-
Posts
465 -
Joined
-
Days Won
3
Everything posted by Qrsr
-
Thank you very much! I have found a workaround for it currently its just that i have to use my brain cells more in order to orientate through all those records :D whatever what you linked is serious research. If i have the time i will come back to the COBJ dilemma. Cheers
-
Thats exactly what i did. Might be on userend. I will try again thanks!
-
I would like to put the "TrapFloraThistle" on other wild plants. 1) Copied the thistle activator (TrapThistleScript) over another wild plant of choice but it somehow doesnt work. 2) Tried to replace the Flora with an Activator but still.. what am i missing?
-
Thats very interesting. I didnt unpack any BA2 files i simply merged some seperate ESP files to 1 larger file. I really dont get why it must be repairable somehow. It rather feels like its a technical issue (bug) tbh. Anyway thank you very much for responding!
-
Hi, im having trouble to see "Referenced By" information for all COBJ records. It was gone from one moment to the other. This applies to all ESM, ESL, ESP files but just for the COBJ references. I have no idea how to solve it. Im browsing through xEdit wiki but found nothing as of now. EDIT: - can it be caused by re-naming the EditorID(s) of a mod file? - it can't see any COBJ "references" after re-installting xEdit, using older/new/unchanges mods before that event happend - it seems that something in xEdit "behind the lines" i doing something, since it doesnt play a role if i uninstall the mod setup and create new plugins, its always the COBJ refrences not showing up ??? - the strange thing is, i can see overwritings, conflicts all colored up correctly, its just the "Refrenced By" tab doesnt open - before all of that i merged plugins (ESPs) by hand Kind regards
-
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
this sounds very good. i will start playing around when i have the time but its on the list now because it sound to good not to test it out. i assume it would be godsent to put triggers/pseudo containers to all ingame items with an appropiate loot balancing system of course. i always dreamed about those blue glowing mushrooms beeing harvestable or those cars, trucks, motorbikes being salvagable. such a nice game but so unfinished ... -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
I cant know what your suggestion is. :) im serious is there a turning point in performance? any idea? i dont want to experience, after spending alot of time putting pseudo containers ingame, the game not to work anymore.. anyway thx all!! -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
superb! that should do the trick as a nice workaround. now lets brainstorm this to death - let's say i will do that for many/all plants (vines, bushes, etc.), all vehicles such as vertibirds, cars, trucks, all appliance machinery etc. simply almost all imagineable lootable containers and pseudo container (invisible container). would i encounter any performance issues just because of so many containers? any interferences possible? could i still provoke material swap meaning different appearance some visual highlights showing the player he did something to the container and/or pseudo container? i believe invisible containers wouldnt affect any visuals though? EDIT: i assume a mat swap on a pseudo container would provoke/cause texture flickering? any workaround here? -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
these are on the list so far: Lootable CarsLootable Cars And Trucks v2.0 all DLC. (EN) and (RU).Lootable Cars with Added HealthHorizon b1.8.7 car salvagingim curious if trucks wont break pre-combines but they should work, which is good. if there is no other way to get around not breaking pre-combines ... i can even imagine to put an activator on a car or something... to "mimic" or "simulate" a container like function. -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
such as a truck and/or motorcycle right? -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Static cars = rusted (non prestine) cars right? And movable (non static) cars are prestine cars which can explode? Or is there interference that static as well as non-static can be both, rusted and prestine cars? -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Ultimate question will it break pre-combines? And if would it be noticeable (FPS drops, general performance rollercoaster). -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Thanks for confirming that cars are no containers! I would like add can cars be "set" as containers though? E.g. for car and/or truck salvaging (maybe even motorcycles as well)? -
Container: Cars and power armor frames (Cell Respawn)
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
I have experienced it several times now that both cars (exploded) and power armors frame loot respawn (but i cant force its its so weird). Cars = new prestine cars. This gives me to understand that both (prestine cars and power armor frame 'loot') are subject to a cell respawn and I ask myself how exactly this works. Is a car and power armor frame a container or not. The keyword you gave seems to be a very good indication of this. -
Hello, can someone confirm: Is a vehicle/car set as container? Is a power armor frame set as container? Do cars respawn Do power armor frames respawn? Is loot from power armor frames affected by a cell respawn?I have trouble finding the data. thx.
-
Anything new? Some stuff which might be handy... Chair Blocker: https://www.nexusmods.com/fallout4/mods/19164Immersive Waiting: https://www.nexusmods.com/fallout4/mods/14807https://steamcommunity.com/app/377160/discussions/0/282992646984394549/Faster Terminals: https://www.nexusmods.com/fallout4/mods/937Skip Intro Video: https://gameranx.com/features/id/31582/article/fallout-4-guide-how-to-skip-the-intro-video/Skips and timesavers: https://www.speedrun.com/fallout_4/thread/u97h3/2#bg56pVATS slo-mo kills: https://gamefaqs.gamespot.com/boards/164594-fallout-4/72795498compost...