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Everything posted by Balx2
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RFC: Script mods that have served their purpose
Balx2 replied to Blinxys's topic in Fallout 4's Discussion
Exactly why I have not published any of the quests I have changed recently. Your example with doors is what I am thinking about for mass fusion. I *think* the quest doesn't close out because the decon chamber cycling scene is in the script and maybe people want to go back into the building and swim in radioactive water. So do I just publish my change that kills the quest and breaks that door, do I move that fragment to the button in the decon room itself (why isn't it attached to that button in the first place?) or do I just not care and instead update/start using/ keynuker so I never see the offending quest tagged key again.- 25 replies
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- load order
- scripted mods
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RFC: Script mods that have served their purpose
Balx2 replied to Blinxys's topic in Fallout 4's Discussion
Been following the conversation and I think SKK50 makes great points in every reply to this thread. Looking at the Cambridge Poly Lab quests I don't think my change is good but it works and in each play through I never enter that building more then once if at all. If you think this method is wonkers and can suggest a better method I'm all ears. I know enough to know I don't know enough. QF_DN015_000284BC.psc inside Stage_0300, Stage_0400 and Stage_0500 I added DN015Puzzle.SetStage(10) and at the very bottom I added Quest Property DN015Puzzle Auto Const QF_DN015Puzzle_0016D8C7.psc Function Fragment_Stage_0010_Item_00() stop() EndFunction- 25 replies
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- load order
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Sounds like it would be wise to create a bat file to kill any related tasks before running CK. Would that work for the situation you posed?
- 4 replies
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- ck fatal error
- ck
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Use Info for Quest Stages in CK
Balx2 replied to emperor11's topic in Fallout 4's Creation Kit and Modders
Every. Dang. Time. Helps me pass the time though. -
RFC: Script mods that have served their purpose
Balx2 replied to Blinxys's topic in Fallout 4's Discussion
Yeah a new moder or someone that barely touches papyrus, myself included, may not cleanly close down their script and I wouldn't hold it against them. I am mainly pointing fingers at the developers though. Having looked through most of the script source for the main quest lines to try and either debug an issue or fix a bug, I am amazed at the poor quality across the board. Hmm a good example that I recently looked at was the Cambridge Polymer Lab, the quest never actually exits. Looking at it I saw no reason it should keep running so I linked DN015 & DN015Puzzle and at an appropriate time set a new stage that exits the script. [Quest items can now be dropped into a container] Another example would be the Mass Fusion building during the main quest line. That script is left running in case someone decides they want to go back down to the basement and swim in radioactive water. [keycard]- 25 replies
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- load order
- scripted mods
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(and 3 more)
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RFC: Script mods that have served their purpose
Balx2 replied to Blinxys's topic in Fallout 4's Discussion
1: Read the mod page 2: Read the bugs/discussions 3: Read that s#*! again * 1-2-3 make sure you really grasp what the mod is trying to do Then if the mod doesn't provide source ask for it. If they refuse to provide it either don't use it or learn to decompile it. Fallout 4 has no set standard for anything. You'll find ten quests that all do the same damn thing, written 12 different ways. Most quests in the game that should cleanly exit, don't.- 25 replies
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- load order
- scripted mods
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How to: Make that the quest starts at certain level
Balx2 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Check DLC04MQ00QuestScript for how "All Aboard" handles it. -
Shooting any NPC has a small chance to cause a CTD.
Balx2 replied to TreshMek's topic in Fallout 4's Discussion
Remove any animation file for modded weapons and go pick a fight with a bunch of baddies and check if you still crash. If you still crash, check if you are using custom legendary effects and check the mod pages for each of those mods. So far, in my experience, it is animations or custom legendary effects (esp if scripted, usually poorly written) that cause the majority of my CTDs when it's related to weapons. -
All I have to say is "wow, this looks great." I checked out the beta for a few minutes and thought it was ok and then promptly forgot about it until today when I logged in.
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Still an issue, kind of amazed I haven't found my then a couple results when searching about this. Then again considering how most well known mod authors tell everyone to switch to any other mod tool or do it manually over using vortex, maybe not many of us actually clicked into that area. Not like I'm expecting this to ever be fixed, I'm sure it's the end users fault for not being able to clearly track lines that are more scrambled then f*#@ing spaghetti thrown against the wall. Even if you don't add custom groups the list is still less useful then a 3 year old explaining a tax return.
