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PoorlyAged

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  1. Actually, the 255 limit is architectural and the actual number is 256 because the count starts at 0. Forms are used to reference every unique entity in the game (items, locations, NPCs, lists, etc). The identifier for a form is a 32 bit string represented in the hexadecimal format xxyyyyyy. The yyyyyy is a unique number assigned by the Creation Kit or Xeditor when the form is created. The XX is the load sequence of the files of the game and is a two character hexadecimal representation of a eight bit binary number. As the two previous posters have pointed out, the game engine is where the load sequence numbers are assigned. To increase the number of files which can be loaded one would need to modify the underlying architecture of the basic game engine and redesign it to support a larger number of files. Now, some reality. The first file is always the base game, in this case Fallout 4; and it's sequence number is 0. That is then followed by any of the DLC and patch files. For Fallout 4 with all DLC you have the base game (0), Automatron (1), Contraptions Workshop(2), Far Harbor(3), Wasteland Workshop(4), Vault Tec Workshop(5) ,Nuka World (6), and the High Resolution Pack(7) . That is eight slots used already, so there are only 248 actual slots remaining for mods.
  2. So what do you think "Support for additional player homes" means in the update notice? More home sites for Hearthfire?More room options for Hearthfire?More CC 'stuff'?
  3. The specs for your card (https://www.geforce.com/hardware/desktop-gpus/geforce-gtx-780/specifications) states " Support for 4k tiled MST displays requires 326.19 driver or later". Do you have the appropriate drivers installed?
  4. What Video Card are you using. I ask 'cause if the Video Card does not support UHD, you will probably have issues when connected to a UHD monitor/TV.
  5. Here is what the GECK says: http://geck.bethsoft.com/index.php?title=Weapons
  6. I am putting this here, because once you uninstall Vortex the Feedback button is no longer available. The Uninstall for Vortex left behind a folder VORTEX in C:\Program Files (x86). Had to manually delete the folder.
  7. Yes it can be fixed. Easily. With the tools available. Just set a high global priority for your own mod. First, you do us all a disservice when you take a comment out of context and then reply to what you wanted the post so say. Second, there is a severe design flaw somewhere when the rule says put mod X after mod Y and mod Y is the one that winds up being moved to a position BEFORE mod X. Any statement or protestation to the contrary is a self serving delusion. Third, the necessity to supply a secondary tool to overcome the original design shortcoming simply reinforces my original conclusion. It cannot be fixed. Finally, you are so wedded to your flawed solution that you cannot or will not see past it. There are other solutions which meet the criteria of allowing users to adjust their load order. NMM has one. Bethesda has one. Of the three, only yours is cumbersome to use and makes the process more difficult, does not work as promised and requires a secondary tool set to overcome the shortcomings of the original design and implementation. It has already been stated that NMM is sunset and will eventually be dropped for your solution. I am not a fan of Bethesda or their proprietary implementations but given the state of your current load order management tool, I for one will opt to use Behtesda's Mod Ordering facility to set my load order. That one at least works as advertised.
  8. Vortex has a built in Feedback facility. Cool. How does one go about seeing the feedback that has already been submitted to avoid redundant feedback and to view the responses to ones own feedback?
  9. Here is the issue for me. I am OK with the default order. It isn't necessarily what I would do; but it works so why eff with it. However, I have a mod of my very own I need to test. When I activate my mod, the load order is set to. mymod.esp a.esp b.esp c.esp d.esp But what I want the Load Order to be is: a.esp b.esp c.esp d.esp mymod.esp So I move my mod to after d.esp and set the rule that my mod must be after d.esp. What I got was: d.esp mymod.esp a.esp b.esp c.esp < insert that annoying 'wrong answer' buzzer here > It moved d.esp BEFORE mymod.esp. That is NOT what I asked for and certainly not what the rule stated. After a iterative process of moving d.esp, c.esp, and b.esp after c.esp, b.esp and a.esp respectively and adding a rule, I eventually get the load order I expected in the first place. This cannot be fixed. It is a inherent design flaw that can only be remedied by going back to the design board and rethinking how load orders should be managed.
