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BlasterMasterCaster

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  1. In response to post #91957498. #91958333 is also a reply to the same post. I hope you're right. I hope that in worst case scenario, at most, they become "timed-exclusive" to GamePass.
  2. This means we won't get more Bethesda and Obsidian games on Steam, isn't it? I fear we will lose the ability to mod games like we used to.
  3. I like them. lol At first I thought they were complicating things a bit but after you realize that the color of those squares/icons tell you what faction/material the items belong to, you can tell what items are without even reading whether it is Leather, Metal, Combat, Raider, etc, just by looking at the colors.
  4. yuser BEHOLD in all it's named GLORY!!! https://i.ibb.co/y6Bq73V/Fallout-4-Screenshot-2020-06-02-23-52-53-60.png Apparently the INNR ruleset I copied from the VIS-G patch did not contain the Materials line for Dreadnaught: Dreadnaught;10000;dn_armor_RaiderMod[Fallout4.esm];dn_HasMaterial_Dreadnaught[RaiderOverhaul.esp] So I used the Import/Export FO4Edit Script and added the line with Google Sheets and it worked perfectly! Now I just need to fix the Raider Overhaul weapon icons and the mod will be working as intended! Thank you very much yuser! I couldn't have done this without your help!
  5. My bad for taking this long to respond but these days have been quite crazy and I have been too busy until yesterday to move my situation forward. Two things got me stuck: one of my HDDs died and I was spending time trying to fix the HDD to no results, and I was also waiting on making some progress in my no-icons-because-of-Raider-Overhaul situation, so that I could post something new in my reply to you. I have also been messing with all these different AE, Vis, and VIS-G patches of Raider Overhaul trying to get the icons to work: https://www.nexusmods.com/fallout4/mods/14182?tab=files https://www.nexusmods.com/fallout4/mods/17895?tab=description https://www.nexusmods.com/fallout4/mods/20923?tab=description https://www.nexusmods.com/fallout4/mods/35292?tab=files So I have been trying all sorts of things this days trying to solve the situation. I have fixed my main problem fortunately and thanks to your help, yuser! Thank you. Now icons show up for most armors (I have a Leather Chest Piece that won't show me icons but I will hunt what is causing this). I did what you suggested. I created a new entry for Instance Naming Rule and I copied the values in the VIS-G patch that I linked above for the Raider Armor Pieces and now icons show up for most items! I only have one problem though that is driving me insane. There is a Material mod featured in Raider Overhaul in the armor workbench which is called "Dreadnaught". I am trying to make Raider Armor pieces (arms, legs and chest) to show me the text (Dreadnaught) in the name when I choose that material in the Armor Workbench, the same way (Buttressed), (Standard), etc get added to the armor name when you choose that option in the Armor Workbench, but so far I have failed to accomplish it. When I choose the Dreadnaught Armor Update in the Armor Workbench under materials, the Raider Armor Piece doesn't get renamed and this is what it shows, for example: Tough Chest Piece If I add Buttressed in the Armor Workbench, the piece changes to Tough Chest Piece (Buttressed) and I am trying to make it so that when I modify an armor piece with "Dreadnaught Armor Update" it can change the name to this: Tough Chest Piece (Dreadnaught) But I have no idea where in FO4Edit I need to add the "(Dreadnaught)" text so that the armor piece is automatically renamed when I modify it ingame. And here is where I am currently stuck. lol
  6. Hi yuser, sorry for the delay in my response but I've been testing and editing and reading and re-reading your observations trying to fix the problem with my icons. I understand you very well, the problem I have is not that I don't understand your English, but that I am wrestling with the new information you are giving me because my knowledge of modding is very limited. My only goal is to make my armors display their correct VIS-G icons. I think I found the problem with Raider Overhaul and some possible instructions on how to fix them, but I am trying to learn how to follow these instruction considering my limited knowledge. I went to the Raider Overhaul website and read this post in the comments section from Gambit77 (creator of Armorsmith Extended, VIS-G Item Sorting): "Speaking of which, MadMax for your vanilla version you should probably make unique Instance Naming rules for the detritus and dreadnaught armors instead of overwriting the vanilla dn_CommonArmor and dn_PowerArmor rules as the way your doing it will break armor and power armor sorting for people using VIS, but not the AE patch I did. Just make a unique duplicate of the vanilla rules and add your entries for the two armors to those instead of the vanilla rules, and then change the INRD entries on the armor entries to your new unique rules." https://forums.nexusmods.com/index.php?/topic/3733205-raider-overhaul-wip/page-96&do=findComment&comment=36101525 So now I am trying to find out how I do those things myself. lol I am paying special attention to this part: "Just make a unique duplicate of the vanilla rules and add your entries for the two armors to those instead of the vanilla rules, and then change the INRD entries on the armor entries to your new unique rules." But I am asking myself: 1) What am I supposed to duplicate from the vanilla rules and where? The whole instance naming rules? 2) Where do I add those armors and what do I add in terms of information? This is where I am currently at. Trying to find this stuff by myself. lol
  7. Nope, nope, I messed up. Renaming Medium and Heavy to [1e Combar] makes Robot Armor and any other armor that uses those prefixes to share the Combat Armor icon. [1e Combat] Heavy Robot Armor Left Leg I'm back to zero.
