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Anchevv

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Posts posted by Anchevv

  1. In response to post #57215981. #57216786 is also a reply to the same post.


    oxymarrow wrote: I don't understand why the mods need to be on the same driver, MO didn't need that...
    JRantanen wrote: Most likely because Vortex uses hardlink deployment as default (at least for Skyrim SE and Fallout 4), which creates a second index to your game data referencing the original and thus requiring the original file to be on the same partition as the index file.

    There was something about other deployment methods being available later on a while back, so there will probably be a "MO-like" deployment as Vortex moves further in it's development.


    I hope so, since I been waiting this to be a upgrade from MO and not a downgrade...
  2. In response to post #57206761. #57213901, #57214006 are all replies on the same post.


    TeodorWild wrote: Hi!
    Installing Vortex to hard-path on disk C: ARE NOT acceptable! Like create temporary games path on {User}{Roaming}. I'm using a group politics and disk quotas to block non-systems processes and file on system disk. Need to provide on setup application option to choosing installing path and working paths.
    Thanks!
    madpaddy wrote: Agree, im pretty much the same set up.
    Sandello wrote: Me too. I working on my PC, I want my disk C as far from games as possible


    +1, pretty sure they will change this.
  3. Hey, I didn't want to open a topic here but whatever, I'm been working on this mod where I edit the leveled list of the BOS soldiers to make then use the T45 and T51 power armors, so far so good, but I want to make then use a different paint with a different lining, like lining d + custom paint for T45, I don't know how to do this with fo4edit since there is a lot of unknown records, do anyone know something about this?

  4. certainly possible in skyrims creation kit, so i would highly assume it will be possible with the geck when it released.

    Hmm, I was trying with FO4Edit, but since there is no option or something I expected to be impossible without GECK.

  5. I just looked at the files and I'm 90% sure I can do this. I will look at it after I sleep, along with a couple others I offered to look at.

     

    I will probably do the 2nd suggestion first (incremental) since I wont have to change quite as many files, and then I can make a second file for all T-45.

     

    This is, of course, supposing that it works out the way I believe it will. I will update you hopefully within 24 hours.

    I tried changing in FO4EDIT, but nothing yet, I'll be trying to make it work.

  6.  

     

    You can do that with the console command 'SetActorFullname', but you need a 'Message' value, its basically a 3rd ID everything has. IF you can find that, you click what you want to rename, and type in: 'SetActorFullname (Message ID)' Until the GECK comes out, thats all you can really do. Thats one of the things on my list, aside from this: http://forums.nexusmods.com/index.php?/topic/3446300-preparing-for-the-enclave-return-mod/?p=30915700

    I see, I was thinking more of adding a new button on the pipboy or the workbench, but I think this is probably impossible without GECK.

     

     

    Its very possible, even without the CK. You'd need to make a script that takes a user input and stores it in a variable then set the settlements name value to that variable.

     

    I was able to make a script (albeit a simple one), compile it and attach it to a magic effect, and all without the CK in this thread.

     

    Couldn't we use the function of the renaming weapon for the user input?

  7. You can do that with the console command 'SetActorFullname', but you need a 'Message' value, its basically a 3rd ID everything has. IF you can find that, you click what you want to rename, and type in: 'SetActorFullname (Message ID)' Until the GECK comes out, thats all you can really do. Thats one of the things on my list, aside from this: http://forums.nexusmods.com/index.php?/topic/3446300-preparing-for-the-enclave-return-mod/?p=30915700

    I see, I was thinking more of adding a new button on the pipboy or the workbench, but I think this is probably impossible without GECK.

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