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Freso

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Posts posted by Freso

  1. LOOT actually releases both Windows and Linux binaries, and with a recent announcement from Valve I'd expect to see more (pseudo-)"native" gameplay of esp. older BethGS games (that all mostly already run fine under Wine), which could be the start of more Linux-based modded gameplay.

     

    Either way, yeah, far most tools are currently Windows only, but several of them run okay-to-perfectly under Wine, but I was just wondering whether there was something I could easily feed into a shell script to automate some tasks.

  2. Does anyone know of a Linux-native tool for extracting and maybe even manipulating BA2 (and/or BSA) archives? At the very least view the list of files contained in it?

     

    (I reckon I can probably get B.A.E. to work under Wine, but I'd rather use a native solution if possible.)

  3. I'd like to point out that

    1- I'm never hungry

    2- I'm never thirsty

    3- I'm never sick

    4- I'm never tired

    (because I always make sure to sleep while I fast travel to the institute and always walk around packed with food and antibiotics)

    Does this mean that you never get they "you're thirsty" etc. messages, or that you act on them as soon as you get them?

  4. How about a slooty vault girl?

     

    I loved your version for New Vegas and 3 and am looking forward to this but i have one question. Will you ever make a smaller NSFW version for just the status screen? Like suit less or kinky.

    No plans to make anything NSFW. There is a status screen option for a bikini/underwear tho.

     

    What was this, 7 posts prior to yours? Something like thatâ¦

  5. Are you developing this in the open? On GitHub? I don't know Papyrus or Action Script in particular, but I can usually understand the basic flow, so would interesting to take a peek at this. :smile:
  6. Now that I've actually played with it in-game, I must say it's very nice. :thumbsup: One thing though. If I let hudmenu.swf override HUDFramework's, I get this screen in the game:

     

    D2Al3qS.jpg

     

     

    And yes, I picked HUDFramework compatibility everywhere it was an option. The only file conflicting between the two is the hudmenu.swf one. If I let HUDFramework's hudmenu.swf override Vault Girl Mod's, it seems like everything is working as advertised. Lots/most/almost all Vault Boys replaced by Vault Girls. :smile:

  7. So... many... options... :ohdear: :wub:

     

    After finally getting through it all, I looked at what other mods I have that it conflicted with (and hadn't asked me about), and Spoiler-free Quest Animations stood out notably. Any chance for compatibility with that? From the mod description:

    It will replace all special quest animations with the default "thumbs up" animation.

    So I'm guessing you already have the animation, it just needs to be copied over to replace the various spoilery quest animations. :smile:

     

    Also, Bobblehead_Stand01_g.dds conflicts with BIFF - Bobblehead Improvements Fixes and Furbish, which I find curious as I thought you didn't intend to change the bobblehead stands.

     

    Oh, and there's also also a conflict with DEF_INV (Interface/Pipboy_InvPage.swf), but not sure whether this is included with the DEF_UI patch or not. I guess I'll find out shortly. :smile:

  8. In settlements, settlers will continue to harvest food items and junk items (and water purifiers water) until that settlement's workshop contain a given amount of those items (IIRC, for scavenge items it's something like 100+5*settlers). I've tried to look into where this formula and/or the numbers of it are, but I can't seem to find them anywhere digging through the Creation Kit, neither in game settings, other objects, or in scripts. That doesn't mean it is not there though, but I've given up finding it on my own for now. :smile:

     

    Does anyone know where (or if!) this/these value(s)/algorithm(s) are located?

  9. Because of the negative experience of the guy I'm helping who already spoke to Apachii,

    Maybe that's because Apachii really doesn't want to have his mod on other sites and thus it likely isn't Apachii who put it there?

     

    my policy of not communicating through mod comments,

    Use direct messages then. Or maybe Apachii even has an e-mail somewhere in relation to his mod files. No one said you should be contacting them via mod comments.

     

    the high probability that it was intentional.

    If it was intentional, surely there's no danger in asking Apachii directly. None of us here can tell you for sure, only Apachii can.

