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Posts posted by Itchytreasuresack
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I don't know exactly what you are trying to make, so sorry if i am not more helpfull.
But if it is a gun or something shooting a entity and than he gets effected by the "push" ting, than if you added knockdown effect to it too, it would probably work as intended. If it doesn't you could add a wait tick like 1 second after push than knockdown, now the knockdown would play normaly meaning he would get up from ragdoll state.
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I love the svg sniper riffle lol sorry.. i never seen that format.
Where you making a gritty character for the interface? it seems like that, i would like that sort of thing.
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I would love this mod if you ever completed it
Sorry this isn't a helpful comment.
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I am not exactly sure what you are asking here, but let me give it a shot
Â
I found a bug when making a mod that shoots mirelurk eggs, that when you set in the explosions, "placed item", and that item has the knockdown effect, when you shoot it, it would place the object right bellow the player and knock him down.
If you want, you could instead of resetting the ol fashion way, (what ever that is, i don't know either) you could do a script that goes "placeatme" than an explosion that has the knockdown effect, if this is possible with what you are doing, that way it would go through the regular knockdown and he might get up and stop being ragdolly.
Or maybe just set knockdown effect with your "push targets" effect.Hope this helps, lol.
Cheers!
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I have an idea in case you would settle for no visibility at all, full black 0 visibility.
If you can, or can find, create an item that is pitch black, (if making an item, remove all textures, and bgsm shader completely in nifskope it should than be black)
Make sure the item is passthrough, now make it gigantic and occupy the whole room, people won't be able to see anything at all because their vision is blocked by this enormous black textured object.
Sorry if this does not help much!
Cheers! And good luck.
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Birthday suit, best suit in the game lol.
I'm jk.. i normally use the "Thekite's Handmaiden", but i edit it in creation kit and remove all the defence it has.
I also like to use "CROSS_MojaveManhunter" again without any defence at all, and "CROSS_Courser Strigidae", in all of these i remove all the Armor it gives, all resistances, all cheats, everything.
I like clothes that look normal, than i like to not have any defence at all, and look like i don't.
Cheers! Enjoy the clothing tips
Â
Ps: Those orange names aren't just for being pretty, click them to go to mod's page.
Further detail, maybe it is not important, but i also reduce the texture sizes from 2k and 4k to 1k to not lag my game, i don't have that much video ram.
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Ah good, ty fraquar,  forestcrypt1d, in this post "https://forums.nexusmods.com/topic/10370933-checking-how-many-new-ids-before-esl-limit/" the dude says there is a "maximum of 4096 FormID records" meaning that esl would be fine.
But i have read before that it was around 2000. this post for example: "https://www.reddit.com/r/FalloutMods/comments/74e892/fo4_psa_tutorial_for_converting_small_mods_to_the/" says "ESL files have a limit of 2048 forms (and not the ~4000 previously reported)"Â , meaning that esl you had was busted, it went over 2048.
it also says this "If every ESL file has the maximum number of forms, 2048, then you can only have ~300 of these mods".Â
See if this helps you any, good luck
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Absolutely  fraquar, false sense of security..
Well the esp since it is marked as esl, it actually has the extension esp and not esl.
And if it would change the form id's it is a big nono, but you explained about the f04edit to change the esl checkbox, i think that might just keep the form id's intact!
wouldn't it? i never done it so i dunno, but seems it would to me.
Do you know about what i asked earlier fraquar? if an esl has to have under 2056 form id's or if the combination of all esl's in your game must have under 2056 form id's?
I got really confused about that lol.
Â
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Hey! Ty so much fraquar! that is invaluable information! Super grateful for that
Could you help us a bit more? is the esl 2000 form id limit a thing for just 1 esl, or counts for all esl's together?
example: have 2 esl that have 1800 forms, this is fine?
Or it would break the game?
Or 1 esl goes over 2000 than it is a bad esl?
Sorry it is just a bit hard to find these information's, maybe you know already!
f0restcrypt1d, either way that esl sounds bad, do they have an esp version?
2056 might be the exact limit for esl form id changes... so that would mean it is fine(if it is 2056 limit PER ESL and not overall), better research that.
Cheers!
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I totally get that.
An extra layer might be nice though, this is unrelated but it is to explain something, as i said before i really don't know much about this but, i saw that "Hi-Rez Studios" videogame "Smite" a moba? it has this company that seems separated from them, that just takes care of cheaters to have a safe game environment, and that company just simply does that for them, and from experience it is really good, i think it's called "Easy Anti-Cheat". Maybe there is a company that does the same but with viruses, and they just go creating good software to use with your site to protect you and the users all day, all the time, and keep it updated. This ofc for epic games surely costed a lot of money, but it was very nice to see that it actually worked, ofc this was years ago.
Neither here nor there, but why i understand that totally works, is because it was checking my running processes, and i ran smite with cheatengine on, cos i was using it for an old game like "fast food tycoon" and got banned lol.
