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Everything posted by SMB92
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While this is always a good idea, authors should be running their plugins thru xEdit none the less and ensuring such changes aren't present. VC mode seems to be better about not just including random records in plugins simply after clicking/selecting them, but should always be checked (regardless of whether doing precalc or not). I haven't watched your video but it might be of benefit to you to add such a section to it, just as a reminder to others, if you haven't already.
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Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
In my mind, copious, if not endless, amounts of stuff to do :D At present, the framework is complete enough for me to start adding spawns to the game which is what I'm working on right now. If all well then we will have a demo file up on Discord this weekend. -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Just to update you here, I've actually pushed 2 more updates to the hub. It is now at version 0.15.02. https://github.com/SMB92/F4-SpawnEngine -
Well CK is fine (when it works) but one needs to check if it's adding files it shouldn't be, such as the world map dds file and F4se scripts etc. Occasionally other things too which may not be relevant to your mod (the 2 I mentioned are most common). Whereas Archive2 gives you complete control. Edit: fun fact: You can unload the render window by selecting Create Archive, and then cancelling out. Only way I know to reliably unload that window.
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Find an enable state parent with script
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
Well, hence why I put down a refundable deposit and got me a beta code before I make my final call on it. But yes, some folks have gone way off in the deep end over it, on both sides of the argument. We shall see in due time. Part of me wonders and hopes for a F4 special edition with some of the upgrades from this new game, but I guess that's said about every game so far :D -
Find an enable state parent with script
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
Well, as you are probably aware Reneer, I am on SKKs side in that matter. Not that I am exerting "hate" for the new game, I am happy to poke a stick at it for what it is. Which so far, seems to be a great big "middle finger" to the single player, which is what I believe SKK is expressing here. Anyway doesn't matter, I've always enjoyed following SKKs works, very involved and thorough :) -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Oh and forgot to mention, some shameless cross-promotion. I'll copy the post as it was on my discord: Also while I have your attention, here's some shameless cross-promotion! Congratulations to @MunkySpunk [Hippest Cat Around] on the release of his awesome "The Left Field Diner" mod, featuring some of the best texture/effects work around! And also some code by yours truly (hopefully those fridges haven't broken down yet! :smile: ) Grab it here and be sure to endorse, kudos and maybe even upvote for File of The Month!https://www.nexusmods.com/fallout4/mods/32773? -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Codebase was updated to 0.14.01.180701. See notes on Github page for information (or Discord server). This is likely the last code update before the next alpha release, which will also likely be the first public release candidate. I hope to have that out next weekend. Stay tuned! https://github.com/SMB92/F4-SpawnEngine -
New Custom Race head rear not woking
SMB92 replied to TrophiHunter's topic in Fallout 4's Creation Kit and Modders
@Thirdstorm Expired surely knows a lot more than me so if he's having issues with it then I have no doubt it's a Pita. Likewise, would be interesting to such solve problems solved, I'll have to keep my eye on it ;) -
Find an enable state parent with script
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
Rofl here I was thinking the home screen replacer was too far XD At least this involves some practical science. -
New Custom Race head rear not woking
SMB92 replied to TrophiHunter's topic in Fallout 4's Creation Kit and Modders
Interesting can of worms here. Thirdstorm, did you(s) try setting the data to some variables in say a Quest script, and forcing an OnPlayerLoadGame to handle the re-setting of the info? TrophiHunter, I've spotted your holotape request, but moot point if the data won't persist. Would like more info on that before I can help you there. -
If you can't access and manipulate this value through Papyrus, you may consider using an array (and make your effect of script archetype), make multiple copies of your effect with different durations, and use an Integer value to say, set a "level" of your effect (which will correlate to array member) and then apply it from the script as you were.
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Find an enable state parent with script
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
Color me curious, but why do you want to extinct everything? -
Some of the best advice one could give, from payload right there. CK packer requires extra care, not worth the hassle most of the time.
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Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Github codebase was updated to version 0.13.01. Update notes are on the front page as usual. https://github.com/SMB92/F4-SpawnEngine -
Basically what Zzyxzz said, and if you have that bad a potato for a PC, dont use mods that alter/break precalc
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How exactly are you generating the new precalc. Please list your methodology so we can troubleshoot where you went wrong. If you are generating near Monsignor plaza, be sure to disable the rogue occlusion box there (I uploaded a file for this on my nexus account).
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Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
While I cannot guarantee what will happen uninstalling WOTC you will be fine to install SOTC at any time. I've had one or two broken saves from uninstalling WOTC, and while a complete uninstallation of new SOTC is nigh on impossible it will be much much better allowing to cleanup most of the data produced. Also forgot to mention on here, I updated the Github rep to version 0.12.01 last week. May or May not be a more public alpha version on the Discord server this weekend, but progress is good. -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Codebase has updated version 0.11.01.180520. This fixes the EncounterZone system in scripts. The mod remains in private Alpha testing for the time being, no Eta on public test file. https://github.com/SMB92/F4-SpawnEngine -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
SpawnEngine codebase has updated to version 0.10.03. This version marks the major milestone of having re-entered Alpha status for the first time since August 21, 2017, on the new multi-threaded engine. This version will now enter private testing and work can begin on dropping SpawnPoints all over the map. I'd like to take a moment to thank everyone who has been involved with the project so far, and to those mod authors whose mods have made my experience so worth the fight to continue this project, and to our followers for continued support and patience. It has been an extremely long road to get to this stage, and I can't say it has been all that rewarding in terms of what it has cost me personally to make this mod (not just fiscally), but I've stuck to my guns and created something far beyond what I originally planned. I hope to continue this trend. Anyway sorry for the rant folks, but I've waited a long time to see this day on this new system, one that I have battled hard to create. https://github.com/SMB92/F4-SpawnEngine -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Version 0.10.01.180513 of the codebase has been published. This is a MAJOR update, please the see the news section on the Hub for the rest of that story. Cheers. https://github.com/SMB92/F4-SpawnEngine -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Thanks :smile: Update 0.08.01 to the codebase has been published: https://github.com/SMB92/F4-SpawnEngine This version will be used for private alpha testing (no ESP/ESM publicly available still). EDIT: Small update to version 0.08.02 just pushed. EDIT: Yet another small update just pushed, now version 0.08.03. -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
There is. You have 3 presets, and 5 difficulty levels (the vanilla levels, however this only affects my mod and not the games difficulty when set.) -
Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
Updated again, to version 0.07.01. https://github.com/SMB92/F4-SpawnEngine Lot of work done on initialisation procedures, weren't quite up to standard.