professional quality, there are enough that if I make something myself that isn't at that level it feels totally out of place in the game IMO. So now after installing and using a bunch of them I find I am now extremely critical of any flaws like if I try creating something in 3DS I end up fixating on flaws, this ends up resulting in me disliking it and stopping/deleting it. Or I try doing bodyslide conversion in Outfit Studio and it end up having clipping/weight issues which bother me enough that I end up never using them. It ends up feeling pointless to work on things I won't ever use in my game. I need to feel I am using a methodology that will at least eventually lead to some kind of actual results I will want to use in my game.
  4. that is for the site staff to deal withOK. I figure if I do get around to making something like a Naruto mod I'll probably take screenshot every so often while working in 3ds/photoshop and I'll also save a few partway done 3ds max files so the progression can be seen. Though it won't look very close to UNS4. Either way, I'm just doing settlement stuff for now.
  5. Ok good so it wouldn't just be from getting it wrong on a file, like I thought it's using ripped stuff but turned out he made it from scratch. It looks to me like its straight from the game but who knows I'm not sure how they prove it is or isn't. I was like "I sure hope {infamous publisher X} doesn't see this and flip out" so I reported it. I reported 2 files which seem to have ripped assets from the exact same game. IMO it's cool to have lots of options but not worth it to have a file that can get the website in trouble, like ripped assets without any permission. Ok good that is what I thought. I like anime so would like to make anime mods someday everything from scratch if I ever got good at 3ds max/photoshop. I prefer not to have to ask permission from other modders and I think anime mods would need to be tailored for Bethesda's art style. I guess the mod in question is the same thing if he did make it all from scratch though it's probably still for the best if he gave nexus staff proof since the publisher is likely to show up asking about it if the file stays up. Seems to me a lot of these publishers have people who do nothing but sit on Google all day checking for fan games/fan rips and the like, or maybe bots that do this. Do we need to do anything to be in the clear or is the fact a mod's assets are self made from scratch enough? Like pictures in 3DS max or something like at different stages?
  6. A particular mod I have seen features content from an existing IP and in my opinion appears to have used ripped assets from a game of that IP that I have played, from looking at the images the models/textures appear to be the exact same. The publisher is troublesome so I am a bit worried. Thus I have reported the file because I feel there is the possibility of risk for the Nexus, but I am wondering two things afterwards: Can we get in trouble for erroneously reporting a file either because it is found by the moderation team to not be violating the rules or the reason(s) specified turned out to be incorrect? I downloaded the file but realized I probably cannot confirm 100% for sure that it is in fact ripped or is not ripped. So there is the chance he actually created from scratch but it looks pretty close to actual game file. If I am in error perhaps should I refrain from reporting a file in the future if I am unsure/cannot confirm that it's using ripped assets.[/size]Are mods featuring content based on an existing Intellectual Property allowed? (I am using different example below so as to not provoke the person in question & I refrained from commenting on the file in question)Let's say it is a Naruto mod, like it is characters/outfits/etc from Naruto like this: My understanding is that if it used ripped assets like for example used assets from Naruto Ultimate Ninja Storm that would be 100% illegal BUT What if the mod is based on what would be copyrighted designs therefore the mod author don't actually own the designs but they actually created-from-scratch assets and only relied on these self-created assets. Like what if they used 3DS Max, starting with 3D primitives and gradually shaped it into a Naruto character's outfit then made textures in Photoshop using the UV map. Then rinse-&-repeat for the character's hair and again for the eyes like if the character has a Sharingan or Byakugan(Different eyes that are recognizable from Naruto). Thus the total mod would feature an adapted rendition of the existing character made for Skyrim or Fallout. I have selected this example as obviously everything is copyrighted/trademarked but also because I feel it would be likely that a Naruto fan would feel it ideal to use all-original assets & textures due to the dramatically different rendering & artstyle between TES/Fallout & the licensed Naruto video games. I feel that a Naruto fan would want to make things a bit more realistic and would want to fit the outfit to CBBE for female or Vanilla/Superhero Body for male.