I think this post is helpful, just wanted to point that out
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Ty! Best mod ever
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Well if someone could tell us how to check if the esl's have made over 2000 forms..
But it seems to me that you might indeed have too many forms, 142 esl's is a lot.
Do they add a lot of things to the game?
You only have 114 esp plugins? how about ba2's they seem to also count for their own limit for plugins.
So from what i understand, ba2's has a limit like the esp's so it's like 254 too, so if you have 1 esp and it has 2 ba2's than it counts as 2 ba2 for the limit.
I doubt this is your case though, you most likely don't have 254 ba2's. If you only have 114 esp's and most of them don't even have ba2's and you don't have 254 ba2's than the limit is not the problem here, because esl's don't count for the limit. But it can still be that the esl's are adding too many new forms, over that 2000 limit.
And that could be the problem.
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It will never cause damage as long as you backup your saves first, if anything happens to them, just go for the backup and replace the broken ones.
By the way, if you disable any mods in a saved game that had them, that add things which is probably most, but normally objects in particular, your saved game will immediately start being crazy and just crash to desktop when traveling or not even load. So this is not optimal for testing this out, but to be sure it is not the limit, you should try disabling just a few mods since your so close to the limit, if you can, and they don't crash the game. maybe something that does not add anything to the game like objects or cells.
By the way, i was reading and omg, you are not gonna believe this lol. I am nub, but look, i read that esl files have a limit for forms of 2000 or something, and you go past that boom it breaks your game! so maybe... any esl that has an absurd amount of objects, cells or otherwise form ids? maybe it went over the limit!
let me c if i can find the reference... I can't find the good information i found on this, but here is one mentioning it https://www.reddit.com/r/skyrimmods/comments/10dvcqh/when_is_it_not_okay_to_compact_form_ids_and_flag/
Basic logic is, that esl's can only have 2000 NEW form id's maximum, which is not that much! Maybe one of your esl's put so many forms in there it went past the limit.
It's just a possibility to consider, when you look at your esl's you will probably know if any seem suspicious in this department, or if you have too many..
Cheers
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But what do you mean place everywhere? : o
Is that a mod or a normal game function? sorry i got confused i guess...
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Are you sure you need to play a lot mate? Wasn't the problem appearing fairly quickly when you played your old save?
If it is not happening shortly after playing than i would probably assume this is the way to go. because so boring to go playing another game just for testing sake...
Although we have all been there.. But if it used to be very quick than it is probably safe to say it is fixed. Although you should maybe read my post again and see if you can make sure your old save game was not at fault, could it be that something went wrong with a mod? and deleted an item or something during the saved game? if it was just the save maybe all you needed was to go back.Â
I hope i am not confusing you further, wish you the best of luck, we(me and my precious {O:::O} ) are hoping it is something to do with the limit, or loose files, so you don't have to go testing for what mod is causing the problem, cos that is a real pain... if it's just a limit or loose files, although really boring, it is much more doable than looking for a problematic mod or mod conflict in 250 mods.
Cheers!
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Dude what X D
Did KillSwitch072Â just revolutionise the way we play? i never heard of this before.
Ty!
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This is why i asked if you guys would do a manual scan, actually take a look at the code for any malicious things... That would be crazy though with so many mods in the nexus.
I don't know much about this stuff at all, but it would be awesome if you guys can integrate some kind of robot that checks for these weird lines of script that will pull up programs or any other new virus style codes, if it exists, maybe it costs money, but this would be super appreciated by the fanbase of the nexus.
It's a shame people do these things stillÂ
 here we are just trying to bring joy to people, or install some fun stuff, than we get super grief from installing malware.
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There are some options though so you can manually do stuff in case it choose the wrong path right? But ya, i do prefer, personally to literally install every mod by hand, although handy to just install and uninstall on demand, when something goes wrong it can be quite annoying to make it work as you wanted with vortex or otherwise.
Ty so much! This information is absolutely invaluable
When one starts creating mods for a game, and does not understand how the extension is going to behave, it is normal to make mistakes, especially when there are more mod loaders used that might not always behave the same, this will probably be handy information for someone else in the future that will have this problem, you have saved us all! your legendaryness will live on beyond this post!
I hope you have a great day!Â
Cheers!
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Hello
Hope you make something nice for us!
I will give you one last tip lol. In the render menu? press shift and move your mouse to rotate the view, but be careful not to go upside down, that can be soooo confusing.
Any further help you need feel free to ask
Â
Cheers!
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Woah, you sure know your stuff lol.
So vortex for fallout 4 will autodelete the data folder when i add it? It actually understands i made a mistake and delete the data, and slap the right folders in the right places? D :
Is the extension programmed to do this?
Ty so much! i have been racking my brain on this, it was not making sense to me, from modding the game "state of decay" i had to use full paths for everything, so now i was totally caught off-guard in how it was working for fallout... thing is, me adding a data folder is conflicting with mod organiser 2, so i really needed this answer.
