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DitzyDez666

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About DitzyDez666

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    http://No sympathy for the fash in the land of the Zaporozhian Cossacks
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    No sympathy for the fash in the land of the Zaporozhian Cossacks
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    Russia
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    No sympathy for the fash in the land of the Zaporozhian Cossacks
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    Nothing not modded

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  1. This problem is not mod-related. This really needs to be more documented tho, as it is a big problem in vanilla game play too. If you are ever planning to use Bunker Hill as a settlement, you need to kill, disable, and markfordelete the Savoldis, Tony and Joe. And the bar counters they use, and the stools, and the beds above. These furnitures and the scripts attached to how the Savoldis use them are unlike any other mess of garbage devwork in Fallout 4. I always completely wipe the Savoldis from the game and everything even slightly related to them, and enjoy Bunker Hill bug free in every playthrough. Messing with other actors who use special store furniture like Deb and Kay is not advised. Do not ever ttouch them, if you accidentally select one of their stores in workshop mode and it let's you, it's too late. You just broke them. Exit and load, do not load another save from that save. Or mark them for delete and kill and disable. Why all 3? Quests and scripts sometimes need to see a kill, not just a disable. Hope this helps.
  2. O yeah no that's cool. I can see the loops in Wavosaur too now that I'm getting better with it. I just am talking bout it cuz it's free and open source. They seem to both have the same outputs but that's kewl. I don't I've ever purchased a program before. The whole concept of even being able to buy programs is just wiiiiiild to me where I'm from loool but I appreciate it thank uuuuuu
  3. Oooo that will be useful. Lazy Audio sounds kewl.
  4. Yeah the main issue I've had a greeeat many mod authors tell me about is they couldn't get Audacity to even see loop points. And now I'm able to customize all my full auto sounds because all of them seem to require loop points. And especially for giving Star Wars sfx from Battlefront to the AER15 laser rifle mod's full auto sfx. I just compared them in Wavosaur and learned how to make completely unedited broken pieces all link together with looping points (cuz other games do their sounds wildly differently I am learning). But I use Audacity too when I'm just trying to edit a simple single shot wav. Wavosaur and Audacity are both free to use so iz kewl.
  5. and it's BS! I can't believe I never noticed this. I started using the "getav carryweight" command to monitor all my companions carryweight everytime I equip them with an item that increases their carryweight, and sure enough, a Fallout 4 vanilla companion can only receive ONE bonus at a time. The very next carryweight item u equip on them, will erase the bonus of the last item. So I can equip a backpack, a satchel, and have "Deep Pocketed" upgrades on each piece of armor I wear, but my companions can only get one of those? Is it modded items? If I use vanilla armor pieces is it different? I'm not sure. It's almost as if the "enchantments" (as they're called in xEdit) have their own slot system. Please...OOOOOOOO...please O Nexus, tell me there is a mod that changes this? lol Otherwise, Ima just go into xEdit, add ALLLLL the companions to a new esp of my creation and set their carryweight to a number it would be if I equipped the maximum number of carryweight increasing items on them and make that their base carryweight, all except for maybe the 50-100 bonus added by some backpack mods. That seems to be the quickest way around this. But has anyone ever heard of this being addressed in a mod?
  6. Everyone has always recommended apps like Audacity for editing the wav files for the gunshot sounds and whatnot in Fallout 4. I go to great lengths to make all the sounds sound as realistic as I can, usually every playthrough I do it differently. But now I found out that Wavosaur is the only app I've found that can even detect "Loop Points" in the fully automatic wav files. These loop points are invisible to Audacity and lost when you save a file with even apps like DB Power Amp Producer's Edition in my experience. However, any wav saved through Wavosaur is perfectly playable, because it detects and saves the loop points as well as other things which it can detect that are a little too complicated for me so I don't mess with them. More cool info for those who actually edit wav files for Fallout 4 all the time: After going to the "Process" drop-down menu and then hovering over "Volume", it offers to boost/quiet the volume of the track by 6 decibels or you can hit custom to select an integer yourself. Much like Audacity's "Amplify" ability. There are many many other tools that Audacity does not have, however, but not a one that Wavosaur doesn't have as far as I know. But it sure is nice being able to edit wav files now, and attach loop points to sound I take from Star Wars Battlefront II to be used with various modded laser weapons, making incompatible full auto wav files suddenly compatible with Fallout 4. Also Wavosaur can arrange several wav files into a Loop Pointed single wav file. This is cool because a lot of wav files I pull from various video games and websites are broken into pieces for full auto.
