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davethepak

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Everything posted by davethepak

  1. I will post up my generic "CTD Advice" which I post very often and help a lot of people with on reddit. A thoughts on your specific mods; While I have not personally tested XDI or Start me up - I see a LOT of "wow....that one was causing problems after a lot of testing..." comments on the net. I also occasionally see issues with 3d scopes. But I have not personally tested it, so that is somewhat anecdotal. Note of F4se: It is literally used by tens of thousands of users - it works well for them and has worked well for me in OVER 2000 hours of game play. (wow, I need to play less games). Also, while SS2 is an advanced mod and there are a few others which don't play well with it, it overall is a very stable and solid mod. I run it (a lot) in a load order with over 200 mods quite successfully. But then again, I don't use 3dscopes, XDI or Start up mods with it either. here is my CTD Advice - hopefully you can get something out of it. Crashes are usually caused by a few reasons;- More than one mod changes the same asset, and they conflict in how they do it. The same piece of armor, the same mailbox, the same building. - Mod authors not correctly removing objects from the game - either specific objects or even terrain elements (navmeshes) - this is not good as when the base game or another mod accesses these objects - instant CTD.- Removing mods from a save - the game does not like it when mod that alter game mechanics are removed - this can lead to save corruption over time Now, usually these issues are focused around specific objects, npcs or locations. Most crashes are not really random - there was a fixed object (like a tree, building, etc.) or a non-fixed object that had an issue (an npc with issues, or even with a specific weapon that the npc might have in their inventory, etc.). With some combos of mods, it might even layered even more complexly (like only crashing at night due to lighting mods, or only when approaching a location from a specific direction, etc.) So it helps to think about what the player was doing - who was near, what common assets, sounds etc. Then think about what mods might do that.("I keep crashing when running to gunners"....then look at gunner or armor overhaul mods, etc.) Also, if a crash can eventually be tied to a specific item or object, examine that object in the console - you can get an id, or even a mod name which will help in investigation. Brute Force ApproachIf you can't identify a specific mod easily, the brute for approach may be necessary; Turn off all mods and use clean save or console start (from loading screen use the console to start in an area - coc sanctuaryext for example will place a test character in sanctuary) to see if your base game is messed up. In skyrim, you would use COC riverwood, or coc whiterun to go to those locations. Then add mods back in groups to see when crash happens (I add about 10 or 20 at time, then add one or two to find issues). Then you an check the comments sections for those mods, or if you are good with Fo4 edit, look at them yourself. Rarely, but possible crashes can also happen at starting the game when some mods have missing components or other issues. Another (almost) Common CauseOk, there is one more scenario - that is becoming more common - especially with bigger script heavy mods (even well written ones) being more popular.Internal memory issues. Not the memory of your pc (although that can be an issue too) but the internal memory management in F4. Both SS and Panpc have notes on making settings changes to help manage memory issues.Too many UI mods can overtax the system that keeps track of display objects on the screen. Multiple mods that do a lot of scripting (sim settlements, or pack attack) can at times overtax the games internal engine. Good Tools Finally, there occasionally may be a driver issue or some other system incompatibility (incredibly rare, but can happen in F4 Try googling your video card or try turning off your enb; for example, supposedly there is an issue with Nvidia 20xx series cards and "weapon debris" settings). A good mod manager helps in finding issues and turning mods on and off;* Vortex is powerful, somewhat easy to use, and well supported.* Mod organizer 2 is very powerful, not as easy to use, and well supported. Both are used successfully by tens of thousands of users. Check on youtube for tutorials by gamerpoets on successful installation. (this text has been posted 155 times) How to turn off weapon debris if you have a RTX card.(Fallout4Prefs.ini): [NVFlex]bNVFlexEnable=0iQuality=0bNVFlexInstanceDebris=0bNVFlexDrawDebris=0
  2. Normally it can be risky changing some mods during a game - this one however, I have done before with no adverse affects as it for the most part just moves a few things. Just remember to never ever mark an in game item "markfordelete" with the console, or there is a risk in crashing if a mod change needs the old item.
