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Stemathome

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Everything posted by Stemathome

  1. There is the "garage sale" mod, is that any good for what you want? http://www.nexusmods.com/fallout4/mods/14575
  2. Hi, My confusion on that part was thinking xedit was adding hidden new entries/ref. Having now gone through the file(s) you link to, I see what you where refering to was the added flags to record when "undelete and disable References" is used in xedit. Thank you again for your time. My poor old brain takes more time to get into gear these days. Best Regards,
  3. I'll post a screen shot showing where this data is for the Ck, individual mods that change world space requires their own so that's the purpose of the source folder. Hi, Again, thank you for the reply. I know where the default LOD is stored, it was concerning the "Source" directory I posted about. If attempting to create LOD, then a source directory is created by the CK, but that "Source" directory is always outside of the game/CK directory.
  4. Hi Purr4me, Many thanks for the reply/answers. For the number of errors. From the first post, I had presumed what was being refered to was the errors generated after loading a mod(which in turn loads the master(s)). Not just executing the CK. Possibly my error in reading the first post?. From my own limited use of the CK, I see very few errors generated when simply executing the CK(no master(s) loaded). For the packaging of a mod(to BA2), then yes, they need to be lose files, as the CK cannot edit a BA2, but I have not yet found a need to have anything located in a "source" directory (although I believe that is needed when attempting LOD generation). I admit to having very limited knowledge of the CK and have only made few/simple mods (mainly for own/private use), so I thank you for your replies/posts. One more question if I may. On another thread you put forward:- that each ref has an opposite to parent entry made as well VIA x edit's strange behavior. https://forums.nexusmods.com/index.php?/topic/5094000-major-fps-loss-while-facing-certain-areas-in-my-location-mod/page-4 I am curious about that and wonder how you are able to see/edit those entries?
  5. Hi, I am a little confused. Hope you do not mind my asking some questions. Looking at the shot you mention, there does not appear to be a Master file loaded, if there was, the Cell view (tucked behind the error window in your shot) would be showing the default internal cells for master file "Fallout4.esm". What master files do you have loaded in that shot? Loading "Fallout4.esm" into CK. would that not then make the CK search for all ref made in the esm, which would include animations etc? Fallout4 is optimized to use the ba2 files (not lose files), why would the CK be different?
  6. As far as I know, if you finish the main questline and side againt the BOS(meaning, you destroy the Institute but not with the BOS), the BOS take (or should take) a dislike to the MM artillery, and radiant quests start: "Defend Artillery", which leads to MM and BOS becoming enemies. But I think that is bugged, as I have never seen that radiant quest. I think after main quest line, the game should not stop you becoming permanent enemy with the BOS. I will see if I can find a saved game for me to test (to see if I can force BOS to become enemy). --------------------------------------------- The only way I found was to kill elder maxon, yes, I had joined the BOS earlier in that game. After that, talk to Preston, and he says its time to deal with the BOS. So all I can suggest if you do not want to go deeper into Institute questline, is to join BOS early in main quest line, and follow thier questline up until at least getting access to the airship. You can then kill Maxon if you want them to become permanent enemy.
  7. Not sure. Is there a reason you do not want to proceed with Institute past Bunker Hill quest? If it so you can get Bunker Hill as settlement, then that does not matter. Once main questline complete, go to Bunker Hill, speak to the woman who runs the place, she will say somethng like "you have powerful friends, I want no trouble, you have full run of the place", you can then use the workbench/set up settlement.
  8. To kill off the BOS via MM, you would need to go deeper into the Institute questline to make BOS enemy. Join MM. Use them to get into Institute. Accept invitation to stay in Institute. Play Institute questline and you will get institute quest that will make BOS permanent enemy. A later Institute quest, you can help MM rather than Institute, which will get you banned from Institute.
  9. I have just found this thread, thank you very much for the info.
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