  7. Maybe I'll get the kingston one. I'm not very fussy but I really hope it'll be reliable as it's quite annoying to have a module not work and the other one seeming to be questionable, I did hope that G Skill would be a safe choice. As far as I can tell 2400mhz should do okay for Fallout 4 as I didn't have XMP enabled for a long time and did okay meaning it was at 2133mhz IIRC. I had some concerns as IIRC it's recommended for whatever reason that the Ryzen users choose a faster model RAM like >3000mhz. I do wonder if Starfield or TES VI may scale strongly with RAM speeds which I really do expect to be the case if they try to keep using Gamebryo for them and scaling the graphics for games that are likely to be tuned for PS5/PCs with GPUs like the future Nvidia Volta series. I think with Fallout 4 the scaling is probably largely a result of trying to keep using Gamebryo which is like 15 years old and just kind of "hack" it to make it work for a 2015 game. I think the issues I am experiencing on Fallout 4 are likely at least in part due to this. I think the problems will get a lot worse if they try to keep using it even into the next generation, literally games 20 years after Gamebryo was created. They're going to hit hard limits with the level of visuals they can use and also the total scale the game can potentially be at. It's hard to imagine how they'll do with TES VI if it's going to be on Gamebryo since VI could potentially be 5 or more years away. Things are already way beyond the scope that could have possibly been imagined when developing Morrowind so I have to imagine some of the methods they used back then aren't ideal now and certainly won't be faring any better in 2020. But if they do use a slightly modified version of Fallout 4's engine(which itself is a slightly modified version of Skyrim's engine which is a modified FO3/NV engine which was based on Oblivion which was based on Morrowind's engine, so basically everything is Gamebryo) I think a higher RAM speed could come into play so it will be handy to be able to OC them if needed. The game gets buggier if you run the HD DLC + a ton of mods and no doubt the scale of game data in TES VI will be beyond this as I'd expect the level of quality of FO4 HD DLC could be baseline by that time like Low/Medium textures for the people who are currently playing lightweight games like Wow/League/CSGO/etc. What they may have to do with the next games is rapidly cycle data on and off of RAM, this could mean needing a higher RAM speed for heavier modding. The OC capability could be a life saver if PS5 and most contemporary PCs are all using DDR5. Estimates are that DDR5 will be about double speed vs DDR4 so IMO it may be reasonable to expect everyday non-gaming PCs to have stuff like 3000mhz 16GB DDR5. (if they use HBM2 for PS5 then who knows? Probably everyone has to get HBM2 RAM in their PCs I suppose?)
  8. OK I think I'm going to go 2x8GB, I am thinking about lower speed as well because less money on hand than I expected. 2022 sounds right to me as that's my current guess for TES VI. They'll probably have their next game in the next year or two which is rumored to be called StarField so presumably it's Bethesda's take on a space sim like No Man's Sky, meaning I might not even like it because those aren't my thing. I just wanted to ask if "Offbrands" are still okay. Like that they're not like PSUs where the cheap off-brands can actually fry your PC or even explode or light on fire, there are hundreds of PSU brands and anything unknown generally means bad stay far away. I am kind of thinking about that ADATA, Patriot 4 or Kingston Fury but don't want to get some cheap thing that'll wreck my PC. IDK can maybe spend more but probably have to see if can borrow cash or sell something quick in order to buy on Black Friday. Like $170 is what I can do fairly easily.
