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SMB92

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Everything posted by SMB92

  1. @Mycenia - If I were you and those 14 cells you wanna regen are all in one main area, I'd set the ugrids value high and find the middle cell that would cover all them cells and regen that way. You might even end up catching stuff from vanilla that may not be done by default. This does require a decent computer to do however, namely a lot of RAM/page file. Really I wouldn't worry much about it, if you now have conflicts just put your file last or resolve by hand etc etc. Is this something you want to release?
  2. Thanks for the kind words and patience folks. I have recently had a bit of a hiatus and am returning to work on it. @DrkSwtHrt - RE recruitment, this is not something I had actually thought about, but I will look into it eventually. I have a few ideas in mind to make this safe but not guaranteeing I'll put much effort into it.
  3. Yakalrad, I fail to understand why you have posted this in this thread. This thread is very specific, go start one specific to your question if you wanna have that discussion. To answer your question bluntly, you'll be waiting a some time for definitive answers. 76 is a fine example of how half assed Bethesda really is, and they should hang their head in shame how broken that game is.
  4. Bethesda is using an open source comms client, don't see why this is a problem for them to do
  5. Heh, yeah it's pretty poor DoF. Not to mention the flickering that goes on when in certain positions. Poor quality like most the rest of gfx.
  6. Status is Alpha, lacking content but completely stable. However, update I am working on won't be backwards compatible (working on making the core mod more moddable). Testing and feedback is always important regardless. Join Discord (see my sig) to follow more closely. I often neglect the nexus :)
  7. O.o 1. NMM (the unofficial community fork) = simplicity, Vortex = alpha program, Mod Organiser = You're in for the long haul, Wrye Bash (a python based app that been around since Oblivion) = a nice but mostly manually operated alternative 2. FOMM was a community mod manager for Fallout 3 and New Vegas. Not applicable to Skyrim and beyond (since Bethesda acquired rights to Gamebyro and forked it off to the newer "Creation Engine"). In the same sense GECK/Construction Set was pre Creation. 3. xEdit is a powerful tool developed by community members that can be used alongside or instead of Creation Kit. It can display and be used to modify the contents of plugins, and much more. This exists for all games (by simply renaming the exe accordingly). This is the tool you'll use to make quick edits and clean plugins (particularly those you make yourself). This should be one of the first things you look into. 4. There exists an app and other methods to "merge plugins" but this is not without its flaws. Too much to explain here, learn that later as you advance. 5. You do not need multiple installs, but it's always an idea to keep a backup of a clean install locally. Only real problem you may run into is using Dev plugins on an existing save game and rolling with that save game in a serious play through. ZeroAndOne, mate you've got some serious spare time on your hands, that's a hell of a lot more information than what was requested.
  8. Sounds like the game was under stress, maybe it could have been Papyrus on a lock/kept getting in a lock. No way to know without looking into the original setup. While I can't say if this would happen again using WOTC now, i would recommend against recruiting random npcs at all, there is much that can go badly. I will look at making something to spawn generic npcs (such as a workshop item) for this purpose.
  9. How did you spawn them, with console? Thats not so bad if you spawned them with console. If you recruited some WOTC people, then probably bad idea. Still, shouldn't be resulting in such huge problems I would think. I will look at ways to make SpawnEngine safe from this though. Thanks for bringing the idea up.
  10. That sounds like a much bigger problem on the whole rather than something WOTC has caused. It's possible, if you recruited some random npcs that WOTC spawned, that they have been (or attempted to have been) cleaned up by scripts and now you've got deadlocks going on in Papyrus, or something of the sort (which could be an issue in the new mod as I cleanup old and dead actors when they've been unloaded for a while, but shouldn't result in this massive issue). Either way I fail to see that causing this massive issue you have experienced, but it's possible I suppose. Just FYI, creation club content is known to create these sort of problems when you start a new game with certain cc content enabled (namely tunnel Snakes esm for example). Do you have any of this content by chance? If possible, if you still have that broken save game, and by chance you have papyrus logging enabled, can you send me a Papyrus log after loading that up and trying to do something (like talking to Preston or whatever) that is or you think is broken?
  11. Well just to correct you there, it's not actually my mod, I took it over, but credit goes to Engager and Coreyhooe for WOTC :) That is an interesting question. Do you mean that you use a mod that allows you to recruit anybody dynamically? I never actually thought of that angle before. This may pose an issue. And yes, everything is scripted. Much different approach to what's been seen before though. WOTC uses a hybrid of scripts and actually placed actors, bit much to explain here, but regardless there will always be scripts involved. You should not fear scripts like they are the plague, there is much misconception out there to be sure. If you can let me know the mod being used to recruit anybody (if so) then I can see what I can do about it for you.
