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You do amazing work, I hope it stays fun for you for years to come. =)
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I do love a good hat. =)
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Merged mods esp that still needs the original mods?
diskdevl replied to MercylessKnight's topic in Skyrim's Skyrim LE
While it's certainly possible for a Merge Plugins merge to have required Masters, they should not be mods that are a PART of the merge; one of the merge steps is specifically removing masters from them. Can you rebuild the merge as a test with just one or two mods getting merged, see if the masters are removed properly that time ? Or I could see it being possible that Merge Plugins just needs you to toggle the merge status on that merge again and rebuild the merge one more time without any changes to it, maybe it'll work properly that time. [edit] For whatever it's worth, yes, mine has "copy general assets" checked. You might want to compare the following sections of your Merge Plugins settings.ini file with mine, maybe it'll give you some ideas of what to look at. I've got a ton of Fallout 4 mods merged together with these. =) I'm sure some are unneeded but once I finally got it working I stopped poking it with a stick and am disinclined to do it again as long as it continues to work. [Merging] mergeDirectory=C:\Users\yourusernamehere\AppData\Local\ModOrganizer\Fallout 4\mods\ handleFaceGenData=1 handleVoiceAssets=1 handleMCMTranslations=1 handleINIs=1 handleSEQ=1 handleScriptFragments=0 handleSelfReference=0 extractBSAs=0 buildMergedBSA=1 batCopy=1 forceOversizedBSA=0 skipOversizedBSA=0 debugRenumbering=0 debugMergeStatus=1 debugAssetCopying=1 debugRecordCopying=0 debugMasters=0 debugBatchCopying=0 debugBSAs=1 debugScriptFragments=1 [integrations] usingMO=1 usingNMM=0 ManagerPath=C:\Program Files\ModOrganizer\ ModsPath=C:\Users\yourusernamehere\AppData\Local\ModOrganizer\Fallout 4\mods\ copyGeneralAssets=1 compilerPath=c:\program files (x86)\steam\steamapps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe decompilerPath=D:\Stuff\Fallout-related\Champollion-V1.0.6-x64\Champollion.exe flagsPath=D:\Stuff\Fallout-related\Caprica v0.2.0-7380-v0-2-0\FO4_Papyrus_Flags.flg bsaOptPath=D:\Stuff\Fallout-related\Merge Plugins-69905-2-3-1\BSAopt x64.exe bsaOptOptions=- 7 replies
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- merge plugins standalone
- mod organizer
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Oh yes, I just didn't mention them to avoid any confusion - so much for that plan. =) Merged_Weapons - Main.ba2 Merged_Weapons - Voices_en.ba2 Merged_Weapons - Textures1.ba2 Merged_Weapons - Textures2.ba2 Merged_Weapons.esp I'm fairly certain you're right about it probably working with an INI file edit, I'm just trying to avoid that since there are times I really don't want extra mods loading into my game - like when I'm working on a blueprint build for example; it just slows things down unnecessarily and nothing in it would get used so there's no point. I know I could just spawn a second merge as well and bypass the issue that way but not only is that one extra slot but I'd like to avoid being quite so bruce-force about it.
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That'd be awesome, thank you. So my main FO4 weapons merge finally had textures exceed 2 GB in the merged ba2 file and I'm thinking about splitting it up into multiple texture files if possible (but still one esp). Any idea what I need to name the resulting files so that the textures will actually work with the merge ? Existing names that work: Merged - Weapons.esp Merged - Weapons - Textures.ba2 Doesn't seem to work : Merged - Weapons.esp Merged - Weapons - Textures01.ba2 Merged - Weapons - Textures02.ba2 Doesn't seem to work : Merged - Weapons.esp Merged - Weapons - Textures1.ba2 Merged - Weapons - Textures2.ba2 Doesn't seem to work : Merged_Weapons.esp Merged_Weapons - Textures1.ba2 Merged_Weapons - Textures2.ba2 Any ideas ? By not working I mean the weapons I spawn in-game are purple due to missing textures - even had a purple weapon on a load screen once. =)
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Can one of you share the solution that chucksteel messaged on beth.net by chance ? I'm trying to get some ba2 texture archives named correctly so that they auto-load in with an esp as well and not having any luck.
