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theoddlittleturtle

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Everything posted by theoddlittleturtle

  1. apologies if this is considered a necro: If you aren't going to use MO2, remove MO2's ini from (all) F4SE folders and the data folder to make sure they aren't being read or able to cause issues later. (back them up if you intend to use them again) The main advantage of MO2 is loose file management and having different load orders (and Fallout4Custom.ini) for different characters without installing everything over again. There are no advantages of using other managers other than to by-passing the clunky nature of the in-game manager. But if the load order is not large, in game mod manager works fine (and it's quicker to use with a gamepad instead of mouse). You just have to make sure all mods you've added to your data folder have fallout4.esm as a master file or the in-game will force it to the bottom of the load order, which is probably something other managers should do. All files should have fallout4.esm as a master. Had an issue with MO2 after I installed an update incorrectly (forgot to unblock the exe and Windows 10 and Windows Defender basically ate it; had to redownload, reinstall, unblock, disable Defender entirely and rely solely on a different antivirus). However, I like manually managing the data folder (cuz control freak) and only using Wrye Bash to flip-flop plugins as needed - with the exception of having to pack all the loose files into BA2 files. Where the real chore lies. Not really sure what the deal is with people offering developer/loose files but with no developer/source scripts instead of the real mod files that are packed properly so they don't load out of order and/or slow fps to a crawl. Got really irritating to manage all of them which is why I was using MO2: Loose file containment so I could pack everything. With Skyrim and SkyrimSE, (most) everything is archived properly, loads like it should, and is easier to work with in the data folder. There's just a lot of patches to manage. edit: not sure why a sentence was duplicated?
  2. Test them in game before making a patch, super simple to do if you're using MO2 - not sure about other managers. As for actual testings: Do not load a save. At the main menu, in the console, enable god mode, coc into a cell of your choice (like GoodneighborWarehouse02 or BostonPublicLibrary01), give the default character the weapon and its ammo, and shoot at things. (do NOT save) Then re-do for each mod you want to test. Takes like 10 - 15 minutes tops. Plus shooting things for tests is nearly as much fun as an actual playthrough. If they don't work, search for a patch. Someone might have already done it for you. Or do that first. Whichever you prefer. weaponllinject is a part of a modders resource for script injection into the level list. Papyrus scripts are designed to be reused. The mod authors should have used their own quests to modify the properties. Look under quests in each mod with xEdit and make sure the injector quests are named something differently. They should be the only quests those mods have going on.
  3. No idea how to fix the main problem but: Create a ck custom ini, and it keep you from ranting about having to change the ini files every time you update. The Creation Kit wiki should have info on how to make one, otherwise a google search will show you how as well.
  4. The highlighted "Chargen Conditions" is the conditional attached to when the player can use the eyebrow. It's searching for stage 10 of MQ102, which is leaving the vault (if I'm not mistaken). If you want your new eyebrow to show up in the chargen prior to that moment, you'll need to leave the conditions blank. (I have no idea how to use these forums so never post. Apologies.)
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