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Deleted2547005User

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Everything posted by Deleted2547005User

  1. That comment was three years ago, times change. Also, let's stop bumping this thread, I'll ask for it to be locked. As for the problem, the solution is in the description I quote myself: "I put time in this description, you will put time into reading it."
  2. It is. I had no idea that was the case and now I understand the system a little more. I'll adjust my lists to account for this, thanks.
  3. Yes. They were blue outlined before. I think the problem is they can be built and there is some sort of conflict between the new scrap COBJ and the Workshop COBJ.
  4. I was creating scrap lists of furniture today and when I tested to see if everything was covered and gave the proper scrap, I noticed I could no longer move the furniture. I could store it and scrap it, but unable to move it without storing it. The furniture I covered is in the base game, not DLC or modded in, and some of it can be crafted in workshop mode and others can't, but they all share the same issue, I was able to move them before, now I'm unable to. Disabling my mod restores functionality. All I did was add them to a formlist, attach that to a Scrap COBJ. That's all. Everything is like how it should be in both. Do these objects need addition keywords or actor values to make them moveable again?
  5. Can you affect the organization of mods for a weapon's attributes? I have a weapon where it's mods are out of order, for example, the suppressor is above the No Muzzle entry, and the Large Quick Eject Magazine is the first entry above the other three in it's collection. Everything works, no bugs/glitches, but the out of order mods would freak out OCD maniacs like myself.
  6. This interests me but when you mean lore do you mean specific to Fallout lore or lore for anything set in the Fallout universe. I'd like to know... for reasons. If anything else pick up a few pointers and tips to improve my writing.
  7. I turned on ad block because of those ads, then turned it off to support this site today, but alas, no ads at all. Have supporters always had the benefit of no ads?
  8. I'm sorry my ideas are "hackish" - I just do want needs to be done.
  9. Thanks but it doesn't reveal anything I didn't already know (not the technical specifics anyway), but confirms that this isn't a bug, but ignorance on the modder's part of the game's optimization system. In the end, it will come down to the old issue we've had since TES4 - mod conflicts. What works for my mod would be undone by ours (or anyone else's) and vice-versa. Could this system be better? Yes. Could it be improved? Yes. Will Bethesda do any of that? No. It works as intended, just not like we wish it to. We'll just have to bulls*it the game into doing things our way. Which is fun! Now that the precombined and previsual has been addressed, maybe they'll look at the reset and sprinting bug caused by cell record copies. The former can be cured by an ESM flag, but the latter can't be dealt with without an ini change. Both are not viable options, the former causes unneeded conflicts in the future and the other (as far as I know) is not possible on consoles. Personally, when I edit a reference, I always make it a persistent reference, that way the record is added to the persistent cell instead of the temporary cell. Being housed in the persistent cell doesn't cause any reset or sprinting bugs and as long as you aren't dumping thousands of persistent references into the cell it doesn't impact game performance.
  10. Judging from his avatar and previous mods, I don't think he'll need the animations to begin with, they still need to have some kind of animation/node to display the effects from where I think they are going have them display.
  11. I'll download the mod and take a look. What exactly is the issues with the bridge? I might have a solution.
  12. Interesting. How did he figure that out? Was he throwing commands at the exe to see what sticks?
  13. Nice. Was it a simple rename the nif to those precombined nifs? Yeah, they are really weird, but there's no need to edit them, we just need the to not load and using dummy files would work just as well.
  14. This fix is all we have until they officially address this problem. I'm beginning to think this isn't even a bug to begin with, same as the sprint bug, but a side-effect of missing information. I think the CDX file that comes with every official ESM contains extra information that the game uses to load cells. If the cell is modified in another file, that file must have a cdx of it's own or the game refers back to the original information in the cdx file causing the bugs we have. Making the file an ESM only fixes the reset bug, we still get the sprinting bug and the issues with updating precombined meshes. rdunlap - I'll let you know now that No Pre-Vis doesn't work the same way as it would on an esp. It'll cause the game to bug out and when you exit a cell with it on and look back at it the landscape and water will disappear. However, that could be an issue only I get because I'm doing s*ht with the game it shouldn't be doing in the first place. Having the VISI field in the cell record 00 00 does the same thing and I didn't encounter that bug using that method. Yet. Turning the file into an ESM breaks my bypass for precombined meshes and unlocking the references replaced by such, but again I like abusing the game until it does what I want it to do and have gotten my bypass to work. Now you must keep the precombined data but only the precombined meshes list, the references list can be completely deleted without any issue. Once you've done that, the game loads both the references and the precombined meshes that are meant to replace them. All that's left to do now is dummy the nifs of those precombined meshes so they are either offset on the z axis so they disappear under the landscape or replace them with something like the XMarker. The latter wouldn't impact performance as much.
  15. Has anyone figured out how to modify the CDX files that come with the game and DLCs? They are related to cells and could be the key to fix our cell reset and sprinting issues as well as the precombined meshes.
  16. Just turn your plugin into a master file. It prevents the reset bug but the sprinting bug still remains. That bit might be related Cell Resource List cdx file, same as the reset bug, but until we can decode and modify those files all we can do is speculate.
  17. Yes, I found a way around the occlusion bug that has been seen by users of our mod and other scraping mods. It does not require changing ini settings either. It's not a bug at all, the developers at some point created something called a UVD file, which my best guess is a Precombined Occlusion data file. There is one for almost every cell, and the game auto loads it unless you either; turn pre-culling off by setting the bUsePreCulledObjects to 0, using the No Pre Vis flag on the cells you don't want occlusion in, or simply nulling (00 00) the VISI field on the cell record in FO4Edit shown below. If you want be able to scrap objects that are currently consumed by a Precombined Objects, you either had to; turn them off by setting bUseCombineObjects to 0, copying identical copies of those objects into your plugin, or deleting the XCRI field on the cell record in the cell you want to scrap without limits. But, removing the field does not work, you have to remove it, then add it again but leave it alone after that. It should look like what's shown below. This blocks the game loading any combined objects that have the cells FormID in it's name if the field is completely removed, and let's it load the references that would otherwise be deleted. One more thing, Physics Combined must also be nulled out (00 00) otherwise when you scrap those references, their collision will remain. If left alone, the game will load the Combined Physics with the cells FormID in it's name. Now, to fix that damn reset bug.
  18. 100% sure beth devs didn't do that. I don't know, it is Bethesda we are talking about, they seem to like doing things the most backward, pain in the ass way possible :tongue: That's what I was about to say as well. :) I'll post over at Beth CK forums to see if they can give me and Ethreon some insight.
  19. Right, I know those exist, and I could edit those, but that's not what I asked. I asked if there was a tool in the Creation Kit that would do that process with a click of a button. There isn't one, so know I need to figure out how to export the trigger boxes as a nif so I can make an exacting boundary like the vanilla ones.
  20. Alright, tell me how to take those trigger boxes from the Creation Kit, export them somehow into a 3D model file, and I can take it from there.
  21. It looks like you can do just that Ethreon, but I got Finals to study for so I'll look into it later. The other thing I was thinking of was somehow making the trigger boxes visible to the player so when they activate the workshop the boxes appear to completely negate the need for a nif to display the edge of the settlements.
  22. You can bypass it with notepad of all things. Just open the plugins.txt in the Fallout 4 folder in appdata/local and add your mods to the list with an * at the beginning.
  23. I don't think you are understanding me correctly. I want to make new visible boundaries on my expanded settlements, not just expand the trigger boxes.
  24. I know that, but they are spot on with the trigger boxes, almost like they had some sort of tool that created them. That does give me an idea though.
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