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Belthan

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  1. If you're not familiar with Quo Vagis or Coito Ergo Sum, here's a teaser for Vidi Vici Veni that recaps the first two chapters.
  2. Vidi Vici Veni is the planned final chapter of a trilogy which began with the popular quest mods Quo Vagis for FO3 and Coito Ergo Sum for FNV. My intent was to make Vidi Vici Veni for FO4 because the Commonwealth is the perfect, logical setting to conclude the arc story of the first two chapters. But there's a problem. I would love to finish the trilogy but I can't do it myself (mainly because playing and modding FO4 was impacting my health so I uninstalled the game and CK). I want to collaborate with a person or team who enjoys modding FO4 in order to get it done. Anyone who is interested in leading or participating in such a team can reply here or PM me. If there is another forum where more people who are willing and able to help might see this request, let me know. What I can do: Provide plot outline for main quests and all of my notes on the backstory and unresolved cliffhangers and loose ends from the first two mods. Write dialogue for principal characters. Record voice actors who are in geographic proximity to my studio (including Jeff and Krista, who voiced principal characters from previous chapters that will also appear in VVV). Serve as creative consultant. What I can't do: Anything that requires the game or CK
  3. More info - all mods disabled, using Bethesda launcher, same thing happens. One bit of good news: if I bring up the console and use the load command to load a named save, it loads just fine and I can play. If I hit the Esc key to bring up the main menu in game, none of the options do anything, but hitting Esc again takes me back to the game. So as long as I don't need to change settings, I can save and load with the console, but... seriously?
  4. After the 1.6 update, the game loads, main menu comes up (no CTD) and the main title music plays, but clicking on any of the options does nothing. I thought it might be related a similar problem I had after the 1.5 update, but I waited an hour and the menu remained unresponsive. Fallout4Custom.ini file contains the following (which solved the problem after 1.5 but did NOT solve it after 1.6). [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
  5. I'm working on the third part of a trilogy (completing the story from Quo Vagis and (Coito Ergo Sum) and if I'm going to meet my promises to users, I need help. I was previously pretty much a one-man shop with Blender, GIMP, and GECK, plus a handful of awesome volunteer testers and contributors. FO4 is turning into a problem because I don't have and can't get 3DSMax 2013, and I'm not holding my breath for a FO4 compatible NIF plugin for Blender. Plus I lack the patience to deal with certain other limitations, and my voice actors are getting tired of the delays. I'm looking for someone to help with 3D modeling/texturing, and I won't turn down help in any department. Feel free to reply or PM me. Cheers, Blethan
  6. Finally figured it out. Having SOUND\ in the parameter list for sResourceDataDirsFinal in Fallout4.ini was causing the launch delay. I assume this has something to do with the change in how mods are handled with the release of 1.5 & CK. Anyway, I set sResourceDataDirsFinal in Fallout4.ini back to the default: sResourceDataDirsFinal=STRINGS\Added this to Fallout4Custom.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= and all is well.
  7. One more piece of potentially relevant info. During the launch sequence, if I go into the Settings menu, the Audio option is dark and has a little spinning "please wait" icon beside it. As soon as that goes away and the Audio option lights up, I can load a saved game almost immediately. The interesting thing is that the main title theme plays while this is happening, so there isn't actually a problem with the audio.
  8. Deleted all saves but the most recent one, no change. Tried starting a new game, same thing - it took about 5 minutes before the intro video started.
  9. The game always launched in about 15 seconds prior to the 1.5 update, but with 1.5 installed it takes over 5 minutes to launch. It happens even with all mods disabled, using the Bethesda launcher, so it isn't related to mods or NMM. The game runs fine once it finally loads, and load times within the game (fast travel, entering or exiting an interior cell, loading a saved game, etc.) are the same as they ever were. The problem only occurs when actually launching the game. I know some people had a problem with unreasonably long load times before the 1.3 update, but I never had that problem. Unfortunately, they now seem to have created the exact problem they supposedly fixed earlier. Good job, guys. Anyone else seeing this issue, and if so, any suggestions for a fix?
  10. Anybody else get this when attempting to launch CK, and if so, any solutions? The program can't start because GFSDK_SSAO_D3D11.win64.dll is missing from your computer.
  11. Just took a look and got a "no javascript" warning (due to running NoScript). Since javascript was never required before, it seems like some retooling is going on over there. And it seems unlikely that they'd refactor the site just for the FO3/FNV GECK.
  12. I use the following technique. It all happens in the same frame so I haven't noticed any visual glitches, but your mileage may vary. cesForceEquip is a dummy armor I created for this purpose. You could technically use any armor in its place, but if the character happens to have the same type in their inventory with less than 100% condition, the last function call could remove the damaged one and leave the new one in their inventory, which could potentially be exploited to get free 100% armor repair. additem cesForceEquip 1 equipitem cesForceEquip removeitem cesForceEquip 1
  13. The compiler doesn't like it because ScottDornanREF is a reference variable instead of an actual persistent REF. A reference variable can be set to an instance of any object, so the compiler tends to barf on anything that isn't generic to all objects. That is, ScottDornanREF.GetInCell is okay because you can call GetInCell on any reference, but ScottDornanREF.HasBeenHired is not okay because it would only work for objects that have a HasBeenHired variable declared in their object script, and the compiler doesn't resolve those dependencies. Anyway, if the code is in his object script, you can skip the indirection and just check HasBeenHired directly: if (HasBeenHired == 0 && GetInCell 00MSEmbassyStaffRooms == 0)In fact, you could probably do away entirely with the ScottDornanREF variable, since reference functions in an object script will operate on the self by default. Also, BEGIN OnLoad is commented out, so the code that follows it is currently outside the scope of any block, which will probably cause other unexpected behavior if it compiles.
  14. In FO3 & FNV you could use the MenuMode function, but I have no idea if it still works in FO4. if MenuMode == 1056 ; VATS menu is being displayed else ; it isn't endif
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