  9. The multiple boots thing doesn't really bother me other than it made me concerned if it's hard on the system to have to do that all the time. Like if the power switching a bunch of times could be bad for the motherboard or the PSU. I just don't want it to cause hardware failure. Probably 32GB should be good even if I get super good and make awesome armor/weapons just as good as the very best modders on the nexus. Not much point going beyone 4096x4096 textures since if I go with say 8192 then that's removing a huge number of the userbase from even being able to use the mod and it'll make it annoyingly big to download like possibly as high as 1GB for one outfit. It annoys me too if a download for an individual outfit is more than like 250MB unless it's really nice or there's options like decals and colors. It might make me pass on a file if it's just "here's my outfit or gun and it's 300-400MB without any customization options", unless I like the single outfit/gun a lot. Typically I expect a size like 50-100mb for a high quality gun or outfit if there aren't any workbench options. I think it's a diminishing returns thing like the differences won't even be noticeable at all for 8192 vs 4096 unless I'm a super great textures artist who can use the different texture maps to the fullest and the user is on 4K high settings even then I imagine I'm likely to choose the 4096 version on my game. I think we will probably need even bigger game resolutions and better rendering to really bring out the details in those. I've tested a little and have seen GIMP use a fair bit like IIRC a bit above 4GB by opening and working with a couple of 4096x4096 windows. I don't think I will use textures bigger than that so I think 32GB system should suffice. For heavy usage I might do a multi task setup like have the game open, have some duplicate nifs setup that I can individually equip in game so I can try doing edits & quickly seeing the results in game(game won't be using as much memory when I'm just standing around). Five years is probably about right, right now that's exactly what my thoughts are. I may possibly get excited and want to upgrade sooner if TES 6 released before then though it depends, maybe my system can still run it okay and I can always just choose to run it at 1440p or 1080p if needed. Hardware would probably have to jump quite a bit for games to get made that a GTX1080 & 7700 can't handle at all on 1080p. If it did release within 5 years I expect to get by playing TES VI on Low at least and can begin planning to upgrade when possible, I'll at least be able to find out if I do like the game and its modding capabilities as much as Oblivion/Skyrim/Fallout 4. And if they keep Gamebryo around still then I bet it won't look much different from Fallout 4 and I should be good for 4K medium/high, IMO the very old engine is a large part of the problems in Fallout 4 so I think by next gen they should consider going to a new but still moddable engine. Barring any surprises the next gen consoles PS5/XB2 should be possibly as strong as my PC but not way beyond. Hopefully RAM prices do not continuously increase throughout those 5 years! I've observed that they've roughly doubled since last year, hopefully they do not keep doubling each year or else we may have to plan on RAM costing more than our GPUS! My budget is kind of tight, I saved up for a while to buy this PC and bought components gradually during the sale periods. I think I can wait for Black Friday and spend like $150 on some RAM, IDK maybe some more if I can get an okay 32GB set like hopefully it won't be slow DDR4. It is a bit complicated to choose because I don't know if it'll be fine to use say 2133mhz if that is what budget allows. I did read that Fallout 4 does scale with RAM speed especially for the Ryzen users it is advised they get fast RAM. I did a quick check pcparts picker and it looks like what is available to me are some 2133/2400mhz including Corsair Dominator Platinum, Kingston FURY, Kingston ValueRAM for $300-350 which is fair bit more than I wanted to spend. 64GB appears to be way out of reach, likely I'd have to spend as much as I did on my GTX 1080 which I cannot do at this time. I mention earlier about super textures but what is probable is I would make rudimentary textures and probably use 2048x2048 size. I might get good if I can see tangible results and improvements coming from time commitment then I might get hooked on texturing! It is hard for me to decide if I am better to choose 32GB 2133Mhz or 16GB at a fast speed like 3200Mhz. I expect by the time >32GB is needed for typical mainstream PC gaming my system will no longer be suitable for gaming. I will probably wait before going to super high amount so I can choose DDR5/DDR6/HBM RAM. That is kind of crazy to think about. Today I feel like my 500GB is a bit on the small side, it's fine for now but I think at some point I may have to think twice about installing some of the multi-gigabyte mods so I do want to add a 1TB and make that my dedicated TES/Fallout SSD. Although I do think if a sudden jump like that happened again then none of our current components may be viable anymore at that point. The quantity of data being handled by games like that(requiring beyond a 32GB system so more than four times what today's consoles have) probably would be more than GTX 1080 can handle.
