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How do you guys made an ESP mod?
drworm73 replied to itspsycholight's topic in Starfield's Discussion
Just an FYI- Ive been following the release of SFEdit, and reading their wiki it talks a bit about plugins. Due to some factors that I'm not knowledgeable enough explain, it will only be creating esm files. The wiki seems to say that this has always been the ideal, but previous games have mixed in esp and esl plugin extensions. Starfield doesn't, so it's an opportunity to start fresh with a better system. For now at least, any mods with esp or esl files are using an outside hack and should be avoided. -
When i started modding Starfield with Vortex I noticed that there was not "pugins" tab under mods on the left nav bar. I figured this was because none of the mods I was installing had plugins. Now that SFEdit is out a lot of new mods with plugins are coming out. I installed a few but still have no way to see the plugins (esm) or change priority (load order). If I'm modding FO4 the left nav bar has four tabs: mods, plugins, collections, and Saved Games. Starfield just has two: mods, and plugins. Is this intentionally done by the Vortex devs due to Starfield not officially supporting plugins yet, or is there some setting I need to change? I saw as similar question a bit lower that refers to enabling an extension, but the only extensions I have are the ones for the games I am currently managing. EDIT: I should note that I have not had any difficulty getting my early, non-plugin based, mods working with Vortex. It's just that now that more complex mods are starting to come out I know that load order is going to be a concern.
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I feel like I am going to feel like a moron once I get the answer, but I am stuck on something. I am trying to suss out the cause of a CTD when I load the game, and after going through and making sure there were no mods who's master wasn't present and above it in the LO I have decided to try and check for conflicts with tes5edit. I know how to check for errors, and there were none, but I have never used xedit to check for conflicts, I found a video, that seems like a good start but it assumes something that I can't figure out. It starts by saying the mod you want to check against should be up at the top of the LO just below .esm files.That's all well and good in MO, but I can't seem to do so in tes5edit. The mod the vid is using as an example is RDO, which I have in my LO towards the bottom where it should be for actual play. I can move it up in MO, but when I do that then run tes5edit from MO it just stops at RDO because it is not where it should be. If I keep it at the bottom in MO, then run tes5edit from MO I get a full run of checking for errors, but I can't figure out how to move RDO high on the list from within tes5edit to follow along with the video. Dragging doesn't work and I can't seem to see any other way. I feel like there's some setting I need to set in MO, but I can't for the life off me figure out what it where. I can't seem to find a video that covers it and Google is failing me.
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Yea, I read that page a few times. Parsing the terminology took a few reads. After doing that and looking through the .xml file last night I decided to just monkey around with it. I backed up the files and just went in and changed the baseweapon of the hatchet to DAGGER and tweaked values to be that of the dagger for the most part. I left the weaponclass alone. By my read the baseweapon tag is what determines how it is seen by perks. You mention that I would need to make a new .esp, but I don't see why. The game uses this .xml file to set the stats of the weapons (in this case), so changes to the file should be reflected in game. I changed the identifier HATCHET, so this should change all Hatchets that appear in the game to now be considered daggers for the sake of perks. Now, I had some trouble with my load order so I never got around to checking whether I got it right. I could have misread the page entirely.
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First- I like axes. I like using one handed axes in game whenever I can. Second- I also love stealth, but I am not terribly fond of dagger combat animations. I am actually very meh on daggers from an RP POV. I am about to start a playthrough using PerMa* and noticed the way the weapon.xml file in patchus maximus was structured. I have no experience with scripting or whatever the txt in .xml files is called, but it's not too hard to see the basic connections. What I want to do is make an axe that for almost all intents and purposes is the same as a dagger- the only differences being type and damage type. I think dagger damage scales nicely, and don't want to run into problems with the weapon being OP. The most essential thing is that the weapon be considered a dagger for the relevant perks, not an axe. The idea that seemed the easiest to me (since editing perks seems dangerous for a newb) was to just change the base stats bound to the hatchet to be those of a dagger. This would seem to make them work and show up in leveled lists without much fuss. Making a new weapon all together seems like it would be much more complicated if I want them to show up throughout the game. What I am not sure is how to designate them as daggers for the sake of stealth perks. Can anyone show me how to edit the Patchus Maximus weapon.xml file to make this work? I had thought about using this idea as a way to teach myself modding in the CK, but Patchus Maximus just seems easier since I was going to use the mod anyway. *I have not played through the game yet with PerMa so I don't actually know much about how the mod handles sneak attack damage. It is possible that me trying to do this is unnecessary, but in most games and systems daggers are the ideal sneak attack weapon.
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I, like most of you, have played through this game countless times. I have also recently gotten a new PC that is capable of running Skyrim with mods. My previous experience with mods was on XB1, but since I got my pc I started a game to test out mods, learn to use NMM, MO, LOOT, and about some if the other tools as well. Now I am building a load order for a quest mod play through, and along with making sure my other mods play nice with quests I want to make sure the quest mods play nice with each other. I am looking at running a few of them and wonder if anyone has experience running them together. I am mostly interested in quests with new world spaces. I definitely want to run Falskar but there are a few I am looking at. Enderal (due to it being a separate game essentially) and Maids II (due to having played it on XB) are the only highly endorsed mods I'm not considering.
