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MissingMeshTV

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Everything posted by MissingMeshTV

  1. Seems to be working now. Other images on the site that were showing missing image icons are now visible, as well as my image.
  2. Same here. Uploaded an image to the FO4 gallery, broken image icons. Wanted to delete the entry until this gets fixed, but I don't even get the delete image option in my image gallery listing.
  3. Eli's Armor Compendium disables optimization data for exactly one cell: at the shop outside Diamond City. It has nothing to do with Corvega.
  4. As of now, notifications are working again for me. However, all of my notification preferences were reset and everything was set to "on" despite having many settings turned off previously. I had about 20 notifications for comments on mod that I track, even though I have always had that and other settings off. At least it works now!
  5. Same here. I get a red bar with the "Oh dear! Something has gone wrong!" message. Reloaded notifications per the error message, emptied cache, tried different browser, no change.
  6. You could try turning your Furniture item into a marker with the Is Marker flag on the base object. Make a copy of the vanilla sleeping bag, and check the Is Marker box: https://i.imgur.com/qWTE2FD.jpg The furniture item will only show in the render window when markers are enabled, but will be invisible in game. All collision and interaction are maintained. I've used this many times to turn static items into workbenches and surgery/barber chairs by placing the furniture "marker" over the static. EDIT: Niston and I must have hit the post button at the same time.
  7. It looks like this is behind the Robco building location added by the Automatron DLC? If yes, do you have Automatron (DLCRobot.esm) loaded when going your regen? If you don’t, you tend to get all sorts of preculling issues in-game within the cells around that area with Automatron enabled. You might try enabling Automatron when loading the CK, doing your regen and taking another look. Assuming the DLC is the reason behind your issues, it will mean your mod will need to use the Automatron DLC as a dependency unless you feel like maintaining both DLC and non-DLC versions. EDIT: I am in no way responding under the pretense that I would be included in the "smart people" category. :D
  8. You’ll want to look under Globals for: ServiceCostCureWoundsSmall ServiceCostCureWoundsLarge ServiceCostCureRads ServiceCostCureAddict You can also change costs for haircuts and room rentals: ServiceCostRentRoom ServiceCostHaircut
  9. Hey DocMoebius! From the screenshot you have it doesn't seem you've broken precombines. You can check the previs timestamp of the cell(s) in your .esp and compare them to vanilla. If you're just adding items the timestamps should be the same and you'll be fine. As DiodeLadder said, xEdit won't give errors if you've broken precombines. AFAIK anyway...have never seen such a thing. You can generally tell if that's the case by looking at the STAT records for your cell(s). If you see any vanilla items listed as [Placed Object] as an override, then you've likely broken them by doing something to that ref. Even just clicking it in the CK can get recorded as an edit, hence locking the default layer and adding items to your own is a good idea. The brackets around the "Placed Object" text designate a ref that's part of a precombine. If an object just appears as "Placed Object" (without the brackets) it is not part of a precombine. I don't see any such records in your screenshot, so your precombines are likely intact. What you have for your load door is exactly how they should appear if you are just adding new objects to a cell. The CK will put door markers on the default layer, but you can easily move them to your own "new items" layer without hurting anything. Markers are never going to be added to a precombine, so no harm in touching them after you done your precombine/previs generation.
  10. Do you have an actual authoritative source for that ? Reason I ask is that I find references to workshops and settlement building keyworeds right through the scripts back to early main quest changes and cut content. So I smell an urban legend/myth. The No-Clip documentary video on the history BGS (which is likely what Zorkaz is referring to) goes into detail on this starting at about 1:18:28, although it does not sound like Minecraft mode...er, I mean Workshop mode was created during the "last months" of development but rather much, much earlier on. According to the documentary, Bethesda holds "Game Jams" where studio employees (not only game devs) can do "show and tell" for game related things they tinker with in their own time. The video says this is done at the start of every new project so people can showcase their prototypes. Some things get added to the project, some don't. One producer learned how to animate cats, so that's why we have cats in FO4. A physics programmer showed up with what we now know as Minecraft mode...damn, I did it again....sorry, Workshop mode. Todd loved it, so it got added to the game but it almost didn't make it and was under constant threat of being removed. Personally, I wish it had been axed and burned to ashes so more attention could be given to developing actual game content but that's another discussion. The only urban legend is the one where people say Workshop mode (see, I can do it!) was created at the behest of the Zenimax Sith Lords to cash in on Minecraft's popularity. In actuality, a game dev liked base building and figured out how to do it in the Creation engine. People in the studio thought it was cool and it was added to the game. That's all. The video itself is worth a watch, but do keep in mind that it's a puff-piece released around the time of the FO76 E3 announcement. But I think its worth a watch if you're at all interested in BGS or video game history in general.