  10. ASUS Z270M mini atx. I think it can have up to 64GB? 4 RAM slots. Only observable problem right now is with xmp profile enabled it takes a few tries to start up right after it's enabled like 2/3 tries. And fallout 4 can seem to get crashes for no reason, maybe because its an 8GB PC or single channel only? It happens even when there is quite a bit of memory available still according to task manager like game is using 2 to 3GB(windows itself using 2.5-3GB) and game crashes like it ran out of RAM. It usually happens if I try to build a big settlement and/or use Sim Settlements with too many plots like more than 30. I get to a point where it'll crash and then on reload always crashes again within 1 minute, typically I don't see any FPS drops beforehand it's just everything smooth and then CTD. It seems like about 15 settlers are the limit with more being beyond what the game can handle. It's weird because killing all settlers and/or scrapping things right after reloading from main menu doesn't prevent the crash, only way to avoid it is to CoC teleport away or fast travel although it can crash during the time in pip boy menu. I can play normally at that point but if I go back to the settlement it crashes right away when trying to load the cell, it pretty much means I have to stay away from that settlement at that point. I'm pretty much sticking with New Games right now since I want to make a big settlement. There are a lot of people on SimSettlements website who are using 50-60 settlers and even one guy with 100 settlers/200 plots in Sanctuary. Oddly normal combat is usually fine, I had about 15 plots and tried spawning tons of enemies like 100 Raiders and didn't get a crash till I tried something like 200 Vertibirds. Another really odd thing is I've tried turning settings way down once my settlement starts causing crashes like 720p Low and I've installed PhyOp Textures which replaces the texture B2As and drastically reduces their file size, to like 2GB for all textures(I've played the game normally with official HD Textures DLC at 4K ultra just fine) but it seems to have no difference. Skyrim, Dark Souls 3 & GTA V(4K maxed, few if any fps drops) seem to work just fine, GTA V probably 1 or 2 crashes in 50 hours. Though I have not tried running a higher RAM usage game like RoTR which can use 12GB of System RAM not including VRAM, it can be more if ran with low VRAM GPU. My best guesses are the 8GB module I am using may be bad too or there may be global scripts causing problems. But I keep reducing load order and now am mostly down to settlement building kits and Sim Settlements with addons. I was almost at ESP cap but now I have about 100 with a lot of the complicated stuff gone and I'm currently trying to build on a new game save with 30 minutes played. 32GB would be way better for if I want to do 3D modeling texturing? I'd like to but don't know any of it yet, I have 3DS Max but still learning basics. It's hard for me to get motivated to get into it because I'm fairly picky and only use the fanciest stuff from Nexus like outfits with 4K textures. I only want to spend time on making stuff I'll use and that is a bit hard to do. I may want to make a Paladin armor since they're now making an official Wow Vanilla server my first idea I wanted was making Paladin Tier 2 armor. I am currently planning to order RAM on Black Friday. If I go 32 do I need 16x2 or is 8x4 okay?
  11. What did the update even do? I can't tell. Seems like maybe Bethesda just messing around or just messing up? Breaking that stuff all for nothing? It makes it look like they just got kids who don't know anything handling this stuff, makes me wonder if anybody knows what's going on. If literally all it is is shaders and eye textures why they have to change the EXE & game version? It must be very annoying for the F4SE devs, a do-nothing EXE update all for a couple textures making more work for them.
