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Everything posted by TracerFox
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Could really use some help and advice from anyone experienced with FO4Edit/xEdit. Okay, here's what I want to do. I am trying to merge the records from the Adjusted Encounter Zones and No Combat Boundaries mods. Both mods make edits to encounter zone records. The former mod changes the level ranges for all the encounter zones in the game. The latter mod adds the Disable Combat Bounadries flag to all the encounter zone records. This flag allows NPCs to move from one zone to another during combat. So enemies will chase you into buildings, etc. I am able to merge these two mods just fine, however so far I've had to do it manually. Going into FO4Edit and dragging the No Combat Boundaries flag from one mod into the other, and repeating for every record in the mod. Tedious as hell. What I am trying to figure out is a way to copy this one specific flag to a selection of multiple records all at once. I've located a script which allows (in theory) exactly that, however I am having no luck whatsoever figuring out how to actually use the damn thing. The script requires me to set the record path to edit, and the value to add. I cannot figure out what the path for the desired flag is, or what value I need to add to successfully add the flag to the record. So I'm here reaching out, and hoping someone can help.
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consoles have to wait for the FOCK and bethesda.net to go live :laugh: I suspect that this is the real heart of the matter. I believe that Bethesda are waiting to release the CK until Bethesda.net are ready.
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Not as such yet. This was simply the first example of such issues, the first of what I believe might be many more. Still need to try other mods with original records and see if they have the same issues.
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Appreciate the assistance. If you'd like to reach me by live chat, I'll PM you my Steam name if you use that.
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Unfortunately this doesn't work for my needs. Record overrides require the origin plugin be named as master for the destination plugin. This is fine when the origin is the FO4 master ESM, however doesn't work in my case since I'm trying to reduce the number of active plugins. If I have to leave the origin plugin active (since it's now master for the merge), that defeats the point. This is why I tried "Copy as new record" into a new plugin, unfortunately that's where I ran into the FormID issue shown above. I'm more than willing to do this manually. That's how I've been doing things to this point anyway. What I need to know is how to copy/import a original record (As in records which do not exist in the Fallout4.ESM) into a new plugin file. How does one normally make an original record anyway?
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Okay folks, let me start this by saying that the final merge "modpack" I'm building will be for my own personal use only. I have no intention of ever uploading or claiming any kind of credit for the mods I intend to use. Now, with the ass-covering out of the way. As the above disclaimer implies, I am working on a personal-use "modpack" for FO4. I'm using a LOT of mods for Fallout 4. So many in fact that I can't load them all at the same time. In order to cut down on the number of active plugins being loaded, I'd intended to start merging the content of various plugins. This led me to realizing just how many conflicts exist with the mods I'm using, so I decided to sort some of those out too while I was at it. Things kind of snowballed from there, but whatever. I've put in enough effort by this point I'd rather not scrap it and start over if I can avoid it. Right now I am attempting to copy two records from Arbitration (specifically the Grenade Spam and Grenade Detection plugins) into my new "Merge Modpack" plugin. I used FO4Edit to copy the records from Arbitration as new records into the Modpack. However, upon opening up the new records in the merge, I find that the FormID within the record header is showing "Error: Could not be resolved". When I look at the actual hex of the FormID, I can see that it's using the 00 load order prefix from the game's ESM! So here's my question, how do I edit a record's FormID to give it the proper load prefix? Here's links to a couple screen-caps I took to illustrate the problem. Here you can see the Arbitration source record on the left, and the new Merged record on the right. Note the FormID hex and error. Here's the plugin list with the Arbitration and Merged trees expanded. Here the FormID shows the proper load prefix. So can anyone tell me why the two FormIDs are not matching up, and what I can do to resolve this?
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Whelp, turns out it works after all for merging simple mods like standalone armor paint plugins! Haven't gotten around to trying something more complex, but even that alone will cut down on my plugin count! Now if I could just figure out how to copy unique entries from one plugin into another using FO4Edit, I'll be set! EDIT: Oh, just wanted to say I tried using the standalone mod merge utility, and unfortunately it won't recognize Fallout 4 yet, so couldn't even test with that.
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Isn't that one made to work with Skyrim? Will it function with FO4?
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Okay, quick summary of my situation and desired goal. Situation: I'm rapidly running into the 255 cap on plugins, primarily due to mods which use a dozen small, modular plugins; as well as a lot of mods which add or change one or two records. Desired Goal: I want to reduce the number of plugins in my list by merging those modular plugins into a single big plugin, and do much the same for all the little mods which don't conflict. Problem: I've been successful in using FO4Edit to merge plugins which contain records that are simply overrides of fallout4.esm records, however attempting to use the same 'copy as override' on records which are totally new/unique to that mod results in the old mod remaining as a master, which pretty much defeats the purpose of trying to merge it to cut down on plugins. so is it even possible to "copy" unique records from one plugin into another plugin? If so, how the heck is this accomplished?
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Near as I can tell from looking at it, this is just for making a replacer armor paint into a stand-alone esp plugin. Not what I'm after. I want to take multiple mods, each with a single standalone paint, and merge them so that all the paints are in a single .esp plugin.
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Short answer: The values you're looking for either don't exist (limit is hard-coded), or FO4Edit has not yet decoded them. Long answer: There is a workaround, but it's not something the end-user is likely to accomplish. The mods which add new construction menus would need to agree on a master framework and menu standard. Much like the newly-made Armor Keywords community reasource, there would need to be a Construction Menu community resource as an .esm, to which the various compatible mods would need to link as master. TLDR: Go bug your favorite construction mod authors to get together and make a community resource for construction menus.
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I want this because im a modder and im making standalone power armor paints that i would like to package into single esp's. Just wanted to do things right from the start. Ive figured out a method of doing this now though =) thanks for replies Would you be willing to share how you accomplished this? I too would like to merge a number of standalone armor paints to a single .esp to bring my plugin count down. I used to know my way around the xEdit for FO3 and Skyrim, however I can't navigate my way as easily anymore. Not sure if I just forgot how to do things, or if the interface for FO4 is incomplete. There's no menus in FO4Edit other than the right-click menus, so I don't even know how to copy entries from one .esp into another. Anyone mind giving me a crash course?
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mod: no auto-focus camera when talking?..
TracerFox replied to ThinkGreen's topic in Dying Light's Dying Light
The problem is that files in the existing pak files (data0, data1, data2) are essentially 'read only' as far as the game is concerned. Yes you can 'extract' the files inside, but any changes you make will not be read back in by the game's engine. Only the files inside the data3.pak file will actually be checked for modded content.- 6 replies
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