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damanding

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Everything posted by damanding

  1. That's exactly the kind of thing I warned about in my previous post, that the CK sometimes likes to pack files it shouldn't be so always do a sanity check to make sure it hasn't added anything it shouldn't.
  2. It's not helpful to you yet, but in a week or two the next Creative Clutter update should be online and we've got a few new bobblehead display items.
  3. if you change your search to the following it works better by restricting results to just the nexus site: Courser syringer site:nexusmods.com
  4. He's trying to get hired by game developers so cleaning up his history is part of making himself more attractive as a potential hire. Can't really blame him for that.
  5. The original suggestion of using the Creation Kit to pack the archive process is a few clicks. On rare occasion it will try to pack other loose files that you have in your data directory so you still need to skim through the list of files it grabs for verification, but it should grab and pack all your files for you. Click on File>Create Archive
  6. If you're using NMM it probably didn't install the files correctly. Try manually installing the mod and make sure the ba2 files (hopefully they're in ba2 archives instead of loose files) are in the Fallout 4>Data directory.
  7. Also if anyone is wondering why Evan's old mod would still need to be a requirement when the same items are in Creative Clutter, its an issue with the IDs of the item. The IDs in Creative are different from the IDs of the items in the older mod, so if someone creates a transfer settlements blueprint with both mods, then any item built from the old mod would reference the old ID. Normally in transfer settlement blueprints if you don't have one of the required mods it just doesn't build those items I think (I've never actually used one), but the original poster was getting crashes trying to use that blueprint after losing that mod.
  8. Lead of the Creative Clutter team here, Evanpox long ago gave me permission to give permission on their behalf since they are frequently AFK for months at a time and even I haven't been able to reach Evan on this issue for the past month. The two of us on the Creative Clutter team that had backups of Evan's older mod lost them (mine due to a HDD failure). So I hearby formally give permission for users that still have the old mod to send Ripper665 with a link via PM and please send it to me too! :D I would prefer that it not be made publicly available to everyone, but sending it by PM is fine. Thanks!
  9. Now that I'm updating collision on stuff using 3ds Max I've changed my entire workflow. I have an Unprocessed Items folder that I work in which is where items in progress are kept, including copies I make at various stages. Then once I've completed the item, updated collision and it's 100% finished then I move it into my mod's folder structure. Makes for a much cleaner mod folder that way.
  10. All of the cave pieces are invisible on the back side, plus many are not really shaped in the right way to look natural from the outside even if they were textured on both sides. So basically someone would have to create most of the pieces from scratch in 3ds Max or significantly alter the existing ones.
  11. This has successfully worked for me, the spot where you first meet Desdemona with the two shelf areas outside the Railroad door, just stand there until Curie lights up. Once she's finished smoking, she stops smoking permanently.
  12. There is a Data folder in your Skyrim install and subfolders inside that for items like Textures and Scripts, which are creatively enough called Textures and Scripts. You can create whatever folder structure you want your mod to use inside those subfolders. So Data\Textures\WorldObjects\Customhouse\folder etc. Apply the same logic within each subfolder beneath Data that you need to put items for your mod into. To find your Data folder see the path name at the top of this image (might be different if you don't chose the default steam install path).
  13. You can use this mod to share your settlement blueprint with others. https://www.nexusmods.com/fallout4/mods/22442/?
  14. It's probably Do It Yourshelf: https://www.nexusmods.com/fallout4/mods/14532/?
  15. Just an FYI the need to remove deleted navmeshing is contested in the mod author community. A small vocal group of Skyrim mod authors convinced a larger group it was necessary some years ago. However numerous veteran Fallout mod authors I've talked to (veteran meaning multiple Fallout games) consider the practice completely unnecessary at best and the efforts that Skyrim mod authors go to to avoid deleted navmeshing to be counter-productive and more likely to result in CTD at worst. So consider taking it with a grain of salt. Odds are good that something else entirely is causing your CTDs unless you've extensively tested that CTDs stop with that mod removed.
  16. My understanding is that the ripped assets were removed from the mod more than a year ago and it has since been free of illegal assets and played by the rules.
  17. There's a pinned thread called The Care Taker in mod author forums. You can talk to Terrorfox1234 about this. Or just report your own thread to staff.
  18. It would be more useful to report that to the mod author rather than here.
  19. Settlement Building Mods: http://www.nexusmods.com/fallout4/articles/384/
  20. Posting the mod would also be a violation of copyright, you don't own the sound.
  21. You can delete the constructible object recipes you don't want in xEdit. Elianora has a video on this (I've not actually watched it myself though): https://www.youtube.com/watch?v=HcOc-_CwtNI As for merging workshop categories...I personally wouldn't recommend it unless you plan to never update any of the mods you want to modify because it will be a huge pain to re-do. Workshop Rearranged might be the mod you were thinking of, but I know its incompatible with a lot of other mods because it doesn't use script injection so read carefully. Basically menu structure is handled with formlists and keywords. You'll pretty much just have to look at all the menu structures until you understand it because its too complicated to give you an easy step by step on how to merge the mods you mentioned. Plus some of those mods use script injection (Modular Kitchen for sure) and you may need to modify their scripts as well to point to a different top level menu formlist. I know how to do all these things and I wouldn't want to tackle this project, its going to be a tedious pain and most certainly take hours (and that's not even accounting for learning curve time). It might be easier to cut out at least one of the bigger mods, either Homemaker or SOE, since they have a lot of overlap already. If there's only a few things one has the other doesn't that you absolutely must have you can always create your own esp with just those things.
  22. Look for navmesh changes in the esp using FO4Edit is the easiest way. Edited to add that I don't really recommend merging location based mods anyway unless you already really know what you're doing. In addition to navmesh merging challenges there may be precombine changes to deal with. That's a complex system that even experienced mod authors are still trying to wrap our heads around. You can learn more about that here: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/
  23. Why on earth would you necrotize a year old thread to point out something LordOfWar fans would already know which is that he's been back and his mods have been back for quite a long time?
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