  12. Popped in to see if I could offer some advice, but I guess it'd be a waste of my time. It's quite clear you haven't "trained for a while" as you haven't even been able to cover the basics so far, let alone implement sound advice given. I think it might be best if you start reading some basic tutorials before attempting to use the CK to make anything, it's apparent you know very little about modding practices (particularly the last couple of posts). Here's a somewhat good start: https://www.creationkit.com/index.php?title=Category:Tutorials
  13. Compatible yes, but as for my Spawns appearing in New Vegas that will have to be via addon, which I plan to make myself if nobody else does. Same goes for their new Npc types, they will have to be injected into my system. I am presently working on the modding tools scripts and an overhaul of moddability for SpawnEngine, this will be done in the next update (0.22)
  14. This is well-addressed by the new mod, spawns in the wilderness will include much animals, although insects will be present as well you're hunter type will be much more viable.
  15. Forgot to update this the other day. I've updated the current Alpha to RC16A (still in Region 1) and the engine codebase to 0.21.01. More info and download available on Discord server as usual.
  16. Thanks for the kind words, AMaekilShath. Copy and pasted update from my Discord server just now: @everyone SpawnEngine is updated to version 0.20.01.180917. The Alpha plugin is updated to version RC14A and is now available for download in #sotc-public-file-server. Please see #release-notes and #plugin-update-log for info on the plugin update.
  17. Just a suggestion, but I would be googling "F4 alternate start" along with some of the keywords you mentioned there, like "submarine base" etc. Edit:SwiftKey hieroglyphics removed lol
  18. Oh wow you actually got that happening. That is dedicated!
  19. Wahaha hahaha. Oh I needed another laugh. Yeah it's possible, practical I highly doubt. Easy way? Kekekekekek XD
  20. I know of a mod in development that'll remove all this stuff. But yeah it will cost you the precombined system and possibly a lot of holes and broken collision. The latter being worked on.
  21. Just to update that, there appears to be less collision/physics problems with the normal mode gen. However, branch piles are now the worst offenders for not wanting to be trashed. Found one tree with no collision, right on the border of buildable-area triggerbox. Some bathtubs that don't wanna go either (no recipe?). And for anybody who might find it useful, if you wanna stop a bunch of stuff getting gen'ed, put a a buildable-area triggerbox volume over it.
  22. So I've just undertaken an interesting experiment, thought I'd share it. I'm making a little mod for myself that'll expand the build area of Sanctuary. I'm regenerating for the sake of making it properly scrappable. So I start out regenerating precombineds with VC mode. I try to gen Vis, nothing happens. Curious, I look to xEdit and I see that it hasn't updated any of the timestamps, and it has almost perfectly stripped all the objects with recipes etc. Not a single new mesh record (albeit it produced some new mesh files, 138MB at 9 Grids, pretty good). So I start to get a bit excited. But of course there is Vis still applied to those objects that were previously unscrappable. Spewing. So I turn off VC and gen Vis, this time it gets to work. I check xEdit again, Precoms timestamps are not updated but Vis is. Thinking, this is great! Can ship without any meshes required, just the Vis files. I go in game, I find some trees are still combined, some missing collision (namely those in SCOLs were offenders). So not quite content I run the generation with normal, non-VC mode. Sure enough the new meshes are all over the place, there's new records etc. This time I only have 132MB of newly gen'ed meshes. I haven't tested these in game yet for the physics/collision problems seen with some trees, but very interesting none the less. I assume the Vis gen wouldn't run in VC cos it couldn't "Detect" a change, I couldn't even force the timestamps to update. And to note, the timestamps for precombineds did update in normal mode... Research continues :)
  23. Copied from Discord dev server: SpawnEngine is updated to version 0.18.01.180902. A new file is available (please see #sotc-public-file-server and #plugin-update-log for download and details). This is not a huge update but implements SpawnPoint expiry timers which will help with cleaning up redundant spawns sooner. All otherwise this update paves the way for more framework updates in the near future. For script updates, please see the Github repo as usual: https://github.com/SMB92/F4-SpawnEngine In other news @Jonathan Ostrus has released a new tool for avid modders, please check it out here and endorse if you like it: https://www.nexusmods.com/fallout4/mods/34375
  24. There are a few, can't remember the name of the mod I'm thinking of, but there is one that outright disables the missions from Pres(smybut)ton. There is also this mod which is probably what you are after: https://www.nexusmods.com/fallout4/mods/10339/?
  25. Roflmfao. Everytime game updates all these mods need update along with F4SE. This is common knowledge I thought. Please see mod pages of affected mods and look/watch for updates and possibly comments section for more information.
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