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In response to post #54930713. #54932353, #54932553, #54932643 are all replies on the same post. You're awesome Tannin, thank you for not making me select checkboxes again for multiple profiles and 700+ mods. =)
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Lost Pip boy: How do I get it back?
diskdevl replied to chuckdaintern's topic in Fallout 4's Discussion
Hope this works for you : player.equipItem 21B3B -
Although posted in the Skyrim section, Merge Plugins supports FO4 just fine. http://www.nexusmods.com/skyrim/mods/69905/? You'll have to extract things into loose files manually but it is totally possible - I"ve got 30 esps in my weapons merge right now. =)
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CROSS Crit Gore-verhaul ? http://www.nexusmods.com/fallout4/mods/23780/?
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Might want to talk with skibadaa, the author of "Laser Bolt FX Fallout 4 Edition" (http://www.nexusmods.com/fallout4/mods/8513/?), he could probably point you towards how he did it. =)
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From what I've seen you shouldn't have an issues merging in the patches too. Example from my merged armor pack : HN66-SiriusArmor.esp GlovesOfTheCommonwealth.esp Gloves of the Commonwealth - AWKCR Patch.esp WestTekTacticalOptics.esp WestTekTacticalOptics-AWKCR.esp Jagimet.esp MTM-NukaVimPowerArmorPaint.esp ValdacilsItemSorting - West Tek Tactical Optics.esp I absolutely second Grelin's comment about collecting things up into like packs though. Not only does it make things easier to keep track of but the merges stay a lot cleaner. Since I find myself doing a fair bit of updating I also tag the mod names in Mod Organizer with what merge I've put that mod into, that way I can reselect the component mods pretty easily when doing a rebuild - don't know if that's needed when doing merges using FO4edit though (since I use the MergePlugins utility). Example collections I've got so far: Merged - Vivid Weathers Merged - WIPAG Merged - Weapons Merged - Fixes and Tweaks Merged - Crafting Merged - Clothing Merged - Armor Merged - Sim Settlement addons Good luck !
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Would it be possible to create some additional conveyer belt pieces with higher walls on them ? I find myself almost always having to put concrete walls or wire fence pieces next to them to keep things from walling off, it'd be amazing to not have to do that any longer. 2x and 3x high walls ought to be enough to keep the items on the belts where they should be. As much as you could probably make a decent mod out of all doing all of them, if someone could at least do this with the first three conveyer belt pieces (Elevated Power Junction, Straight (short), and Straight (long) ) that'd be enough to make me very happy. =) The walls don't need to be anything fancy, even a copy-n-paste of the existing wall stacked on top would be just fine. Examples of what I'm talking about, featuring my mad MS-Paint skillz..... http://www.nexusmods.com/fallout4/Images/71531/? (as-is) http://www.nexusmods.com/fallout4/Images/71532/? (simple 2x tall walls) http://www.nexusmods.com/fallout4/Images/71533/? (simple 3x tall walls) So, is this possible ? Or do I not even know how much pain and suffering I'm asking someone to go through ? =) *Edit* The crickets are getting pretty loud on this so I'm assuming this is way more painful than I thought it'd be. Can someone please elaborate on why this would NOT be possible to quickly knock out ? I'd much rather someone just quickly crush this particular dream versus leaving it alive and me eventually sinking hours into installing the gazillion files/apps that seem to be needed for modding (w/out throwing money at professional-level programs), watching two dozen youtube videos trying in vain to figure out how they work, and only then coming to the conclusion that it isn't possible because reasons. Much appreciated all.
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- settlement
- conveyer
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