  10. Are you saying the creater of MO and Vortex also doesn't understand what a mod actually is and the impact a mod load order has on game play? o.o In which case I guess there is no need for me to respond then, lol go tell Tannin that XD Nice deflection, but I was talking about you alone. You are not the creator of MO, NMM or Vortex. You are just another person expressing an opinion based on ignorance.
  11. You are another person who should read that other thread in Vortex Feedback. You and everyone else who state the rules are cumbersome are being absolutly ridiculous. It's not that hard. It's not that complicated. It doesn't take that much time. There technically is even a drag and drop function to allow you to create those rules. And yes, the rules DO manage your load order, that is what they are there for. To me it just sounds like you dont't have a clue what you are talking about. To even say the rules don't manage load order makes literally no sense since that is what they are there for. I am getting tired of havign to repeat myself so I might just stop and allow people to jsut continue to complain about it when your questions have already been answer. The answert is no. They are not including it. You will have to wait for someone else to make an extension. Also, if you are creating a new rule for every newly insterted mod it means you are doing it wrong. Here is the process and let's see if I can show you this so you can understand it. Let's say I have a load order (Going to use letters for the names) C D G H F A E B The way vortex works is it sorts it automatically when you start up the game. In many cases you may not have to create a rule at all and it will just work. A B C D E F G H In other cases, maybe it doesn't get it perfect and you get something like this A B C E D F G H In this case you would need to make only 1 rule. Load E after D. Once you create that rule, it will autosort it that way from then on. Even if you add a mod, it's not going to break that rule. And the only time you will need to make another rule when adding a new mod is if it's not properly sorted. In most large load orders, 300+ plugins, LOOT generally does a pretty good job. I really don't think in most load order you will need to make more than 10 rules and that should become less as time goes on as the masterlist is added to. Again, if you are creating a new rule for each mod, it means you are doing it wrong, period. I have three mods. Each one updates form Zed. Two update form Yankee. LOOT wants the mods loaded A, B, C. But I know that load order is a LIFO stack, so I want B last because it has the updated version of Zed I want to use. Further, I want the copy of Yankee from mod A. I want my load order to be C, A, B to ensure that the last version of each form I want comes from the correct mod. That is at least two rules for three mods and it gets more obtuse the more mods one has. Your over simplification does no one service and is misleading at best. It also demonstrates a complete lack of understanding of what a mod actually is and the impact mod load order has on game play.
  12. I have waded into this thread and I feel compelled to toss my wee pebble into the pond with some observations based on the comments thus far. First, load order management is a BIG deal. Most in-game problems in modded games are a result of load order and not bad mods. Second, Vortex is meant to be a replacement for NMM. Eventually you will have only Vortex. Thus, every comment which states that one can use Vortex AND NMM to manage your load order should be suspect. Third, NMM has a couple of ways to manage you Load Order. One can 'drag and drop' a mod into position or one can use the little arrows on the left side to move a mod up and down in the load order. Both are convenient, easy to use and intuitive because they are what people are used to seeing in other areas of their lives. Vortex has similar "tools" for managing the RULES which govern the ordering of a mod, but these tools are managing the rules and not the load order. Fourth, using rules and rule sets to manage mod load order is much more than just tedious and cumbersome. In HEAVILY modded games the introduction of a new mod or the removal of an unwanted mod becomes more about rules management and less about load order management. You will need to create a rule for any newly inserted mod AND adjust the rule for the mod which will now follow said newly inserted mod. Should you dislike a mod or want to try a alternative solution, you must again adjust the rules of the mod which follows any deleted mod. With that, I have reached the end of my observations. Personally, I for one would much prefer to manage my load order, and not the rules which govern my load order. And I think that I am not alone in this. < edit > I do not have Vortex downloaded. Every time I attempted to do so, I saw "limit reached" telling me I missed the boat again.
  13. Thanks Dark0ne. However, you have piqued my curiosity. What is the relationship between a banned user and an IP address getting on the 'banlist' as you referenced?
