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Kanegasi

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Everything posted by Kanegasi

  1. This is incorrect. The two small lines after [Archive] in the custom ini is all that's needed. OP has the correct mod enable. Any custom ini setting goes into the custom ini. That's the whole purpose of that file. The other ini setting files should not be edited. Do not follow this ini advice and do not add anything after the sResourceDataDirsFinal=. Leaving it blank tells the game to automatically load any custom files and replace what it loads from its ba2 archives. OP, do you have a UI mod installed or anything that replaces swf files? Those mods can't be disabled from plugins since there's usually no esp file to disable. Fully uninstall any UI mod such as DEF_UI or Pleasant UI or just delete the Interface folder in Fallout4/Data and your game should work just fine. This has been a common recent issue causing a few people to somehow blame the custom ini changes on crashing. Keep track of any mods that don't have an esm or esp file. Those go into folders in the Data folder and the game loads those sound files, texture files, etc to replace the default files. Most of those types of mods are easy and usually don't have issues, but any UI mod edits swf files and editing swf files is a crapshoot.
  2. Update/bump I've been occasionally coming back to this and trying to find new ways to approach this. After searching and getting a minor understanding of ActionScript, I believe I have a decent edit to the script that will cause the scroll to simply speed up depending on the size of the message buffer. My problem is still the very limited bytecode editing. I can change only some of the script and adding whole new lines is practically impossible. I guess I have a question to anyone who has edited or has experience with flash. Is this limited editing only because of the free JPEXS decompiler or can I drop money on Adobe Animate (new 2016 flash/CC) and edit it freely? There are other expensive flash programs, will they work? Is this editing limited universally due to the absence of a source fla or would having the official Adobe Animate program be sufficient to let me edit this swf file? Would it be possible to petition Bethesda to release their UI fla files in the name of modding?
  3. Some mods, for example DEF_UI, have files that replace things ingame and cannot be disabled. Try renaming the interface folder in your data folder and then start the game.
  4. In your Fallout4Custom.ini, verify the following is there: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Make sure nothing is after that last equal sign.
  5. DLCList is strictly dlcs. Everything else is through plugins.txt.
  6. Delete everything after the = so the line looks like this: sResourceDataDirsFinal= This will automatically load everything necessary. If your load times are still too long, uninstall some mods.
  7. That code is what enables mods to work. The invalidation line tells the game to look in the extra folders mods make in the data folder before loading the game archives and the data dirs line is where the game looks. When modding first started, we all thought we needed to list all the custom folders in the data directory, but someone eventually found out leaving it blank made the game look at all folders, eliminating confusion of what folders to list or forgetting to list. If your game is crashing upon loading with those lines in the custom ini file, it is a mod or some other file the game is loading, not those lines.
  8. A lot of mods that edit world cells, like Spring Cleaning, somehow restrict sprinting through the world cells they edit. Using the fPlayerDisableSprintingLoadingCellDistance=0 setting in the custom ini file fixes this and is an example of the occasional ini edit actually needed by an individual mod irrelevant to modding in general.
  9. IIRC the mods folder only contains one file, which is a data file for tracking what Bethesda mods you have installed. If you don't install anything from the Beth database, the mods folder has no use. As for editing ini's, the only thing you need to do is the archive invalidation and blank path setting in Fallout4Custom.ini. You can safely ignore anything else a mod tells you to do like the /STRINGS, /TEXTURES, and so on they tell you to add. There are some settings though like cell sprinting that are needed.
  10. First popular result when you search for "scope" on the nexus: http://www.nexusmods.com/fallout4/mods/9476
  11. Already a thread here: https://forums.nexusmods.com/index.php?/topic/3773500-overwatch-tracer-armor/
  12. In your Fallout4\Data folder, verify or make the following folder tree: Sound \ FX \ UI \ Perk So you now have the path Fallout4\Data\Sound\FX\UI\Perk Using MultiXwm, you can convert any sound file you want into the xwm format which Fallout4 uses. For the idiot savant perk, there are seven total sounds: UI_Perk_IdiotSavant_LayerFemale_01.xwm UI_Perk_IdiotSavant_LayerFemale_02.xwm UI_Perk_IdiotSavant_LayerFemale_03.xwm UI_Perk_IdiotSavant_LayerMale_01.xwm UI_Perk_IdiotSavant_LayerMale_02.xwm UI_Perk_IdiotSavant_LayerMale_03.xwm UI_Perk_IdiotSavant_LayerSFX_01.xwm You randomly hear three sounds of the player laughing (based on the gender of your character) and the SFX which is the drums/cymbal and cartoon sound. You can either replace these sounds with three sounds you want to hear randomly or just the same sound copied to all three. I suggest you either keep the SFX or find a different sound for it. If you were to copy the same sound to all these files, you will hear it overlap/double ingame since the Male/Female sound happens at the same time the SFX sound occurs. Using the MultiXwm, simply convert what you want to xwm, drop the xwm file into the Perk folder you made earlier, and change the filename to match what I have listed. The game will load your custom sounds instead of the ones from its archive. You can do this to nearly everything in the game by simply dropping it into the correct filepath in the Data folder and ensuring the filename matches what is in the relevant archive, no actual mod install required, if all you want to do is simply replace something. Edit: I almost forgot you wanted to replace them with another Fallout4 sound. Using the Bethesda Archive Extractor, you can take the Psycho sound files you wanted and plop them into that Perk folder without having to convert anything, but you still have to rename them. The Psycho sound is at Sound\FX\NPC\Human\Chems along with the other chems, so in the extractor, click "File", open, navigate to "Fallout4 - Sounds.ba2" in Fallout4\Data and open, click the "Select None" button, then navigate to that Chems folder and check all the sounds, then click "Extract".
