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Do not use different mod managers. If you use Vortex, stick with it. You may then no longer use the in-game one. If for some reason you absolutely want to use a Bethesda creation, download it, go to Vortex and change/fix the loadorder there. Make sure that all your mods are up-to-date. With 150 mods, I would assume that one or two of them are from the distant past.
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SFSE DLL stuck on old version, can not launch from Vortex
markusm1000 replied to atrus72's topic in Starfield's Discussion
Yes, every time the game is updated, the Script Extender must also be updated. By the way, this has nothing to do with Vortex, it is a requirement of the Script Extender. This is the original Script Extender page. -
How to make simple mod working on existing save? CK
markusm1000 replied to Rcmo's topic in Starfield's Discussion
This is because your current carryweight is saved in your savegame and the savegame loads after everything else. Your mod is just a start condition, the same as the starfield.esm. If you want to change a value that has already been set in the game, you must use the console or write a script. -
I just tested it and it works the same way as in FO4. In FO4 you had .esp In Starfield you now need .esm Do you mean the error box in CK? That's normal - it's not called "Bugthesda" for nothing You just have to make sure that you don't get any error messages in the EditorWarnings.txt that are marked with <Current>.
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The most important and biggest difference to FO4 is the creation of a location. I was inspired by the video by Invoker Gray: https://www.youtube.com/watch?v=Vx3cZNBvGrY Each location is a worldspace in itself and is pasted onto the surface of a planet. After that, simply study other locations in CK and use the informations gained to create a small farm.
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Worried about future mod creations
markusm1000 replied to daveaspec's topic in Starfield's Discussion
NPC actually wear what you see, but if you want to get it, you have to use the console (removeitem, removeallitems). Things you loot are like death items in the old (Skyrim, FO4) system. I think it's because of the new spacesuit system. -
Right, the Player isn't a NON-Player-Character :wink: Players ID is #20 (0x00000014), the "player" in the actorlist is #7 (0x00000007). So there is no actor #20, you can't use the player as template. (And only for the vault suit and the wedding ring you do not need a template).
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My Nemesis – Precombines
markusm1000 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Current Cell Use F4Edit to check you are in the right cluster. Just use "Create Archive" in the Creation Kit -
Protection from radiation in settlement buildings!
markusm1000 replied to spinspider's topic in Fallout 4's Discussion
They have Rad-X and Radaway. This worked for 200 years. Now this person who has slept for 200 years wants special treatment? Go back to your vault and go back to sleep! -
Yesss. Like PJMail told you, TheCastleExt02 ist the mothercell of this cluster. Short Version: In the "World"-menu choose "PreCombine Geometry for Current Cell". In "Visibility"-menu choose "Generate Visibility for Current Cell". In "Visibility"-menu choose "Generate Precombined Visibility for Current Cell". Long Version: Read Understanding precombines, previs and why mods that disable them can cripple game performance.Read Fallout 4 Optimization and Performance Systems Explained
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The strength of the CreationEngine is its weakness: it always knows where all and everything is. In other games, the landscape is just a decoration. In FO4 the player can interact with any object. If there is a tin can lying around there, you can kick it, throw it or collect it. And so the engine constantly has to calculate millions and millions of objects, which means that the landscape can only be displayed at pedestrian speed (if you don't have a NASA computer). The trick with the Vertibird is that only a very low LOD is required for the environment because it flies.
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- non-technical question
- custom worldspace
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NPC Pathing question
markusm1000 replied to alasalius's topic in Fallout 4's Creation Kit and Modders
The problem is that the navmesh on top of something is not connected to the navmesh on the ground. Simply connecting it will not work if the height difference is too great. Try this jump thingy: mark an edge of a triangle on the top, hold crtl, mark a corresponding edge on the floor, press p. -
You need an art object (ARTO) with the .nif of your object as icon. For this art object you need a preview transform (TRNS) in which you position the camera. Put this art object in your recipe at the point "Menu Art Object". EDIT: Sorry, misunterstood your question. This method shrink the icon in workshop mode, not the object itself.
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Trade Caravan Post
markusm1000 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Your own Caravan Post works from the first minute, regardless of the Bunker Hill Quest. If you create a additional new model (nif), you will need to include this Caravan Post in the quest of each vendor to appear there.