  8. This is exactly what I was looking for and it freaking worked! I saw your comment pretty much right away but I've been spending all this time trying to figure out how to use it. lol So here is what I did for those who may stumble upon this same question in the future: 1) I downloaded the Export/Import INNR plug in 2) Put the file in the FO4Edit Plug In folder 3) Looked for Instance Naming Rule in Fallout 4.esm 4) Looked for the last mod in the Load Order that modifies dn_CommonArmor (in my case it was Raider Overhaul, I tried this script in AWKCR and even Fallout 4.esm before it dawn on me that the last mod in the Load Order overrides lol) 5) Right click on dn_CommonArmor in the mod that overrides dn-CommonArmor last (in my case Raider Overhaul) 6) Apply Script > FO4 Export/Import 7) Say no so that the Script exports 8 ) Choose where you want to drop the dn_CommonArmor.csv file 9) Open dn_CommonArmor.csv file in Google Sheets (or Excel or whatever other programs work with this file format) 10) Go to where it says: Sturdy blah blah blah Heavy blah blah blah and add the [1e Combat] before them: [1e Combat] Sturdy blah blah blah [1e Combat] Heavy blah blah blah 11) Download (Google Sheets) or save in Excel (I suppose) 12) Go to dn_CommonArmor again in FO4Edit and run the scrip again 13) Select "Yes" this time to Import the new, edited dn_CommonArmor,csv file 14) Save and exit and SUCCESS! Now my combat armors have the proper VIS-G icons! Thanks a lot yuser! This will come in handy in so many ways! Have Kudos! Thank you very much! :D I'm surprised my half baked idea actually had some working implementation. lol
  9. I'm trying to add VIS-G icons to all my mods and I am having an issue with vanilla armors. This is the situation. Light Armor shows me the VIS-G icons perfectly as it should, but when I change the armor to Medium or Heavy the icon is gone. Example that works: [icon Working Perfectly] Combat Armor Left Leg <=== works because it is Light Armor version (Standard) I change the armor type to Medium or Heavy and the tag/code "[1e Combat] that enables the icon is revealed in text instead of showing the icon: Heavy [1e Combat] Combat Armor Left Leg Here are my observation: - tags/codes that enable icons must go at the beginning of the armor name, when they are there, the tags/codes disappear and the icon image is shown instead as it should - changing the armor at the Armor Workbench to Medium/Sturdy and Heavy/Tough adds the words: Medium and Heavy to the beginning of the armor name - the tags/codes that enable icons as a consequence are no longer at the beginning of the armor name because Medium and Heavy take their place - tags/codes that enable icons are, as a consequence, shown as normal text So what am I trying to do but don't know where I can edit to make it happen? I am trying to find whatever place the "Medium/Sturdy" and "Heavy/Tough" values are in FO4Edit and write the code [1e Combat] before them so that I can force the icons to show. In other words, where the game says: "add 'Heavy' to armors at the beginning of the armor name when you modify an armor in the Armor Workbench", I want to make the game say: "add '[1e Combat] Heavy' to armors at the beginning of the armor name when you modify an armor in the Armor Workbench" Force the name into: [1e Combat] Heavy Combat Armor Left Leg Does anyone know where I can find those names in FO4Edit? I've checked on Armor and Armor Addon but I cannot find that option. I edited the "FULL - Name" in Object Modification and it does show me the icon but in the Armor Workbench menu (lol) not in the Pip-Boy and NPC inventory. And in case you might suggest it, I've modified those armors in the Armor Workbench, dropped the armors, etc. to force the name reset and still no results. I am using DEF_UI, AWKCR, Armorsmith Extended and VIS-G Item Sorting. Please help. lol
  10. Yes thank you for replying. Oh, now I know about Vis. Does that mean that Vis can be archived into .ba2s though? I am merging mods (for months now on and off) so when I am dealing with the contents of other people's mods and they are available as Loose Files I always wonder about some of the folders contained in the 7Zip/.rar archive and whether I should put them inside a .ba2 and will they work. Yes, after I wrote this post yesterday I found myself unpacking the "Ghoul Mask" mod from here and it had an Interface folder inside it. lol I also read about keeping the Sound folder (which belongs in " - Main.ba2") uncompressed otherwise the sound won't work, so I keep compression to "None" when archiving the " - Main.ba2", as you point out here. That was my impression, that MCM, Tools and F4SE won't work in .ba2s. Now that you told me I can refer to them better as "third party directories". One of the reasons I was never quite sure what to do with for example the "Tools" and "Vis" folders is that Archive2 accepts it's contents and it will put it into .ba2s if you let it. So I guess