  3. Honestly, I have to say comments like that (and many others) is the reason I don't release (or have little incentive to) most of the mods I make. While I am no where near as prolific (or as high quality) as the other mod authors on this thread - I have several mod projects that are "good enough" for my use, but I would not want to release for various reasons. One of the biggest is that unless I feel they are perfect (which is rare) I don't want to deal with the stupid or rude (or both) comments. (or I feel the mods is not good enough - and i don't want to mess up people's games). I have a settings and av mod - that I use for tons of little tweaks in my own game (in both skyrim and f4). I consider releasing it sometimes, as anyone with Fo4edit skills could then change to their hearts content (maybe the service I am providing is a mod with a bunch of useful settings in it, so they don't have to find them?). But I know, that even if I put it in the description - people with either complain, or will want custom versions. Hmmm....I think I got ranty here.
  4. Wow, thanks. I am familiar with events, but only in skyrim - so the remote event registration is certainly new for me in Fallout 4. Interesting - so the event watching ends when the (Self as Quest).Stop() is executed? Fascinating, have never used that. Will this leave it hanging in the Save if the quest if not complete, and the user removes the mod? Thank you very much for this code!
  5. Thanks for that. I had thought of it, but then the player would get the perk as soon as they load the mod, event affects of the perk were not active. I had also thought of; * Adding non visible perk with condition * Have a script fragment that adds the final perk (which would be visible). * Have the script remove the first perk. Thanks for your input - I may give it a test.
  6. Hello everyone. Experienced skyrim modder here, coming dabbling into fallout 4. (yes, I have read the changes from the last version of the CK on the wiki). I want to have completing the quest Open Season add a perk to the player, but for maximum compatibility reasons, I don't want to edit that quest. I tried making a quest of my own, and put a condition on a stage to detect the other quest as complete, but I found I could not get that to work well (user error I am guessing). So any suggestions on how to add a perk once a quest is done? (again, without modifying the specific quest itself)? I had thought about adding a spell effect to the player, with a condition based on the quest (as spell effect checking seems more streamlined than perk requirements) that adds the perk, but was not sure. Ideas? thank you in advance,, Pak
  7. Cool topic, thanks for sharing. QUESTION ON AFT: I hear a lot of "AFT is fine" and "AFT will break them...". Can anyone who had problems with aft clear up one thing; Did you just have AFT installed OR Did you have AFT installed, AND You used it to import or manage the NPC it broke? Also, to people who say "AFT is closed source....". In the permissions of AFT: Feel free to extract code snippets from AFT and use them in your own mod. While credit is always appreciated, you don't need to credit me if you only use a few scripts. So, it seems like people could easily take the default companion scripts, take snippets from AFT, and add their own if necessary. Now, of coruse, I have no idea if the AFT permissions have always said that...
  8. Fascinating - excellent idea! I think I might stay away from anything in the worldspace, as my PC does NOT like rendering things in CK (get 60fps in game, get crap in CK). Also, I want to ensure maximum future compatibility with any mods that alter diamond city or the vendors. I am going to research this however - as I have never used it and always good to learn and add new things to my toolbelt. thank you for your response - this is excellent - getting good input from the community for things I would not have known possible.
  9. Wow, THANK YOU VERY MUCH for all that. The container change event was close to what I was thinking, but the other stuff I was not even considering. I am still learning the F4 side of the CK (have a lot of skyrim scripting experience - but still learning what the mandatory property calls are all about...and have only just recently started to mess with arrays and formlists in papyrus). I was hesitant about using addperk and remove perk in scripting, because of possible issues with the player saving the game, or adding a perk before the menu runs out, etc. Maybe I could lock out saves or something - not sure. I know it is not possible to make a mod bullet proof, but always try to think about how users are going to abuse something... ;) I will review this in detail - now to find time to actually work on the mod.....sigh. Thank you again - nice well written code.