  11. The behavior you describe (consumable vanishing when clicked) is indicative of the script not firing. That will be caused by 1) mod not installed properly, 2) your game not properly configured to read loose files. I use MO2 and the mod has always worked perfectly fine. MO2 is not the problem. Assuming your game is configured to read loose files, how are you installing the mod with MO2? If you are downloading with the "Mod Manager Download" button on the mod page, DON'T. That method can be extremely unreliable with any mod manager. Use the manual download button and save the file to your computer. In MO2, use the File>Install Mod (Ctrl+M) option. Select the file you downloaded from Nexus and install. The mod comes as loose files, so you should confirm you have the proper .ini edit required (linked above) to read them before reinstalling.
  12. Companions Go Home works 100% as advertised with the latest version of Fallout 4 (1.10.163). I'm using it in my current playthrough with that game version, and have used it with every version of game since the mod was released. It has always worked as intended. Are your sure that: 1) you have the mod installed properly? 2) using it per the instructions in the description? The dismissal process that you want changed is required because Home Plate and the companion default home locations are not registered as settlements in the vanilla WorkshopParentScript (someone please correct me if that is not the correct script for this functionality). It's not as simple as adding a "text option" to the dismissal location menu. Those locations would need to be configured and registered as settlements for them to show in the menu...not a trivial task. It could lead to loads of problems with the base game since none of them were indeed to function as settlements (companion default home locations specifically). It would also be massive overkill when a simple solution already exists in the mod. You might look for a mod that has Hone Plate registered as a settlement and allows companions to be dismissed there. Aloot's Home Plate is such a mod and is very well done.
  13. Thanks! Glad this helped. Yeah, this tiny little shortcut as helpful as it might be, is definitely not worth sitting through listening to me for 3-4 hours! :laugh:
  14. Alt-Shift-Scroll will cycle through material swaps on the selected reference. You can also Alt-Scroll on selected references to change their objects, which will display in the order they are listed in the Object Window. Both shortcuts make it easy to change doors, walls and such on the fly.
  15. Since the OP is using an Nvidia RTX-series card: if you haven't already tried it, turn off Weapon Debris in the launcher options. RTX series cards (and any Turing architecture card for that matter) apparently dropped supporting the version of Nvidia Flex used by FO4 which causes the CTD from having Weapon Debris enabled.
  16. Th CK wiki has lots of useful stuff all under one roof: https://www.creationkit.com/fallout4/index.php?title=Category:Papyrus
  17. Me too. And so do all those people part of the class action suit against SONY when they disabled that ability. Ah, the joys of closed architecture hardware that you don't actually own and the manufacturer determines what you can do with it.
  18. @al9984: The seams on the lights are from light mesh itself. You can angle/rotate the light marker to try and obscure it but you can’t get rid of it. You’ll also want to be careful about how many shadowed light sources you put into a cell. Too many shadowed lights can cause the game to puke when loading into the cell. By “puke” I mean low frame rates and/or stuttering as the game struggles to render all the shadows. Lower spec hardware in particular can have problems having to render too many shadows, but even beefier rigs can occasionally have issues. Quitting and reloading can clear it up, but it does get annoying. I try and limit shadowed lights to one per room, depending on cell size. As for using DLC assets, just make the mod the way YOU want to make it. I find many of the DLC assets to be more interesting than those in the base game and they can add some much needed variety. Automatron's animated doors come to mind. The base game has nothing like them. It all depends on your project. If there are DLC asset that would round out your creative vision, by all means use them. If you can accomplish your vision for a project with only vanilla assets, do so. But don’t limit yourself based on people who still don’t own the DLC for a nearly five year old game. Make the mod to fit your desires first and foremost. If someone doesn’t have the DLC and they miss out, oh well. Sad day for them.
