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speedynl

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Everything posted by speedynl

  1. so long its vanilla you can copy/paste everyting or you can find the ting you want and duplicate/rename it with a name you remember sample powerunit01, duplicate rename to mypowerunit, then you use the new named 1 in your mod now the problem with fo4 ck is, everyting you touch, look at, ck will put those things(cells/worldspace) in your esp like @taxi say you have to load your esp into f04edit and look if you find cells/worldspaces that don't belong to your mod, and remove/delete those in @taxi case it was, he looked at (and or clicked at) someting and ck putted that cell in his esp, this caused a reset from another mod that used that cell the general rule is always check(fo4edit) your esp after finishing your esp and look for things that don't belong there then when you are sure everyting works like intended run quickautoclean and done
  2. https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-1 https://www.youtube.com/watch?v=hPENZq2ub1c oww forgot, if i remember right editing the v111 will prevent a new game to finish, you get stuck in that gyro thing
  3. yes the crap mod edit alot of cell's/worldspaces, thats why it break SC, you did the right thing by putting SC lower, or if you don't want any intefering from crap, delete all cell's/worldspaces from it then
  4. fo4 ck have this annoying habbit to put everyting you touch,look at in your esp so lets say you have a mod(esp) for v75, now it don't matter if you load it unactive or not at all then you load your v118 and start working on it, when doing so you look at some stuf in xx location's + (v75) ck see this and put all the stuf you touched in your v118 esp then you load your game with both esp's enable, lets say v75 then v118, now the problem is v118 hold stuf you touched in v75 so it will reset v75(or any other cell) when making anyting in ck and you look at stuff in xx locations to see how it work or how its setup, you always have to check the esp(fo4edit) to see if ck putted that stuf in your esp if so remove everyting that don't belong there and it shoud work like intended a simple sample v118 shoud not have cels/world location that say v75
  5. i dl the crap mod and loaded into fo4edit, here you can see wat he changed https://drive.google.com/file/d/1FEGGHcXVzQp3KPA7kPKvj2Xs_RGzX-CT/view?usp=sharing drag drop from the original pack data to his crap, or remove that package and problem solved
  6. way back in oldrim when he just started he did good work, then he started to change thing tat where no bugs, like weapon damage, armors, spels, bed ownerships, and f*#@ed up alot of mods, like he did last time in skyrim se by changing some stuf on a child npc, witch resulted in xx (children)mods din't work anymore and then when peeps started to say it was his mod he just told them not true, and or banned them from the mod page i never used his mod in fo4 or skyrim se, maybe some time in old rim, but thats it, any mod that need his crap is a big no for me as for essential like alot of peeps think, thats not true eighter, i never had big problems in fo4 or skyrim, just some minnor things, but its a beth game so you can expect that thats why i call his mod crap
  7. you don't risk anyting, they prolly only changed the draw weapon flag, the base game have those 2 to but not altered, so by removing those 2 from artmoore crap you reverd his changes to vanilla the 1 i pointed out has draw weapon enable(looked them up in ck) so they only needed to uncheck the box and draw weapon is disable
  8. you can find video's here https://www.youtube.com/channel/UCtYB2iX9_52X_DNtSIJXyWg you have to search a bit to find the right 1's but there are some that explain everyting you need/want to know
  9. there is a change they get stuck when spamming, but with some luck they teleport(magic) free never looked if they roam but i ques they have a kind of search radius to detect settlers, and or way points they move to
  10. back when playing the game, i made my own place's, i have a smal cabin somewere in the woods, with all benches, and a big 1 also somewere in the woods(pic under my profile) as for all other settlements i just shoot any 1 i saw i don't like settlements at all, although i had fun making them
  11. this 1 jimmy https://www.nexusmods.com/skyrimspecialedition/mods/9005?tab=files btw best solution = don't use any grass mod, works fine for me, i don't like any of them :laugh:
  12. my mod list was very simple concord/cabin/qasmoke/cleaning/clean/bed are from my ownthats all i ever used, the rest only some textures, i like it simple
  13. REAttachActor02ScavengePatrol [PACK:000392FB] this 1 contain the weapon draw the other not(don't have weapon draw ticked), i ques they unticked the weapon draw under flags prolly can't hurt to delete both (uuuuuh apparently my comment, which politely asked which entries of the UFO4P needed to be edited in order to have scavengers walk around with their guns drawn, was deleted? ) yea sound like artmoor, he don't like comments that question his mod
  14. player home is just a wb and buildbox, nothing else needed, you don't need parentscript for it, so i quess it don't count, not registered
  15. wel if you only bought f04 then the ck is right, plain f04 don't have dlc's the goty version have all dlc's
  16. when making a settlement, and you add all markers, then save, the next time you load the esp in ck, ck will complain xxx marker is not in the right place just save the esp, then load it again, ck don't complain anymore, because the xxx markers are placed by ck in the right place
  17. or those jimmy https://www.nexusmods.com/skyrimspecialedition/mods/16322 https://www.nexusmods.com/skyrimspecialedition/mods/16321
  18. you don't even need the crown player.addperk 0200d00a will do the trick, you can hold 2 stones then
  19. @ragoda you shoud now by now, that i never brag and or pretend i know it all, or better i will alway be a n00b :ninja:
  20. i just looked at stuyk's guide, i notice a error, if you use a setowned trigger then in the wb script it shoud say owned by player false, it become true when you enter the trigger true true f up things
  21. 1, the so called atk markers is amisleading name, they are infact markers where your settlers spam true the beacon, the so called spam marker is used by a npc spammer(if you use 1) the locationedge marker is only needed when you want the settlement raid able(nuka world), but it can't hurt to add them 2, your main cell(location) need the same name as your location entry(like zulu1(location/encounterzone) 3 a default dummy is not needed(beth use them) but most modders use the default empytrigger box, works the same for correct showing on map and or in settlement list, you have to ad the mapmarker to your main location entry, the map marker shoud be linked to a heading marker set encounter zone in both map and heading, name you heading like heading to zulu 1, also don't forget to set the right name and belonging icon in 1 of the tabs from mapmarker a old habbit of mine was i always setted encounter zone on all markers/wb @ragoda is a well nowed name for settlements(build) so follow his advice i'm just a n00b that picked up some info
  22. think you don't need a mod for that, i can see clearly underwater, and don't have mods that touch water, prolly some ini setting but i realy don't recal witch 1 i made my ini files ages ago and never touched them again and if i recal correct fo4 have a ini setting for that to
  23. yup everything is slow like s#*!
  24. dl speed is fine for me, but loading pages(mod) and or forum is f'k slow
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