  7. Alllllll interior Diamond City Guards in the...exterior interior??? Inside Diamond City, and all guards in Goodneighbor all walk to one part of the cell they are in, and stay there for the rest of my playthrough. I've been seeing this for quite a while now. Only mods I see conflicting in those areas (but completely harmless conflicts) are F4 3DNPC, Diamond Expanded, Goodneighbor - The Total Makeover, and yeah, can't seem to grasp how this could happen. But anyways, can't find a single thing about it using any search engine. Maybe someone's heard of this? Or knows why/how this could possible happen?
  8. There is a mod fix for this. But it must be strangely worded or not mentioned on a description. Every search time I try across 11 search engines gives me nada. I know many must know of the 3bbb body being stretched out 2 feet after exiting power armor. There is a mod with a plugin just for fixing this but I can't for the life of me find it. Does anyone know of this?
  9. O okay, so I think Ima just copy it from the base game magazine then I guess. Like I'm doing this for the Nox Armor and Urban Raider which when dropped are just magazines that then can never be picked back up or touched, just...float for all eternity lol. So this is helpful. It's the same everything as the magazine so I figure it'll work great with it.
  10. This is all extremely horrifying lol. And thanks Ronin, I thought it was some simple little thing lolz. Now I understand why most modders have such horrible physics for their dropped items, like invisible boxes are around the item and it's floating. It's probably peeps copying a lot from other items and whatnot. I'm probably just going to use the Nifscope method. It sounds like dude who took the feature out put it back in because it works now. In quite a few Discords modders are telling me about this Nifscope method being their current method too. I like the sound of that. lol. Wish me luck tho!
  11. Awesome! I do have Nifskope i just don't do anything with it really. lol. So I'll look into that! Thank uuuu!
  12. O okay, so when someone makes a mod item, they sometimes just give it no collision or static collision, so it just stays in mid-air when you drop the outfit or what have you! I get it, thank u very much Now how in the world do I change something's collision? It sounds like a fairly easy xEdit edit I guess. Maybe it's not tho? Can I even do that in xEdit?
  13. Yee, they really do. I need a way to do this withIN Vortex. There is a Notes section like AugustaCalidia says, but it's only for the mod setup you're currently in. It isn't saved to your account, or to any kind of file in the Vortex folder, and the note disappears the second you uninstall the mod never to be seen again, so if you put something important there (like you'd imagine it's friggin for!) nope, sorry, it's like some kind of evil joke. lol I love Vortex and its makers, but this notes feature is ridiculously underwhelming.
  14. Ah yes, the Chembench Uncluttered is the last updated mod to do something like this, with patches for a few mods. Although, once I saw how easy it was to do this, I never really installed it and just do it myself. If you'd prefer to do it yourself and are comfortable with xEdit, this tutorial is what you want, even if a little too wordy for me. I promise, if you familiarize yourself with xEdit, it's easy as pie. You get used to the copying of values and pasting them. And in your case, you have very few things you have to copy and paste and even look for, per esp. And thanks to tutorials like that, you don't really have to poke around because you know right where you're going. If you haven't used xEdit and muddled around in esps before, it can be a little overwhelming. If that's the case, be patient with xEdit and be patient with yourself and tinker around, expanding esps, and opening esps, and just look around. There is soooo much data sometimes in an esp but all you need to do is learn the exact property/value you need to change or add, and it'll become more and more natural to you, and if you need any help feel free to ask. I mess with an esp in xEdit almost every day. Or maybe even the tutorial author can help you.
  15. Just hit em up. I use the message button and it works, and many great modders respond, and throughout the years, a few have even become friends. But otherwise, some modders have info in their about me or in their mod descriptions about where they'd prefer to be reached like a discord link or whatnot.
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