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Did you remove/rename disablemods.txt in \Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS and check each mod to make sure they don't overwrite the same files? If so then at least one of them should be working. I know that's kind of like asking "sir/ma'am is your computer plugged into the wall?" but it might be that simple. I know the ship hover and north south restored for beyond work, I merged them into my collection a few days ago.
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Script source editing unavailable
Balx2 replied to amokrun1's topic in Fallout 4's Creation Kit and Modders
Extract Champollion then drag the .pex file onto the Champollion.exe or right click the .pex file choose properties and change opens with to champollion then double click on the pex and you should have a .psc to take a gander at. -
What object(s) would you want removed from Sanctuary Hills?
Balx2 replied to Joj157's topic in Fallout 4's Discussion
That single oil lantern and one candle stick then all the ugly dead bushes that are a pain to hide or stick through floors. I actually did this already but even when I generate lods etc in the CK I still have severe FPS drops at the end of town near the river when facing towards concord and when heading back to sanctuary hills from any direction as soon as it loads. If the CK wouldn't crash past a certain value I would up the distance and regen it again but I've just given up. -
Loose script files from CK, loaded in-game?
Balx2 replied to Frigidman's topic in Fallout 4's Creation Kit and Modders
Basically no. Those are .psc source files and mean nothing. I'm sure someone that knows a whole lot more then me can give a better answer. -
Using Load Accelerator without any of that ENB stuff and it's working wonders for me. Works best on my computer with a SSD but I also have an older machine without a SSD and I saw improvements as soon as I used it. Mind you the improvement wasn't really outstanding (on the older HD) but I could no longer go dump the coffee pot, make a new one then take a shower every time I loaded from interior -> exterior or vice versa.
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Download speed cap increase for Supporters and non-Adblockers
Balx2 replied to Dark0ne's topic in Site Updates
In response to post #64411191. #64436381, #64480566, #64981486 are all replies on the same post. nom nom -
wooo this one is great news to read. I'm sure the crybabies will continue their little rant about how bad everything is except their preferred outdated by 10 years software is. Maybe they will actually give this a try, or you know, just piss off.
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Download speed cap increase for Supporters and non-Adblockers
Balx2 replied to Dark0ne's topic in Site Updates
I get why you need to do this but f*#@ turning adblock off on this site. The three times I was dumb enough to do that I managed to get a virus. I know you guys claim you fight back against shitty ad providers but yeah. Instead I bought a supporter pack. If anyone ever asks me if they should disable adblock or just buy lifetime membership I'll respond "do you prefer aids or cotton candy?" -
Security updates: reCaptcha and Two-factor Authentication
Balx2 replied to SirSalami's topic in Site Updates
In response to post #62065522. #62067477 is also a reply to the same post. Thanks Pickysaurus, appreciate that you took the time to respond to my comment. -
Security updates: reCaptcha and Two-factor Authentication
Balx2 replied to SirSalami's topic in Site Updates
2FA is good news but something changed and now I can't log into the forums at all. I click on forums and then on the log in button and it says I am already logged in and the page it redirects to doesn't have a log out option. Could probably fix it by deleting cookies and session data but I should not have to do that and most people wouldn't know to try doing that. -
The idea behind GoG is great, GoG customer support sucks though.
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In response to post #57435971. #57438311 is also a reply to the same post. Sometimes people just don't feel a need to respond to a news post such as this one. Instead they click on that entry button, put in their info and hit the "like this on suckbook / fuglyface" and that's good enough. Also what exactly is the point you are trying to get across, hard to understand such a poorly structured and worded post.
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In response to post #55290218. #55296213 is also a reply to the same post. Come now calscks, at least CursedSeal7's complaint had something to it other then "rawr I hate nexus cause it changed, I so angry, no speak good, anger. anger, raraw" etc etc
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It's all good, except the negative Nancy's that I wish would just go away. Not sure why people think their threat to boycott a non commercial entities webpage would be perceived as a bad thing. Hell yeah, boycott us! Don't come back, just means you freed up a little teeny tiny bit of system resource for someone that loves the site, someone we care about instead of you.
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In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068 are all replies on the same post. Maybe NMM isn't a site you should be visiting then. It appears you did not even read the entire news post, highly doubt you have bothered to ever read any of them. These things take time, we have received updates as the team felt they had something worth saying and everything has been explained in detail in the news posts.