  19. Cool! Sounds like you're on the right track. If you're looking at adding either transition elevators or a same-cell elevators, I'd suggest the tutorials on each by Seddon4494. I did one on transition elevators, but it was long before I discovered the elevator pack-ins that already exist in the CK. Pack-ins save a TON of time and effort. Seddon4494's tutorials use the pack-ins and I'd recommend those videos over mine for the sheer simplicity of setting things up with them.
  20. If you’re only adding new records to a cell, you won’t be breaking precombines. If that’s all your doing and you’re not touching, nudging or otherwise interacting with any vanilla refs, you’ll be fine. Because no, PS4 mods can’t include the external files that result from generating new precombine and previs data. They can only be an .esp file with no additional assets whatsoever. It’s very easy to add new items (like a load door) to a cell without breaking anything in the optimization system in the CK by locking (or “freezing” as it’s called in the CK) all vanilla layers and creating a new layer to add your mod’s items to. If you so much as touch a vanilla ref that is part of a precombine, the CK may record that as an edit and you’ve disabled the optimization for that cell without realizing it: the infamous “dirty edit” that can be removed in xEdit. But using layers to your advantage prevents all of that. I've made a video showing how I use this process to prevent any vanilla assets from being interacted with. As far as “opening up” any boarded up buildings, you’ll actually be placing load doors over the top of those boards. You may have to use some beams or other objects to help blend the door into the space you want to place it in. One static assets that is very useful for this is the concrete door fame: Bld01AddDoorFrame01. I’ve used this with one of the metal utility doors many times in various locations. It’s good for hiding things like a wall that isn’t straight of has one of those aforementioned boarded up doors that clip through the load door you’ve placed. Since you can’t remove anything with breaking something, you sometimes need to get creative in covering and hiding things that might be in your way. Dressing up your load door area with a few crates, barrels and signs can also help blend them in a little more and make them feel part of the base game. As long as you keep those new items on their own layer and lock all the vanilla layers, you won't be able to interact with any vanilla refs that can cause problems. If you can make your exterior workspace changes in a way that you work around disabling or moving vanilla refs, you’ll make less work for yourself and your mod will be far more compatible with other mods, as well as the gaming console thingies you want to publish on. It really is kind of overkill (and silly) to remove a single clump of trash to add a load door and regenerate precombines. It’s equally silly (and wrong) to disable that clump of trash and leave the optimization for that cell broken...especially if it is in the downtown area. Best of luck with the mod. Having more interior cells to explore is always a good thing! And don't forget the Vogon poetry.
  21. Yes, precombine generation will break custom material swaps applied at the base item level. You should apply swaps to the ref in the cell as ArdaxT suggested. Another option to set any refs with custom material swaps to Initially Disabled before doing your regen, then re-enabling them afterwards. Any statics set to Initially Disabled get ignored when precombines are generated. Layers and the batch action window are very helpful in doing this. Point of interest: some vanilla statics have custom material swaps applied at the base object level that you'll want to keep an eye out for. All of the magazine HighPoly statics do, as well as the metal Vault crates and dirty versions of the espresso machine and round high-tech cafe table and chair. There are likely many others. All of the swaps on these will break and revert to their default if they are included in precombine generation.
  22. I'm rather fond of using the Hi-Tech kit and doing material swaps using those from the Prydwen set. I find the Prydwen set itself is rather limited in the number of pieces it has, which limits what you can actually do with them. But that of course, depends on what you want to do.
  23. I'd suggest looking at Boston Natural Surroundings, or any of the mods that use the Boston Natural Surroundings framework. BNS framework mods that come to mind are Commonwealth Conifers - Seasons (not the original Conifers mod, but the newer "Seasons" versions) A Forest, and Aspen Commonwealth. None of them touch a single precombine or other vanilla worldspace asset and they all have LOD. I'm sure there are other mods that use the BNS framework, those are just the ones I can think of off the top of my pointy little head.
  24. Turn off weapon debris in your graphic settings. The game will CTD with the option activated when using a Turing architecture GPU such as your 2060.
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