  12. Wow I did kind of want faster especially since I'd seen ones like 3400/3600Mhz for same price as the 3200mhz models but I really don't want RAM that will just fry itself. Re-buying the current set of RAM again would apparently cost about as much as 3600/3800 options. I'd just hope to be set for a good while till DDR5 becomes standard as it seems RAM prices just keep going up and up. I was thinking I'd go for something decent now since if I had to buy it again for some reason in 2018/2019 maybe it'll cost an extra $100 or more for the same thing. Who knows maybe a 16GB DDR4 kit would end up being USD$300 standard price for any given speed, 2 years ago it cost $75 and now it's $200. Same with SSDs, I have a 500 but want another 1TB SSD, thinking of getting it soon since it seems prices have nowhere to go but up. It can use as much as 16GB? Should I consider getting more than 16GB System RAM? What is your GPU/specs? Some stuff I read suggested that a low VRAM GPU can cause more system RAM to be used to take up the burden like if you have a 2GB/3GB graphics card. I've found Bethesda's min spec requirements to be pretty inaccurate a lot of the time. Like if you had a 750Ti(Minimum GPU) you could probably beat the game with min settings but gameplay experience will be really poor like lots of slowdowns and crashing. I got this task manager alternative program called Process Hacker and it's saying Fallout 4.exe is using more than 4GB, it has a bunch as "reserved." Task manager never seems to include this reserved memory so I would get crash even though task manager had total usage at 60-70%, hence why I wondered if my game wasn't Large Address Aware. So usually active was 3-3.5GB and then it "reserves" more bringing total amount to 5 or 6GB. I think when it goes above 6GB if it is actually using all of that then RAM may actually be running out since windows & browser are taking up some as well. I tested some by having no other stuff running and I think I got it to about 6.5 by doing silly things like spawn 50 mirelurks or 100 vertibirds.
  13. Very good. I will report any who do this. I will also reply on that mods comments that these potential monetization schemes are in fact violating the terms of service Well, I would advise against that last part. Just report your findings, leave the talk to staff. Otherwise these things too quickly turn into vigilantism even without your intention. Relevant part of the ToS: If you think it's an honest mistake and a little talk to them would help, you can do that, although I would still advise rather not doing it in public even then. In all other cases these sorts of "public accusation" will only get down to becoming a problem themselves. Duly noted. I will not comment this way on an offending file. I will simply Report the offending file & move on.
  14. Very good. I will report any who do this. I will also reply on that mods comments that these potential monetization schemes are in fact violating the terms of service https://addons.mozilla.org/en-US/firefox/addon/adfly-skipper/ there are other versions for all browsers and it works for me. also, pretty sure Ublock also has filters to block adfly but I haven't turned off the skip addon to check for sure I am on chrome, I was blocking them before somehow(I think just regular Adblock) but recently it stopped working, an message appears saying "You are using an adblocker, you must disable it to continue" instead of the continue button. I downloaded an ad fly skipper addon, so far it's working but I am sure the people running ad fly would keep changing the code to stop people bypassing it. My Ublock doesn't right now but I guess I could be needing an update.
  15. With a recently uploaded popular mod, there is an option of higher res textures on an external site called Gumroad which asks for "purchase". Thankfully we can input $0 to get a download but it also asks for an email address although thankfully I only needed to type one in and didn't have to interact further. So nothing bad happened in that moment. But it got me thinking about the Nexus rules about this stuff so I was wanting to ask: Would it be against Nexus Terms of Service if an author used external site which used monetization? Like what if they made people go through an Ad Fly or Captchas with ads, or sign up with a shady website? Or say people had to go to a linked YouTube video to find a download link in the description, thereby providing it with views and the author with (potential)ad revenue? While I think the mod itself is fine some people in comment section expressing concerns got me thinking about this stuff so I thought I'd ask so I know for future reference. If hypothetically anybody ever did stuff like put their content behind Ad Fly links I would like to report them but I thought I'd ask here in advance. Perhaps the Terms of Service could have a bit added covering this, which could reassure those users as well as warn in advance any uploaders who might have considered doing something like this? I have noticed stuff like Adfly and certain sites themselves putting in anti-adblocker measures. These measures prevent access to the content unless adblocker is disabled which I feel is an unacceptable risk as these will oftentimes have malicious advertising and allowing these ads to even load risks your PC getting a virus which can easily infect a PC even without any clicks needed just from being displayed in a browser. I always run an adblocker and choose to support sites like Nexus directly.
