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Posts
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Everything posted by wim95
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New Weapon Modification Workbench Order
wim95 replied to Doom1991's topic in Fallout 4's Creation Kit and Modders
https://forums.nexusmods.com/index.php?/topic/4566260-sorting-weapon-attachments -
I forgot about temporary records (FF in game) 256 - Fallout4.esm - 6 DLC (or - 7 DLC) - 1 for Temp = 248 (or 247) esm, esp
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255 - 6 DLC (or - 7 DLC) = 249 (or 248) esm, esp If it is absolutely exact 256 - Fallout4.esm - 6 DLC (or - 7 DLC) = 249 (or 248) esm, esp Edit You asked about active mods: 111 (include Fallout4.esm, 6 DLC). Nothing "missing"
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You're scaring me If ExcessiveParanoia said: Fallout 4 ver 1.10 update was released on November 9th, 2015 and bethesda said: ESL support requires Fallout 4 1.10 update or later to work in game and Ethreon said: And latest F4 patch is 1.7.15 (??? latest is later then November 9th, 2015 ???) then ESL supported in current Fallout 4. really? Anyone tried it?
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See section "Multi-platform patches" in link Game version still 1.7.15? Edit Where do you think I copied it
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OK Patch 1.7 - Game version: 1.7.15 - Release date: September 2016 Patch 1.8 - Release date: November 2016 - which game version ??? still 1.7.15 really? Patch 1.9 - Release date: February 2017 - which game version ??? still 1.7.15 really? What is game version?
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Filter by modScrapRecipe_NullMelee_
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@ExcessiveParanoia Please tell which version is current. The second question: What version later 1.10.0 or 1.9.4 or 1.1.21? Patch 1.1 - Game version: 1.1.21 - Release date: November 2015 Patch 1.9 - Game version: 1.9.4 - Release date: February 2017 Patch 1.10 - Game version: 1.10.? - Release date: None
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Buildable Power Armor Frames
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Shamelessly advertise my mod Attackers - Get Off My Buildzone No more spawn attackers inside settlement during settlement attacks. After fast travel or not.
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Workbench Control Panel - WCP
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NPC underwater swimming patrol?
wim95 replied to Thuggysmurf's topic in Fallout 4's Creation Kit and Modders
Probably writing too late, but he ran with it just now. Checked "allow swimming" really means "don't swim". This is Bugtesda logic. Copy/past from Skyrim Creation Kit "Allow Swimming: Actors will not swim to reach destinations unless this flag is unset." Package Flags -
Thanks for the reply. Now I know that this problem was someone else. 2 users reported about the problems with the menu and I can't understand why. Tested SMM and No SMM versions, upgrade from old version, install to new game - everything working. Installed more than 10 mods adds their menu - everything working. Could think only about multiple scripts at same time. Used the Darthwayne menu injection script.
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Structures menu is missing! New game has the same problem!
wim95 replied to stebbinsd's topic in Fallout 4's Discussion
If something goes wrong there You will find Universal missing menus fixer -
CTD when using settlement mod in Fallout 4
wim95 replied to videogamenerd22's topic in Fallout 4's Discussion
You have Farm_CP_ScrapEverything_UE.esp, but no master Scrap Everything - Ultimate Edition.esp. Reinstall Wild Plants Farming, or install Scrap Everything - Ultimate Edition. When you exported the list of plugins. You are not alerted that some plug-ins orange -
removeitem(ComponetFormList, 1) er...HOW MANY?
wim95 replied to DukePatrick's topic in Fallout 4's Creation Kit and Modders
Copy/Past from ObjectReference.psc ; Removes the specified item from this object reference's inventory Function RemoveItem(Form akItemToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native ; Removes the specified count of component from the container, scrapping items, and returning the remainder to said container Function RemoveComponents(Component akComponent, int aiCount, bool abSilent = false) native ; Removes items from this object reference's inventory containing up to aiCount components Function RemoveItemByComponent(Form akComponentToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native -
Merging gazillions of VIS .eps into 1 eps
wim95 replied to LolDork's topic in Fallout 4's Discussion
In my case, only three files ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp ValdacilsItemSorting-ZZ-DLCArmorByClassOverride.esp ValdacilsItemSorting-ZZ-DLCCosmeticsByTypeOverride.esp -
Merging gazillions of VIS .eps into 1 eps
wim95 replied to LolDork's topic in Fallout 4's Discussion
You didn't read the instructions IMPORTANT: Please read this entire notice as there seems to be a lot of confusion installing VIS and some things have changed. 1) Val's Picks - These 4 presets include my selections of modules with 4 different configurations (2 All DLC and 2 No DLC). If one of these presets contains all of the modules you want to use, then you don't need to install any other modules. Just select the Val's Picks you want and click next. 2) Val's Picks with Overrides - If one of the Val's Picks comes close but you want one or two modules different (like Val's Picks All DLC, but you want explosives on bottom), then select the Val's Picks and Customize boxes. Then on the Customize screen select ONLY the module(s) you want to override from Val's Picks (in the example you'd only select ExplosivesSortBottom). 3) Val's Picks with Partial DLC - If you do not own all of the DLC, then you can still select one of the 2 Val's Picks No DLC selections and the Customize box. On the Customize screen select only the DLC modules you own. 4) DEF_INV Junk - If you want component tags for DEF_UI, you can still select a Val's Picks preset and Customize box. On the Customize screen select one of the Junk modules with DEF_INV tags. If you want NotJunk, you'll need to select that module also. 5) DLC Naming Rules - If you choose a Val's Picks and want ArmorBySlot and CosmeticsByClass then you do not need a DLC override (or any of the DLC modules for that matter). But if you want ArmorByClass and/or CosmeticsByType, then there are DLC override modules for that. The ArmorByClass override requires the 3 non-workshop DLCs. The CosmeticsByType override requires Far Harbor and Nuka World. After you complete these instructions number of plugins will be less -
Which mod from this list prevents settlers from arriving?
wim95 replied to pra's topic in Fallout 4's Discussion
Enable the Papyrus log Logs stored in %USERPROFILE%\Documents\My Games\Fallout4\Logs -
Which mod from this list prevents settlers from arriving?
wim95 replied to pra's topic in Fallout 4's Discussion
Enable loging. Search something like WorkshopParentScript unable to update used old version. If there are no such records, the script has been updated normally -
Now I know a new abbreviation "FL2RI". Before I only knew "RTFM". It's good I'm learning.