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About nopanolator

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Country
France
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Currently Playing
CK
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Favourite Game
Fallout 5
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In this case, i start a "mod marathon" categorized from the start. I just download everything that can fit my wills in a specific category (mines) and i try it on the fly to known if i keep it or not. I start with textures mods and replacer (landscapes, objects etc...), then i switch to the characters (NPC, companions...) and finally in UI/Interfaces. Then i fine tune the INI to get a good compromise between "eye candy" and performances. At this point, when twos mods offer the same solution, i take the time to test the both and compare. One time that i've finished that, i consider that i have the core of the FO4 that i want to play. I usually use a savegame that i delete later only for that, and test all things in the red rocket in a new game (weapons/armor craft etc) with the help of the console. The second chapter is dedicated to weapons/armors/clothes. The third chapter is dedicated to the gameplay : weather, rebalance, radios, NPC AI ... The last one is dedicated to everything linked with the settlements because it's the more tricky/hot to install (with FO4). Between each "chapter", i backup the data folder to can revert back instantly if conflicts/bugs ask too many time to be sorted. To spot more in ease the "mess maker". It's a behavior that i get from Oblivion and wich followed me with Skyrim and Fallout. I'm more aware of what i install and in wich order with this way, it help too to make priorities in what i want and in what i don't want.
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I bump that too, and i share the sakabato opinion. In adding the recon team finded in the factory, the interrest of gunners in nuka cola is allready integrated. Big battalion or elite gunners to make it epic ^^
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Je suis plutôt focalisé sur les scripts que le reste pour le moment, mais gardons le contact on sait jamais pour plus tard ;o)
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Tutorials that can be crawled with an internal search engine (dedicated to it). Youtube tutorials are nice for somes but you simply can't search a keyword inside. More documentation, more mods, more modders, more joy.
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That's a big sentence, i'm not sure to understand well the bugs that you encounter.
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I understand more now the "ambient mood" that i'm feeling with the differents opinions exposed here. And i'm still unable to extract any construtive paths to follow from it. No offense, i'm just a rationnal animal. I've a simple opinion wich mean a lot more that just the sentences, for those wich like to meditate. I'm a player before all, and sometimes, something is pushing me to install a modding tool to extend the pleasure. Starting from scratch with the pleasure of the discover. I don't consider it as a "work" or a "life project", just an extension of the game. With Oblivion, i've passed my time to study the documentation and the possibilities of OBSE. Like 3 hours of reading for 1 hour of intensive experiments. Within 1 month, the little utility tool that i needed in game was finished and rockstable. With FO4, i pass my time to search for documentation. Like 3 hours of google and search engines in multiple websites, for one hour of reading/study (when i'm lucky and when i can transpose the Skyrim's tutorials). With 0 experiments. I'm far from the pleasant times of Oblivion, and i don't want to feel in every corner that i have to become a dev to dare something, or to dare to ask something. I feed my family with the tatoos i put on the skin of people, and it's not in my projects to change that until i die. More, i will not ask to someone to get all my skills and experience in one day just because he/she ask me how to draw a little butterfly in his bag.
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Tutorials WITHOUT "youtoob"
nopanolator replied to Allannaa's topic in Skyrim's Creation Kit and Modders
Just thanks for this thread and its pages, i simply can't use the "FO4 tutorial TV" and the english subtitles generated are just esoteric. -
Finally, the PSC files in question was just partially decompiled. I don't have to take in count the error encountered in "Papyrus tab" of the terminal edition to can continue to study the cases. It's raging when you search something in North that you finally find in South.
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- ;failed to load code
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It totally make sense, thank you very much to consolidate this part. And it reduce a lot the spectrum of searches. Now the case is more specific. All vanilla zip are extracted (dlc included), multiple master file on etc ... I have twos exact cases in mind wich continue to fool me with the fragments and this specific Papyrus tab. Both was extracted then decompiled with champolion. 1) Based on a settings holotape. One countain all fragments in a single PSC file located in ".\Data\Scripts\Source\User\", no matter if i manually copy the pex files in ".\Data\Scripts\" or not, i get the ";failed to load code for fragment" in the Papyrus tab of the terminal edition. Its particularity is that there is no files in the ".\Data\Scripts\Source\User\Fragments\Terminals\" folder. 2) The other (not an holotape but based on the message system) have all its individual fragments files in ".\Data\Scripts\Source\User\Fragments\Terminals\" Both get the ";failed to load code for fragment" in the Papyrus tab" with "compile" and "edit" desactivated in the papyrus tab. The first is bugged to the bone in game (and i try to understand why exactly), the second run like a charm (and i try to understand why too lol). I miss something very basic i think.
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Hy, About modding : last time it was with Oblivion, a full scripted one for my own (autosave manager + FPS control tools (with OBSE)). No need to say that it's a new world for me with FO4. What i study atm : terminals and properties of scripts. My question : It's specially about the "Papyrus Fragment" tab, and not the property. I've followed blindfolded the instructions to don't get anymore the ";Failed to load code" message with all terminals and the messages in the Object window in activating multiple master file and in extracting all zip files. Done and i can read now the property in this tab. But i don't understand and don't find any concrete information on the "why". By the way it concern only the vanilla files that i don't want to modify. If i get the ";Failed to load code" (so unable to compile) but with a clean Advanced tab (edit/rename/delete) with the exact fragment and script involved, what it exactly mean ? Is it a property problem in the script or i don't have understanded where to put the psc to edit (scripts/source/user) ? thanks by advance, any hint or link will be a lot appreciated.
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- ;failed to load code
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I find the interface not friendly, like the one of a tablet PC of stone age. The black layers aren't what i expect from a "fantasy" game wich is at its third version, and the inventory ... damn. Don't loot lol Hell yes, can't wait any mod wich will kill this pain.
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I find this game pleasant, and it's at 99% because i loved Oblivion. For me it's the problem of this new version, i waited maybe a game wich was at the level of the one pushed by a wide passionnated community during years : the previous version. Outside the menu's system than i find absolutly not gamer-friendly and wich destruct a little the rythm of the immersion... i can't complain so much in fact. I count more on modders than on Bethesda for improve this game. In this way, i find the basis very promising. Now, i don't understand why Bethesda don't have used the giant database of Oblivion's mods for strategic choices and to offer a basis wich is not to entirely to re-do. I'm speaking only about the general ergonomy, not the content.