  16. I'm hoping to buy a set of 16GB RAM in the coming weeks. I'll comment on if it Fallout 4 performance & stability
  17. Can the ini setting allow dynamically changing V-Sync/FPS cap while in-game depending on game state. Load accelerator kicks in when any loading screens(Though not elevator transitions for some reason) come up allowing faster loading but keeping V-Sync/60FPS cap while in regular gameplay.
  18. One question about the ENBoost, is there any way to use that together with Load Accelerator? They both use d3d11.dll. Only thing the Load Accelerator does is disable V Sync and uncap FPS while in loading screens which speeds up loading(Apparently load times are linked to FPS). I was also stlll experiencing crashes at 1080p, I tried running 1080p and reducing settings just for stability when building. Regular combat/questing/etc was usually fine on 4K. I am planning to just buy a new RAM kit when finances allow. I've read that using different RAM modules which may have differences in speed or timings can be troublesome therefore not worth it IMO so I'll just buy a brand new one and just sell my existing 1 8GB module. Would buying a 16GB module help significantly enough or should I consider buying 32GB? Should I consider something faster or is 3200mhz good? I also vaguely remember from a discussion(I was googling either about this RAM issue or possibly something else) somebody claiming that Quad Channel RAM strongly improves performance in Fallout 4 but I'm not sure if I'd want to do this since I assume I'd more or less have to go 32GB with 4x8GB modules, I hear 4GB modules don't work well so it's apparently a bad idea to use 4x4GB modules. 32GB is expensive but if it'll let things run butter smooth it'd possibly be worth it. I'm going to try out that Fallout Performance Monitor, I don't think my CPU was overheating since I'm just using the locked i7-7700 as I never planned to do a CPU OC. I figure by the time this CPU is generally insufficient the higher CPU core counts will be standard for gaming, there will be probably be stuff like 6 core 12 thread i5s so it'll be necessary buy a 6/9 core CPU. I am inexperienced with PC Hardware so I just wanted to ask clarification on this part. Could this mean the GTX 1080's 8GB VRAM can be insufficient for Fallout 4? Or is the VRAM also potentially constrained by system RAM like in this case with a single 8GB module, meaning the usable amount for the graphics card will be less due to Windows and other PC programs? General use typically adds up to about 2.5-3GB RAM or can be more depending, some things like Youtube or some Nexus mod pages can make it use more. So would that mean the GTX 1080 VRAM in this case could be limited to less than 5GB ? I think that would explain a lot as of course the game is going to be using RAM not related to the graphics card so if the GPU is sharing this ~5GB pool it's
  19. Try ENBoost. It allows the game to fool itself and see system RAM as video RAM. Just don't set it higher than two to three GB of your total RAM for operating system and background operations purposes. Also check Bilago's FO4 Configuration Tool for easy tweaks and easy start-up of the game through F4SE Wow thanks this seems like it might have done the trick. Now instead of crashing I do see some slowdown although I suppose that's to be expected with only 8GB system RAM. I passed over the mod previously as I do not plan to run an ENB Preset as 4K is quite demanding and the game looks pretty good already.
  20. Have you tried carrying over modifications like for example the color options and enable/disable belt in this one? TheKite's MilitiaWoman Outfit https://www.nexusmods.com/fallout4/mods/26025/? Were you able to do so and does it look like it'd be feasible to do this for a lot of outfits?
  21. I have been troubleshooting crashes that occur when building using Sim Settlements and it has become apparent that it occurs at a specific point which is when the game's RAM usage reaches about 3.5GB. I've tried going in-game windowed with Task Manager visible and the crash always occurs just after the game's RAM usage reaches 3.4GB. Is there any way to allow the game to use more RAM?