I am very grateful!
Cheers!
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Oh ouch, dude that is totally the problem(most likely) Because you just now passed the limit right? so that is most likely it!
You probably started having problems immediately after going past the limit! All you need to do is unpack the ba2's to be loose files instead, and mark some of these mods as esl. First things first, if you get these problems when starting or continuing a game that had no mods in it. than it is most likely not the save, so i suggest you would just first use mod organiser 2 to run an instance of the game where you deactivate some of these mods till it is under 253 esp's and c if that solves the problem on a save that had no mods. a quick way to test this to not go through the super boring starting phase of the game when you go new game. is to, in the menu? where it says start new game etc, open the console and type "coc RedRocketExt"Â You will be teleported to red rocket with a newly created character really fast, so you can test if it is the mod list. Better yet, right now before you deactivate any mods, do the coc redrocket thing, and go to a new instance of the game, play around see if it has the usual problems with your current modlist, if it does than you know the save is not the problem, now deactivate some mods with mod organiser to be under 253 and try again, see if it stops having the problems, if it does this is the issue, and you can move on to now fixing your old save game.
This might not be a straightforward operations mind you, i suggest you go to some of these mods pages and see if they have esp's marked as esl's or esl versions(light plugin) of these mods, if they do try and knock some off the easy way by getting the esl's from the creators of the mods themselves. once you go under 253 try the game again see if it is fixed! I wish you the best of luck. By the way, modders might not know exactly how to turn a esp to esl correctly and ruin the form list, which means your mods would break(his esp and esl versions would have different forms making them incompatible with each other, meaning you would crash because objects are now missing), if for example, the modder has a esp version and an esl version, he might have not known how to convert it correctly to have the esl have the same form id's as the original esp, the surest way to know it won't break, is doing it yourself.
And if you need further help do not worry! i will save you! pm me lol. i will show you how i make stuff esl's without breaking the form id's if it is possible. But basically i use a script in this mod:Â https://www.nexusmods.com/fallout4/mods/69978?tab=files. But i am in no way a pro at this, there is much to consider when converting stuff to esl's so you should just try getting the esl's from the original mod creators first.
Once you would get in to the habit of converting ba2's to loose files or esp's in to esl's it should probably become something easy you can do.. but for now to start off, it would not be very simple i think, maybe someone can show us how very quickly, lets hope so.
Good luck mate! Tell us if you where successful latersÂ
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Hello, would someone please help me?
I have been trying to understand if when i package loose files, if i should do a path like Data/meshes or just meshes(for example)
Do i need to include the data folder for loose files? or does vortex install things correctly when the folder path does not contain the data folder?
I see a lot of people just don't include the data folder, so i am confused, because from what i understood vortex usually takes the base game folder as the place to slap in mods, which would mean that i would have to include the data folder in the path, and not skip the data folder and go straight inside it for the path, otherwise i would be adding a new meshes folder on to the base fallout 4 folder and that would not work.
I have tried to find this information online but i can not find anything about it... sorry if this is basic but i really need this information, i don't want people getting annoyed installing mods from me.
Thank you in advance
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Let me try and help here, maybe i will hit it right on the nose, could it be that you went over the 255 plugin limit or BA2 limit?
Or could it be that you have too many loose files?
Loose files make the game run slower and get bigger load times, from what i have read, so this means it will most likely create odd problems.
And the plugin limit, from what i hear, when you go past it, it crashes the game, but it might just be that it could produce odd effects like you are describing as well.
Sorry if this is not helpful, hope you can fix it.
Cheers!
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Was the file scanned by the nexus antivirus?
I had asked about this before, i asked if the mods are ever analysed in terms of malicious code...
I guess this answers my question. It is a big site i get it but... I thought the antivirus would catch those.

Got an irritating problem with Fallout 4, & looking for any assistancee
in Discussion
Posted
You mean on your old save? That is great news!
If it is crashing and this is new behaviour, make sure you are running the proper save, maybe you played around with it and it lost a esp or esl and now it crashes cos references to that esp and esl where deleted.
Another reason can be that this esp was not well made, and something is wrong with it, if the form id's where not kept on conversion to esp than your game will crash like you uninstalled a mod mid playthrough because the form id's are new, what i am trying to say is, your old esl, had form id's referencing x objects, quests, etc, than the new esp that does the same thing, now has new form id's meaning the old ones where deleted and these new ones replaced it, meaning it is like you uninstalled a mod mid playthrough cos stuff is missing from the save file.
You can check with f04edit if the form id's are the same by opening an instance of the esp and another of the esl, if you open both though it will add a 1 to form id's making it look like they are not the same, so use separate instances of f04edit.
If an esp, and esl are different mods in terms of id, this is fine, as long as the form id's stay the same, seems to me, not 100% on this but close to 99 X D
Cheers!