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I installed it last night. Place Everywhere wasnt working in game, but looksmenu and stuff that depended on that did. Def_ui wasn't giving me the Sim Settlements bars either.
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Over 150hrs, never touched the minutemen quests and proud
drworm73 replied to CreationKid's topic in Fallout 4's Discussion
After beating the main quest for all factions I tend to do the minutemen quest line (such that it is) on any other game I start. It is really hands off for th most part once you have taken the castle and realize that you can easily ignore any settlement quest Preston gives you if you want. It is the most vanilla of the faction quests, and I find that makes it ideal for subsequent play-throughs to just give a backdrop that ties together the story I'm creating through exploring. I am always going to end up spending countless hours building settlements anyway, and I like the idea of the LW changing the CW by tying it together a bit. Institute - Ideologically the hardest for me to justify and play, but has the most entertaining and challenging final fight BOS - almost as hard as the Institute for me to feel good about playing, but final assault is almost as tough and fun. Railroad - This is the one that is natural for me to want to support, but the ending is kinda meh. Not that tough and not that interesting. Minutemen - Ending is fine...not hard and pretty unremarkable. I have never had the discipline to try the "perfect" ending -
Thanks for the reply. I just have no context in which to put "pretty quickly". Writing software is nearly sorcery, as far I'm concerned, so... Looking at my LO I think that I only have two mods that require F4SE - looksmenu (which will then make a curie mod not work, LooksMenu Compendium et al) , and place everywhere. I don't know what disabling them temporarily then enabling them again later would be, but I am wary of it.
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I am brand new to PC gaming (for the past 10 years or so) and I suspect I made a mistake that a lot of new mod users do - I let FO4 auto update. I stopped from happening in the future, but I can't find a way you revert back to version 1.9x. This is a problem because my save relies on F4SE, and it isn't compatible with the new 1.10 version, Do I have this right? Am I hosed until F4SE is updated? How long does that usually take? What really rustles my jimmies is that FO4 is the only PC game I own so far. It was all I could get after buying my PC. at least until next payday.
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Unanswered Bethesda Load Order Question
drworm73 replied to drworm73's topic in Fallout 4's Discussion
Sorry, I may not have been clear enough- this is XB1 so we don't see and have have no way to alter the actual game .esm files. So for all intents and purposes UFO4P is the top of the list. There are some mods that change multiple categories that I have to make judgment calls on, though most of the time I put them in the lowest category that is changed. I just did the reorg on paper, now I need to implement it and see if I have screwed things up. :) -
Unanswered Bethesda Load Order Question
drworm73 replied to drworm73's topic in Fallout 4's Discussion
Thanks. I did watch that video several months ago, and it did help me understand the basics. What keeps eluding me is that I don't know enough about how mods are made and what parts of the game they are sometimes altering. That is why I liked the link I posted so much because it provided examples of what mods go with other mods- many of which I was also using. I think I am going to try and reorganize me LO and extrapolate what FO4 mods do similar things. That said, you answered my broad question about whether it is largely game dependent. That helps. I appreciate it. -
Unanswered Bethesda Load Order Question
drworm73 replied to drworm73's topic in Fallout 4's Discussion
Fair point. This is the guide I have had most success with for SSE. In part it was due to the pretty thorough examples of where the most popular mods would go in the list, but it also reduced my crashes quite a bit. I really like it, but the downside is that there are things like settlement building which are specific to FO4 that have no obvious analog in SSE. For FO4 I am not sure where I got my load order a few months ago, but it is similar to this: That is from VagorDacil on Beth.net. My current load order works okay, I just feel like it could be better (I do not expect perfection). The advantage to this one is that it is quite specific to FO4. I honestly feel a bit silly about asking since I could just do it and find out, but the in game mod menu is just such a pain- at least with a controller it is. It is manageable when you are just re-ordering some mods that you update, but for an overhaul it sucks eggs- especially if you are experimenting and may need to just put it all back again. It is also a bit of a pain to record your current list if you want to revert to it. (I generally am a Bethesda defender, but the in game mod menu functionality and their crap-ass website(s) really steam my monkey) The bigger question is: Is load order for two different games by the same studio, on the same engine, going to be basically the same? I am a newb to mods, and have never used them on PC since i get by with old laptops. I don't have the hardware to make them myself (though it sounds really fascinating), so I don't have a firm grasp on the specifics of the assets, elements, and game structure that serves to inform "why's" of load order. I know the very basics (loads top down so lower mod will get precedent) and through reading and trial and error some basic reasons why different kinds of mods play nicer with others when they are in different positions on the LO, but that is about it. -
I posted this on Beth.net but got no answer, so I am hoping I can get an answer here. Can a load order guide (one that uses catagories of mods rather than specifics) that has worked well for me with SSE (XB1) be expected to work just as well for FO4? I have a guide that has stabilized my SSE game and I am thinking of applying it to FO4. It is different from the order I have been using for a few months, but I am still getting more crashes than I'd like in Fallout. Beth.net in game mod menu is such a pain on console so before I totally rearrange thing is was hoping I could find out if this is a good idea or not.