my remaining question would be because you've cleared most of my doubts: can I pack a Vis folder in a .ba2? I also have doubts in whether keeping some of these third party directories would still work when you merge mods. I have found that MCM won't work if you merged the .esp that uses that directory, I wonder about Tools and F4SE though, I wonder if they recognize a merged ESP plugin and whether F4SE and Tools still work with it. Nice. I feel relief for the mods with Vis folders that I've archived now. :) I will refrain from merging mods with third party directories, seems like the safest bet, unless I feel like I have the time to test these mods and see what happens. The Tools folder usually contains Outfit Studio and BodySlide files. I haven't used those programs that much because I use CBBE vanilla and I am quite settled with female bodies close to vanilla, but then there are like 3 or 4 armor and clothing mods I've found while browsing the Nexus that will have invisible parts in-game, invisible parts because they require that you assign a bodyslide preset to it. That is why I've found that you cannot archive the Tools folder because Outfit Studio and the BodySlide program need to read the contents inside "Tools" in order to 1) find the costume and 2) find the preset to assign to the costume so that those parts are no longer invisible, thing these programs cannot do when they are archived into .ba2s. But most of the time the costumes/armor work in-game so I just archive those files anyway. So far so good for most mods. Thanks!
  11. Yes thank you for replying. Oh, now I know about Vis. Does that mean that Vis can be archived into .ba2s though? I am merging mods (for months now on and off) so when I am dealing with the contents of other people's mods and they are available as Loose Files I always wonder about some of the folders contained in the 7Zip/.rar archive and whether I should put them inside a .ba2 and will they work. Yes, after I wrote this post yesterday I found myself unpacking the "Ghoul Mask" mod from here and it had an Interface folder inside it. lol I also read about keeping the Sound folder (which belongs in " - Main.ba2") uncompressed otherwise the sound won't work, so I keep compression to "None" when archiving the " - Main.ba2", as you point out here. That was my impression, that MCM, Tools and F4SE won't work in .ba2s. Now that you told me I can refer to them better as "third party directories". One of the reasons I was never quite sure what to do with for example the "Tools" and "Vis" folders is that Archive2 accepts it's contents and it will put it into .ba2s if you let it. So I guess my remaining question would be because you've cleared most of my doubts: can I pack a Vis folder in a .ba2? I also have doubts in whether keeping some of these third party directories would still work when you merge mods. I have found that MCM won't work if you merged the .esp that uses that directory, I wonder about Tools and F4SE though, I wonder if they recognize a merged ESP plugin and whether F4SE and Tools still work with it.
  12. I keep asking Google for a list like this one but it shows no conclusive results. Here is the list of folders contained in mods: F4SE Interface Materials MCM Meshes Scripts Sound Textures Tools Vis So far I know that Materials, Meshes, Scripts, Sound, and Textures can definitely be archived. The "Tools" folder, if archived into BA2s, won't let you edit the contents in Outfit Studio and BodySlide, so I would say: don't archive them. My impression is that F4SE and Interface folder also must remain as Loose Files. The "Vis" folder I think belongs to Valdacil's Item Sorting, I think this may work archived but I am not sure (plus I switched to VIS-G Item Sorting. So my question is: Can you archive the folders: F4SE and Interface into .ba2 archives or will the mods stop working properly if you do that and therefore those folders should remain as Loose Files?
  13. Stormwolf01, thank you for your reply. I read your post mere minutes after you replied to me and I have spent all these hours just trying what you told me, I have tried to check other references/containers from the Fallout4.esm, tried different combinations even and no luck. I can't seem to make that Wooden Crate to show me a lockpick and it is driving me crazy. No wonder I couldn't even find answers for this in Google. lol
  14. Hi, I am trying to lock the container for this mod: https://www.nexusmods.com/fallout4/mods/16321?tab=description because the armor is available right outside the Vault in the beginning and that makes you OP too soon, too fast. I opened this mod in FO4Edit but I can't find where in the container section I have to make this edit or what should I put in there to make it locked and require a bobby pin. I plan to do this for some OP loot from mods in my game so knowing this will make wonders and balance things quite a bit.
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