  10. Just saving, quitting to desktop, and then restarting and saving again would accomplish the same as your PCB saving technique and do a better job of cleaning memory than PCB does.

    I'll admit to having used `pcb` myself when I was playing Skyrim. Sure, quitting to desktop will do a better job, but it's also more disruptive than just firing off the `pcb` command in the console every now and again. (I didn't do the whole save-load-save-load-save-… dance though, I just continued playing.) … But I feel this is off-topic for the topic at hand. :smile:

  11. #3.

    Run LOOT as normal ... This will create the two files from scratch. You will notice the load order is different then it was. The mods will be in a much better order then they were.

    As cdcooley said, LOOT aims to make the fewest amount of changes to the load order as possible, while still resolving all conflicts as well as it know how to. Your approach here may well result in the load order appearing more tidy, but that is not the same as better. Esp. if you're on an already running game.

     

    #4.

    Open the file called loadorder.txt and highlight everything but Skyrim.esm. Use Ctrl+C to copy what you have highlighted. Then paste that in the plugins.txt file Ctrl+V, overwriting whats there.

    Or ... Delete the new plugins.txt and copy the new loadorder.txt renaming it to plugins.txt, then remove the 1st entree Skyrim.esm. Both ways work as well.

    A lot of people will have "inactive" plugins. There are plugins that exist in Data/ but are not being loaded by the game, thus the game doesn't know about these at all. But modding tools, such as LOOT, still need to know about them, which is where the plugins.txt/loadorder.txt comes into the picture. plugins.txt are the plugins the game knows about and will load, while loadorder.txt will be all the plugins in the Data/ folder. Simply overwriting plugins.txt with loadorder.txt will not work for everybody, as they may have plugins in Data/ they do not necessarily want to actually enable. (Pre-Skyrim games and Fallout 4 do things slightly differently; LOOT's "Introduction to Load Orders" has more information.)

     

    I understand your concern but, I can assure you this works great. […] (would not have posted this unless I was 100% sure).

    However some mods will restart/reinitialize. Not a problem (as in Melt Down Everything mod). The first time I did this, what happen was I messed up and deleted them two files (was mid game).

    So first you say you "can assure [us] this works great", and then you admit to it causing problems?

     

    I ran LOOT hoping it would still know the order and was surprised to see they were all in a different order.

    LOOT, like all other modding utilities, reads the load order from plugins.txt and loadorder.txt. If you change the order in those files, that's the order LOOT will see.

     

    I also create mods and noticed LOOT had a way of always putting them at the end of the list. When I use this trick It moves them in a spot I can see is right.

    As in I have patch mods I know need to follow my mod and they were not ... After they were going in the right spots. I have tested this many times to be sure. Trust me when I say, my Skyrim is like gold to me. I'm sure other mod makers have noticed this too.

    The solution to this is to 1) add local, custom metadata for the plugins you're making/developing yourself, 2) once you're happy with your plugins and you decide to make them public, contribute the metadata for your plugin to LOOT so everybody else benefits as well.

     

    Disclaimer: I'm an active member of the LOOT team.

  12. I know it's possible to load some INI settings using Foo.ini if Foo.esp is loaded. Is there a list of what INI settings are/aren't able to be set/modified using this?

     

    Is it possible to include this in the FO4 CK's bundler? (I think/would assume not, but I figured I'd ask. :smile:)

     

    I tried to search for this, but couldn't find anything. :/

  13. Should this feature be implemented, this will allow the downloading of a mod without actually going to the site the mod is hosted on (eg. Nexus or LL). Is my understanding correct?

    That was the plan, but they have said a few times now that they have scrapped this feature, so it will not be implemented. They will provide links to the mod's page on Lover's Lab, Steam Workshop, and Nexus Mods and a user will have to find the download there by themselves.

  14. LOOT or BOSS cannot know that's what you want.

    But it can! You just need to tell it that's how you want it, which is little different from telling the game itself how you want it (ie., manually editing the load order). Heck, even BOSS had a way to override the masterlist-based sort order.
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