  14. [EDIT] And no, except in extremely rare cases, the Nexus does NOT block IP addresses. And even if that were the case here, the VPN user could simply select a different one anyway (as I just did to run this test.) I see contradictory information. I used the term "blocked" to refer to the VPN IP address which belonged to a banned user and was not allowed to access Nexus. Thandal tells me No, IP addresses are not blocked. Now, Dark0ne says that IP addresses get placed on a "banlist". As I read it, a "banlist" IP is the semantic equivalent of a blocked IP. So Thandal, please get with Dark0ne and clarify. Are IP addresses blocked or banned or as you state " the Nexus does NOT block IP addresses"?
  15. I have heard about this kind of thing with VPN before. When a user on Nexus is blocked, their IP address is also blocked. IUf that IP address is a VPN IP address, the VPN cannot access Nexus.
  16. As I read the last two posts, I get the distinct impression that we are grasping at straw. And the wind is blowing hard. Gentlefolk, there is a threshold in the diagnostic process where the "let's try ..." becomes more painful and risky than the disease, and I think we are there. I have three voices clamoring for attention and I cannot twist myself enough to accommodate all three thought paths. Especially when responding to one comment raises the ire of someone else. I have a circumvention which works, albeit a kludge; but I can get what I need done. I would rather live with the circumvention which works and move on, as the "let's try ..." has moved beyond my comfort zone. This is the only box I have and until the money tree blooms, it will remain so. I am not going to deliberately break it to test a SWAG theory. Thank you for your endeavors. I am moving on.
  17. I am not running DELL hardware. I was forced to use a Dell once and the support was so shoddy that I deliberately dropped the damned thing into a flooded gutter so I could get a new IBM ThinkPad (back before IBM sold the unit to Lenovo in China and Lenovo started putting spyware on the machines). All apps and games are installed in the default locations with default settings (with one setting exception). Long ago I learned the hard way not to muck with install paths. The only GECK setting I have changed is the one which allows me to have multiple masters (bAllowMultipleMasterLoads=1 in geckcustom.ini). The green header is a windows (Windows > Settings > Personalization > Colors) setting. The default blue washes out my vision. When I did the uninstall (Windows > Settings > Apps > Apps and Features > Geck - New Vegas Edition > Uninstall ), I went to C:\Users\&&user\Documents\My Games\FalloutNV to delete the geckcustom.ini and geckperf.ini files, but they where not there. I assume that the Uninstall deleted them, because upon re-installed they were back and I had to reset the switch to allow for Multiple masters (bAllowMultipleMasterLoads=1) in geckcustom.ini. I'm a software guy. I don't do hardware. This configuration has been stable for a couple of years with no changes or additions with the exception of a replacement for a desktop rodent which was dropped under a chair roller, but the same device as the original was used used to replace the rather broken one. The only driver which has any recent activity was the drivers for the Video cards (2 - AMD Radeon R7 200 series), which get regular updates from AMD. My operating system is MS Windows 10, 64 bit. I have 32gb of DRAM, My CPU is a AMD FX-4350 Quad-Core.
  18. I did the GECK uninstall/reinstall iteration already. That was one of the first things I tried. It had no effect. Now, for the sake of clarity, I will restate the biggest symptom which (to my eyes) precludes the drivers. When I first open the GECK, the conditions settings are visible in the PERK form. However after updating a few forms, the conditions in the perk form no longer show up. I save, close the GECK, reboot the PC, Open the GECK and the conditions in the PERK form show up again. So this is a creeping problem of some sort which is cleared during a reboot as just closing and reopening the GECK does not clear the problem. I discovered this means of resetting the error condition serendipitously after my original post, but I have verified that it works several times and mentioned it when I first pointed out that the proposed solution to correct "squished" columns was not successful. And as I was verifying my facts for this post, I made another discovery which makes me even more confused. I have a perk with five conditions. I edited it and changed the values for the conditions. I saved the Perk form, and went off to edit a weapon form. I then went back and opened the perk form, but only the first condition was visible. The last four where not shown. I got a screenshot to show you: https://www.dropbox.com/s/s5gned47pk3jgso/The%20symptom.PNG?dl=0 And before anyone asks, I tried to grab the bottom row and pull down. No no joy, no line and arrows. I will edit for the "how it should look" snapshot after I reboot. And here it is: https://www.dropbox.com/s/w6tl4nw4rm2hdv3/After%20reboot.PNG?dl=0 Now, could a Steam update affect the performance of the GECK?
