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ousnius

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Everything posted by ousnius

  1. FO4 stores its enabled mods and plugins per Windows user. Check the various %APPDATA% folders of your user folders for the right files of FO4 that you need to copy.
  2. No, IsEnabled() is a function that returns a Bool. You have to call it on an object reference of NPCSpawner01 like I did. The way you are calling it, it is merely doing this, which doesn't work: NPCSpawner01 = self.IsEnabled() or ObjectReference == Bool Proof: http://www.creationkit.com/fallout4/index.php?title=IsEnabled_-_ObjectReference
  3. Have you tried rescanning the mod IDs yet in NMM? Click the arrow beneath the update button and the menu with said item should appear.
  4. that Archive invalidation is't Working anymore it just Crashes the game if it's enabled but if it's Disabled then the game works perfectly so its useless don't use it even if u put Plugins txt to read only it still doesn't work I have archive invalidation turned on with the latest version of FO4 and I'm not getting any crashes.
  5. In theory yes, you just need to make sure mods coming from both sides are enabled. You can do that in-game or in NMM. Of course the mods you install from the Bethesda.net in-game browser won't appear in NMM for your profiles (only the .esp plugin will).
  6. if NPCSpawner01 == IsEnabled()Are you sure this isn't supposed to be this? if NPCSpawner01.IsEnabled()
  7. They're not of particular use, the most information you can get out of them if you don't have the code of the SKSE plugins or the Skyrim executable, is the crash code or function addresses. Crashdumps are made to be opened with Visual Studio or windbg.
  8. This looks like the shadows of ENB aren't being blurred, so the fragments it applies to the renderer aren't being displayed properly. What value is the "iBlurDeferredShadowMask" variable set to in your SkyrimPrefs.ini in the Documents\My Games\Skyrim folder? It has to be greater than 0.
  9. The Creation Kit takes all files that are referenced in the edited records and puts them into the BA2 archive. That includes meshes, textures and material files. It even happened to Bethesda themselves - the Far Harbor DLC comes with a NIF file for the Vault 111 Suit, even though that NIF file wasn't edited in any way, it's 100% the same. What they did edited is the record for the vault suit in the .esm to add a new material swap for a new vault that's in the DLC to swap out the number on the back of the suit. So what the CK did, is put the NIF file into the Far Harbor archives as well, even though it wasn't touched in any way.
  10. The vanilla game's material files are actually not JSON, they've been compiled into a binary format. My Material Editor program also only saves them in the binary format, while Bethesda's material editor saves them in only the JSON format. My material editor: - loads binary and JSON - saves binary Beth's material editor: - loads binary and JSON - saves JSON I like having the final file be binary more, takes less time to parse for the engine.
  11. The Fallout4Custom.ini tweak for archive invalidation doesn't really have anything to do with the way NMM installs or enables mods for you. The only effect it has is in-game, when the game is loading both files from archives and loose files. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
  12. There has been a new version of TES5Edit uploaded by the user Lojack, 3 programs of virustotal say it includes a trojan. http://www.nexusmods.com/skyrim/mods/25859/ Is this a proper new version, or has an account been hacked and a malicious version of TES5Edit uploaded? The comments are disabled, so it's gotten me curious, but I don't know if that was always the case for the mod page. Just want confirmation. :smile:
  13. There was never a 211, it was mislabeled on the website and its real name was 210.
  14. Debug scripts don't work on consoles, the entire class is "DebugOnly", so it's removed when you compile your Papyrus script in release mode for consoles. That includes Debug.GetPlatformName() and Debug.MessageBox(). However, I'm not sure what exactly happens to those functions then. They're either gone, or they return "".
  15. Pretty much. I increased the polygon count of a few: two dresses, the vault suit and one of the Far Harbor under armor.
  16. I've removed your bug reports because all 4 of them were false and didn't make sense. Then I disabled the bug reports section because most things being reported there are just that.
  17. The option was removed in v1.2 (5 versions ago) and is now always installed by default if you use NMM or MO.
  18. Yes, finally! Progress bar, resuming and waiting for CDN sync are amazing. :)
  19. This is caused by the Temporal Anti-Aliasing method the game (and lots of other new games) makes use of. It makes things all smooth. And also blurry. :tongue: You can turn it off in the settings, but your only other option for AA is FXAA there, which is also blurry. Things like ENB and SweetFX/Reshade come with different types of AA and you can also increase the sharpness of the game there.
  20. Having the same problem, but no time to look into it right now. Does it happen for new save games, too?
  21. Equipping a different outfit, then entering and leaving some power armor, and equipping the changed outfit (most of the time) forces it to reload. Sometimes, equipping a different outfit and re-loading a save game works as well.
  22. 12 are quite a few since I'm still a bit burned out from converting 200 vanilla meshes to CBBE for the official files. But I can definitely try if you want me to (send me a PM with the files). :)
  23. See my sticky comment on the CBBE and BodySlide mod pages: IMPORTANT: The physics body variant is in an alpha state and WILL break the appearance of outfits being equipped! Use it only for testing until we have better methods available.
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