  22. Cool. I was also working on one for myself although not sure what to do to carry over a mod outfit's workbench modifications. For now I just picked a usable mesh file for these and live without having the usual options at the armor workbench. Would be a problem for an upload as users who download would be expecting the modifications to continue working like usual. Were you able to solve this problem?
  23. Would it be reasonably possible to make a super Combined Armors.esp or .esm that would add a whole bunch of stuff to Armorsmith Extended's workbench under a Combined category or several by referencing mesh paths from the mods? Or maybe its own kind of crafting bench or unique Store object where the Merchant settler sells everything and makes funny comments about not accepting Bethesda Bux or credit cards, only cold hard Caps that you earned in-game? I think it'd be really cool if there was a Nexus merchant added as a Sim Settlements Commercial Plot. By using separate categories you could keep an armor/weapon mod's esp active if you want like if it has an included quest then disable the mod esp when done with it. The whole idea being you could choose to not use the included ESPs from each mod and significantly save on the ESP limit. I'm at 242 right now and probably I'd be around 100 possibly less if I didn't use any armor or weapon mod esps although I am doubtful a Combined Weapons esp would be reasonable due to each weapon mod generally always having unique properties. Might be impossible for one plugin to hold them all! There's so much cool stuff and with settlers/companions in the game I end up installing everything I like, with some of it getting given to a companion or settlers. Ideally it would omit armors if the files are missing or show a generic dummy icon, specifically to avoid any crashing due to missing mesh/textures. You'd hit No when it asks to overwrite files in NMM that way the dummy files only appear for armor mods you don't have. Or it could use a small B2A with an old date set so any loose files or mod-specific B2A's would take precedence. I think the B2A route would be best as you could use the combined B2A and have the combined plugin at the top of the list so everything else takes precedence; this would allow free install/uninstalls of whichever mods you wanted at any time by adding/removing the relevant mesh & texture files. Hopefully this would also keep things working great regardless of whether or not a user has the DLCs or base game only, a DLC-specific dummy icon could appear if the user doesn't have the required DLC. I imagine these as being world objects that look like the DLC posters or for non-DLC mods a Nexusmods poster, anything would be better than just CTD'ing the game. Perhaps it'd even be possible for Creation Kit's scripting or F4SE scripting to check file-sizes and hide it if character mesh file = 1KB which would be a surefire way for a script to identify mods as installed or missing. If you prefer to avoid using loose files as I have read that some users do have this preference you could simply overwrite the B2A's files by following a similar process as mods like the total game texture optimizations like PhyOP. Maybe a Terminal/holotape could have mod information included and possibly pics(I believe it's possible as Dave's Poses has a reference holoptape with pictures). This could be useful in letting people know about cool mods they didn't know about but might like, a lot of stuff is easily missed if you don't visit Nexus frequently to check Hot Files/new files. This could possibly help increase interest in modding by making it easier to add more mods without hitting the cap and making it easier to find mods you like! I imagine there are a lot of people who don't install new mods very often and perhaps don't visit Nexus as often due to having a steady but nearly full load order as they'd have to give something up in order to add anything new. If they have 200+ steady mods they quite like and keep installed all the time they might not be willing to lose access to a particular mod and possibly suffer save game issues due to removing mod esps. Some issues: I don't understand how to potentially carry over Armor Workbench modifications, the stuff like color options and preferences or if it's possible as a lot include indexes of modifications tied to another modification. Or unique Receiver/Stock/Ammo/etc options for weapons. Particularly complicated mods might have to be left out. Inclusion of Power Armor probably not necessary as to my knowledge there are not that many original PA mods compared to regular armors so I'm guessing most people have 10 or less installed at once, although maybe I'm out of the loop. I was thinking of trying to make an armor before but right now am considering trying this instead since it seems like every other day there's a cool outfit, weapon or a new Sim Settlements Addon! I'm going to have to make room in my load order and I bet others are the same.
  24. Thanks! Hopefully the others didn't get taken down
×
×
  • Create New...