-
Posts
1402 -
Joined
-
Last visited
Nexus Mods Profile
About LarannKiar
Profile Fields
-
Country
United States
Recent Profile Visitors
127762 profile views
LarannKiar's Achievements
Mentor (12/14)
94
Reputation
-
Reference 3D and textures aren't kept in the memory when the persistent ref is not in the loaded area regardless of persistence (by Fallout 4, I don't know whether the Creation Kit does but I doubt it). Having too many loose files can increase the loading time of the Creation Kit. I think if you remove the Persistent flag in FO4Edit and it should automatically move the ref to the non persistent Worldspace record.
-
There seem to be several conditions of the "excess dead" cleanup but I can't see anything related to their Encounter Zone. The cleanup code looks for Quest Alias data which ApplyToRef() adds to the reference. I don't know if it gets removed OnDeath() so maybe this is the why they can't be removed. I'll look into this later.
-
It seems to me the native code intentionally does this so I think it is to help/speed up development. When the developers need to make a large amounts of references, quests, etc., the ability to MoveTo() basically any of them is probably very handy. Out of curiosity, I made an F4SE plugin now and bypassed the Master flag check.. the game could load, ESM order in the load order got messed up and distant refs from an ESP weren't loaded.
-
Max assignable workshop work objects
LarannKiar replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
1) WorkshopMaxDraws [AVIF:0000034B] and WorkshopMaxTriangles [AVIF:00000349]. You can increase them but excessive draw calls can cause stuttering. 2) Not a workshop specific limit but various actor related processes like face gen, AI would probably hit their hardcoded limits if there are too many actors in the loaded area. -
Change the footstep sound of the Power Armor frame Armor Addon, e.g. AAPowerArmorFrameAtomCat [ARMA:001909D2] >> SNDD - Footstep Sound >> FSTArmorPowerFootstepSet [FSTS:00021ADC] to another Footstep Set record. As far as I remember, the Power Armor frame that gets equipped on the player when they enter a Power Armor is hardcoded (more specifically referenced by the Default Object PowerArmorDefaultFrameArmor_DO [DFOB:0015503E]) so I'm not sure you can change the footstep sound per armor frame.
-
"Cleaning" save games externally or statically (i.e. when the game is not running) is particularly difficult as the necessary information (basically the answer to the question whether it is safe to delete) may not be available (i.e. the developer can't ask the game). What the engine would need in my opinion is more safeguards to prevent runtime created objects (not only object references) filling up save games. Actually, there are, both in the save loader and in native managers but unfortunately they're still not enough. They would need to be implemented into various classes which requires a lot of time from the developers. Once DLCs and official Creations (in the upcoming months or years) cause the game to slow down (stutter) very quickly (i.e not after Level 50 but Level 10), BGS may need to release an update for this issue.
-
transfer a ship from one save to another
LarannKiar replied to zerocuul's topic in Starfield's Discussion
It would require an SFSE plugin and someone to completely reverse engineer spaceships. Technically, their Generic Base Form class with the base form components and the native apply ship parts functions. If we don't count UI design, I think it shouldn't take more than a few hours for a single BGS developer to write two functions that export and import ship parts from JSON for example but without having access to the game engine's project files, it is considerably more difficult and time consuming. I personally don't have interest in this project but maybe sometime. -
Trying to write a Disguise script for Crimson Fleet
LarannKiar replied to ka385385's topic in Starfield's Discussion
You can try this script. I haven't tested it but you'll probably need to write something like this. -
It is hardcoded in the EXE. Game Setting uVehicleUnlockPrice (default is 25000).
-
The Actor Background Process Patches (part of the optional feature Engine Load Optimizations of Starfield Engine Fixes) had some sort of conflict with mods that affected companion AI. I added the Compatibility Mode in v5.5 and haven't received reports about this issue since. See bEngineLoadOptimizerActorBackgroundProcessPatchesCompatibilityMode. (It's still the longest setting but this was the only way to keep the setting names consistent). It could be caused by something else as v5.5 was released in October for v1.14.70.
-
Issue with uploading voice BA2 archive to Creations
LarannKiar replied to jenwin77's topic in Starfield's Discussion
You may have "esp" in the file path instead of "esm". E.g. \Data\sound\voice\ModName.esp\robotmodelavasco instead of \Data\sound\voice\ModName.esm\robotmodelavasco. -
Teleport versus fast travel
LarannKiar replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
You can register the script for OnPlayerTeleport and OnMenuOpenCloseEvent, start a short timer in OnMenuOpenCloseEvent when the PipBoyMenu closes. If OnPlayerTeleport is received before the timer expires it's probably a Fast Travel event. -
Animation events firing unexpectedly
LarannKiar replied to dizietemblesssma's topic in Fallout 4's Creation Kit and Modders
As far as I know, there's no weapon state change event exposed to vanilla Papyrus and the animation event was used by BGS too. I think I can add Action event to Garden of Eden SE in an update if dependency isn't an issue but if the native code sends animation event unexpectedly there's a chance Action event would be sent too and you'll have to filter the events in Papyrus with if statements anyway. -
The cell buffer, preloader and combat AI are quite complex but basically, you need to force equip the weapon on the NPC to force them to use it in combat. (Either equip the weapon on them in the ContainerMenu or call EquipItem() with abForceEquip = true). The No AI Acquire flag (Render Window >> Reference) causes the combat AI to skip the ref from the "best nearby weapon search". (And SetNoAIAcquire() from Garden of Eden SE). As far as I remember, there's a game setting to control the number of NPCs that can travel through load doors in combat. Note that companions can also be teleported ("warped") to the player due to the AI Package >> Treat As Player Follower flag.