  19. Okay, we'll start there. I am unappreciative of condescension. So if you wish to receive what you obviously perceive as a more appropriate attitude, start with one. I am not normally a verbose person and tend to stick to facts instead of rambling on about information that has no bearing on the problem at hand. But I will grant your wish. Yes, I am using Windows 10. Like most folks, I awoke one morning to find that it had been shoved down my throat or up my ... you get the picture. Yes, I used the number pad. It is actually the only place with a '+' key besides the shift of the '=" key. And since you said CNTL plus '+' and not CNTL plus 'shift equal', I made the logical assumption that you meant the '+' key on the number pad. No, I cannot drag the column edges. The little bar with the arrows which normally shows up to tell me that I can grasp and drag column edges does not show up. As for your test scenario, I opened Ghastly Scavenger and there was the conditions; HasPerk Cannibal. So your test only verifies that veracity of the first part of my earlier statement. "I did discover that rebooting and reloading the CK did make the conditions show up for a while. But alas, that was shot lived." I hope I have satisfactorily answered your questions. Now, would you like to start over? Or do you wish to continue the exercise of vocabulary?
  20. And still, through all the self congratulatory comments about the Troubleshooting guide, it is lost that your "solution" didn't work. I had to reboot and reload to get the conditions to show up for a even a little while. Then they would disappear and all the CNTL+ key mashing in the world wouldn't make them come back. So my symptoms are as described. But my solution lies elsewhere.
  21. There is a formlist which has all of the "hold out" weapons (weapons that can be smuggled into casinos). But it is woefully incomplete. The weapons and knives from the DLC are missing. I have started a mod to update this form, but I do not have a complete list. So far, I have added: The .45 caliber pistol and the unique Light Shining in Darkness. Compliance Regulator Firebomb The Bowie Knife and the unique Blood Nap. Flare Gun The Weathered 10mm Pistol. Broad Machete That Gun Lil' Devil (unique 12.7 pistol) (GRA) 5.56 Pistol (GRA) Hunting Revolver (GRA) Plasma Defender (GRA) MF Hyperbreeder Alpha (GRA) Ripper (GRA) All five Variants of the Sonic Emitter. All three variants of the Cosmic Knife Police Pistol Bear Trap Fist And then I drew a blank. I went through the GECK, but there are still some missing. So pleases, If you know of a Hand2HandMelee, 1handpistol(energy) or 1handmelee weapon that can be reasonably concealed, please feed the list. I already ruled out the nail gun, the Katana and the skishkabab for obvious reasons.
  22. That is exactly what I mean. You nailed the problem (which I don't have screen shots for, because I only had the after). But the solution didn't work. :sad: I did discover that rebooting and reloading the CK did make the conditions show up for a while. But alas, that was shot lived. Four reboots later, I have made the perk the way I want. I think. Onto testing.
  23. I have a weird condition with the settings on my GECK and I don't know how it got this way or how to fix the problem, but the conditions are not showing on PERK forms when I edit one. Any help is appreciated. Especially if you're a GECKspert
  24. And yet.... I just finished a mod for New Vegas. I move among games to try new things or different implementations. Or just to add to my knowledge base. And I don't think I am alone. As for disappearing mods. I know of two reasons mods are disappearing. First, authors are fed up to the gills with mods being pirated off to other delivery sites and they get tired of the fight; so they take their mod down here and go to a more private delivery mechanism. Second, authors are just tired of the 'gimme gimme gimme' attitude found among some user communities and decide not to give those communities any more support. As for supporting mods, I still support mine. But they are stable and haven't broken (touch wood). So I don't update them. "If it ain't broke ...". And if by updates you mean "add this feature so I can endorse your mod", get stuffed. Those requests get filed in the dust bin as fast as they arrive. So I say "No, Fallout 4 modding isn't dead". It has simply matured.
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