  10. Short Version: Somewhat experienced molder here, but mostly skyrim experience (I am aware there are a LOT of similarities). I have been toying around with the idea for a new mod, and have yet to decide on an approach that would work in Fallout 4. So, I am checking with the community, to see if there are any suggestions on a direction. What I am trying to do Basically, the player would rent a perk from a vendor for a period of time, that only works when close to that vendor. Or in game terms - Arturo is good with weapons, but he can't mod them for you....wtf? So, like this; Player buys "Consulting Services: Basic Weapons" from arturo, then for the next 2 min, anything the player gets access to a perk (blacksmithing, gun nut, what ever) while working on the workbenches near Arturo (or what ever vendor - Kleo would sell the same thing). How I was thinking of doing it; A purchase would be the trigger, I chose this over a dialogue option for simplicity. The item (a misc item, etc.), once in player's inventory, would cast a spell with a timed magic effect to add the perk. Way to cast spell, I would look for on container change, since I did not want to have to have player "use" the item (other wise it could be an indigestible). I am not sure if it would be addspell, or cast - have to figure that out. I have also looked into the RadiationHazardDeadly stuff...maybe that would be a way to do the proxmity? What I have not figured out yet; What is the best way to have the player get the service? What is the best way to trigger the effect? What kind of effect? A timed spell? A perk with a poximity check? How do I enforce the proximity? I have ideas on these things, but there are always other modders out there who know more than me, so looking for suggestions.... (I would do this for different vendors, selling different "services" - a doctor selling chemistry perks, etc.). Thank you in advance for your thoughts.
  11. Possible? Absolutely. Easy to do? There is the rub. Creating new perks is easy. Giving them requirements is easy that check on other perks is easy. Having perks influence what you can craft? easy. Any kind of a UI for any of that? Very difficult. Your best bet might be options in an MCM menu.
  12. How did you set a "dodge key" in the controlmap file? Did you just create an entry called "dodge" or something? Please share what you did, thanks!
  13. So, I have a mod that uses some custom skills. I want to create a trainer which can train the player. However, have not been able to figure out how to open the training menu box, with my own custom settings. Any suggestions? Or is this impossible to re-purpose ? (I do not have flash editing skills, so editing it to create my own menu is not really an option). thank you in advance for any suggestions. Pak
  14. I am fairly sure this is not possible, but I am hoping that I just missed it. Short version: I have a weapon that I want to change the description of over time (different game events). I suspect that I will just have to use an event script to replace it with another similar item with the description I want, but if anyone has a better way to change an object's description please let me know. thank you for any ideas.
  15. Sounds like you have not unpacked the default scripts that come with skyrim The engine has to be able to find the commands. Take a look for a zip file in your data directory, and unzip the scripts that are there.
  16. Yes, this can be done, and as mentioned it would use an event trigger, specifically the on equipped events. If you want it for a specific piece of armor, you would attach the script to the piece of armor. In the script would you put the one equip event, and like said, a notification message. The unequipping would have a similar message. I use things like this when testing scripts. to make sure they are recognizing events. Check out the section on event scripting in the CK wiki. Just a note: I am not sure what "I am new but don't plan to stay long..." means, but learning the CK, scripting and mod making is not a simple quick task. It is far from impossible however; we all have to start somewhere. Read everything you can, and do all the tutorials in the Skyrim creation kit wiki. https://www.creationkit.com/index.php?title=Category:Tutorials
  17. I think some people use blender - check this thread here. https://forums.nexusmods.com/index.php?/topic/8253673-another-how-do-i-nif-thread/ Also, a bit of searching in youtube, will find some tutorials. Try "create custom weapons for skyrim" you will get several relevant hits.
  18. sounds like the shield nif using the backpack texture. I would check and see what your nif looks like in outfit sudio (part of bodyslide).
  19. Thank you everyone for your quick and informative responses!!! thumbincubation - thank you! I checked into wearable lanterns, and they are armor items; which is how they are equipped. they are just mapped to unused slots - which is clever and enlightening - I had only just recently thought about items that are mapped to non standard slots. IsharaMeradin - as always you spoil others with the quality and depth of your answers. Your code is very interesting - I was thinking about adding a storage chest that links to general stores - now I will have to check out some of your mods. I had never seen the = None Auto in properties before. Now I have something new to research. Thank you for your answer - it may lead me on a greater tangent! (very hard to stay focused when modding). maxarturo - wow, that is amazing news. I will test it out with what I am doing. Thank all of you. This is why I love the skyrim modding community. I have a bunch of personal mods I have made over time - the contributions of others incentivizes me to polish them up and post them.....(eventually...sigh...). Follow up: As mentioned, I can make the equippable, but it cannot be favorited (and it still gives the message this item cannot be equipped). I have half of what I wanted to work, so can go from here. Thank all of you again.