  13. I'll have to test without my mods, but every new settler automatically grabs the first available bed and assigns themselves to unassigned crops. I don't recall any time where they didn't do this.
  14. I can't remember where I read this, but it can take several ingame days for a trap to "catch" a mob. I think it's 5-6 days. Also, they spawn in there. It doesn't actually attract a wild one and catch it.
  15. There were no big issues, just misunderstood hiccups. Just update the game and don't use the default launcher.
  16. I alluded to this in my earlier post, but some authors exclusively host on Beth. Ingame mod handling is buggy and awkward but don't discount it completely. If the ingame manager has to be used, use it first then use NMM. Anything the game does to plugins.txt will be safely overwritten by NMM and plugins.txt will be left alone as long as the ingame manager is not reopened. Again, skipping the game's launcher is also suggested if problems continue.
  17. CBBE has an FAQ and other things in their description. Have you tried looking through that?
  18. I suggest not using the Beth mod manager at all, unless you need to install/update/uninstall from Beth due to author exclusivity. NMM can enable/disable just fine. If your mods won't stay on, your plugins.txt is probably set to read only. Ignore anything that tells you to set files to read only and just let NMM (and LOOT) edit files freely. Don't even set your Fallout4.ini to read only, use Fallout4Custom.ini for any ini settings you need. Go to /AppData/Local/Fallout4/, delete plugins.txt, then open NMM and reenable your mods. When you start the game, do not open the mod menu. I think you also probably could try running NMM in admin mode, I don't know if that's needed since it's not editing anything in Program Files. Also, one more thing, using F4SE skips the default launcher, since I recall some complaints that the default launcher also messes with enabled mods. Installing and using F4SE even if you don't need it may also help keep mods enabled.
  19. Not true. The author of Unofficial Scrap Patch and Auto Loot pulled from Nexus for personal reasons. Everything on Beth would work just fine from Nexus. There is no difference and some authors dual host. I personally don't like Beth's hosting. The ingame UI is awkward and oversimplified and its load order changing is weird. I agree that the oversimplification is the unfortunate result of including consoles and it sucks PC users are forced to share instead of the PC version having its own look. If I have to install/update/uninstall from Beth, I always exit out of the game afterwards and reopen LOOT.
  20. You can't open or modify DLL files. Just like flash files, there are decompilers available that can edit dll files. A search reveals that .NET Reflector with a plugin called "FileGenerator" will do the trick.
  21. The author of the mod has this stickied at the top of the mod comments: I would like to add that it is better to add this to Fallout4Custom.ini, which is the sole purpose of that ini. Fallout4.ini shouldn't be edited directly, especially since the game and/or launcher changes it.
  22. http://www.nexusmods.com/fallout4/mods/361/?
  23. Update 2: I may end up making a mod at this rate, if I can get past flash code. My general curiosity ended with installing a free flash decompiler and opening the HUDMenu.swf provided by DEF_UI. I found the Messages "file" or whatever it's called and edited it. Flash code is super weird, you apparently have to edit something in order to edit the code and cannot edit the code directly. It might be the decompiler, but I'm lost on this concept. Anyways, the lines I edited were main 8 (editing the pushbyte in subline 15 or whatever that is to 8 instead of 4) and then main 148, deleting the fadingOutMessage portion from getlocal_0 to pop and changing that iffalse to ofs0015 so that the main code reads "return !this.bAnimating && this.ShownCount < MAX_SHOWN;". Testing this ingame with the Auto Loot mod, the first few items work perfectly and scroll out to 8 total lines, but then it settles into the same slow rhythm where items wait their turn in disappearing, but now five items are shown. If only each line independently disappeared at the set "80 unit" time from mainline 10, the scroll would flow nicely. I feel like I accomplished something, but I really have no freaking clue how any of this two-window code works, I went slowly with trial and error and my Lua/Javascript experience. I wish I could just directly edit this crap in Notepad++ like a normal language.
  24. I have seven mods from Beth by an author that doesn't use Nexus and several more mods from the Nexus. The only time I use the ingame manager is to install/update/uninstall anything from Beth. Use NMM for regular mod handling and LOOT for load order. If you don't need to touch any Beth mods, don't open their mod UI. You can enable and disable them just fine through NMM or LOOT.
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