  20. I am trying to figure out how the game determines if an item can be "equipped" or not. I suspect it is the item type (armor, weapon, etc.) but then the torch (which is a light) is eqippable as well. Basically, I have a misc item that I want the player to be able to use with a hot key (equip) and I will have an oneequip event on the item to trigger a magic effect. (I have figured out to do this with a shield type item, or even a ring that takes no slots, but I would rather have it be a MISC item type). I am not sure if this is even possible, but welcome any suggestions. Thank you in advance.
  21. This might not be possible, or may be really complex. I have worked with editing perk trees (and that is complex) but have never seen anything about adding other values to the screen. However, I DO know that most screen elements are covered in the game interface files, which are all flash files. You would need to have the tools and skills to edit the game flash files, and then have your mod communicate with them. This too it no simple task. there ARE tutorials on working with flash, but they are pretty sparse. Of course, you if have flash skills (and the tools - they are not cheap) this might be easy. Best of luck, and if you make progress, keep the forum posted; others may have the same questions.
  22. Scanning keys... You can use the OnKeydown or IsKeyPressed events, but I think you have to know the exact key. (so in other words, if they mapped jump to something else, it might not work). https://www.creationkit.com/index.php?title=OnKeyDown_-_Form https://www.creationkit.com/index.php?title=IsKeyPressed_-_Input Not sure if that is what you are looking for.
  23. Wow, thank you very much for the details and the sample file! I had taken the advice and tried it using a torch, and between this and the example with the sword, I think I can get it to work. While I had used outfit studio before, I had no idea I could do something like this with it. Big thank you to everyone who had posted - it really helped me get where I needed to go!
  24. The player will just hold (equip it). Using it is optional. Basically lore wise, I have an object that was a small bag (the starfrost from the dawnstar game, if anyone is curious) that I want to add to the game as a thane reward for dawnstar. I wanted it to be a bit powerful, so making it a passive like a ring or amulet would be too much. I could grant a power if the item is in inventory (by doing on container change event attached to the item) but I honestly feel the "power" metaphor is way to overused already. So, I was thinking makint it an equipable item - thus it takes up a hand slot, but has a strong effect. So, I started trying to modify a torch (as it takes up the left hand, and is held upright, as opposed to shields, which are held at the side - I also did not want to take up a shield slot). I have some clever ideas on doing things, but a lot of gaps in knowledge (like on making nif's fit in your hand, or doing my own animations) as I am self taught on scripting and the CK (have a coding background, so papyrus is not hard - the esoteric and poorly documented CK is the challange...). You mention "rigging" things - and I am attempting to learn nifskope, but it is slow going. I get the concepts, but the devil is in the details as they say (like still trying to figure out how to add a bone node or some reference to tell it to be in the hand). thank you for your comment, it does confirm I am (sort of) going in the right direction.
  25. Thank you for the follow up. I understand that concept that a node (does every vertex have a node, but not all nodes are on vertices?) can have functions, and that there is a node somewhere on an object that tells the game how to connect it to a node on the skeleton. I am still trying to navigate and figure out where those are...so, your example will indeed help. The quivers look amazing, by the way. Most of the nifskope tutorials are either way too simple (how to install, how to change a texture, etc.) or way to complex (merging static objects, or building in racemenu nodes, etc.). But I do want to learn this. (I am trying to tie in an active magic effect and want the player to equip the item in a hand - as I don't want it to be passive like a ring, or use the already crowded power system). thank you again for taking the time to respond, and the additional info. I might have abandoned this project method, but learning nifskope I am sure is a good skill (eventually I want to learn to do my own animations). Regards
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