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LarannKiar

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Everything posted by LarannKiar

  1. Yes, the update is in the works. There's no offical ETA.
  2. Where and when does it happen? In Boston, Concord or nearby a settlement? Outside or during combat?
  3. Here's a tutorial on how to add AddonNodes to meshes in NifSkope and the Creation Kit. It's useful if you'd like to define your Light data in the editor.
  4. You can open multiple instances of NifSkope but if you'd like one of them to render the mesh with another texture, you need to edit the texture or meterial path of this mesh in NifSkope. Depending on how the .nif is structured, it should somewhere in ( Block list >> NiNode >> BSTriShape >> BSLightningShaderProperty >> BSShaderTextureSet >> something.dds ). Check ( Header >> Strings ) for .bgsm paths too.
  5. It seems like an interface mod issue. Check your ..\Fallout 4\Data\Interface folder and look for any .swf files whose names start with "PipBoy". In vanilla, these files are packed in ..\Fallout 4\Data\Fallout4 - Interface.ba2. So, if you have any .swf files in the Interface folder then it's mod added. Move them to another folder and see if the menu works properly in game. There's also a chance you have an interface mod that has the custom .swf files packed in a BA2 archive. Finding this mod is more difficult.. I'd recommend opening them in BAE or Archive2 but if you're not familiar with them you can disable all of your mods instead (for testing only).
  6. Are you sure this mod is VR compatible? As far as I know, Fallout 4 VR doesn't support ESL files and it wasn't updated to support the expanded FormID range the Creation Kit utilizes. You can try the ESP version but it's not guaranteed it'll work due to the increased FormID range. The mod author can tell whether they designed the mod to support the VR version.
  7. No, the post-update (v1.10.980) EXE can load archives saved with the pre-update Archive2 (v1.1.0.4). The issue is that BA2s saved with the updated Archive2 (v1.1.0.5) can't be loaded by the pre-update (v1.10.163) EXE. It doesn't crash (based on a very few tests) but skips loading them. I don't know if there's any performance difference between load times regarding the different archive formats, i.e. whether the post-update EXE loads archives saved with Archive2 v1.1.0.5 faster.
  8. Haven't tested it but these should be the ones: download_depot 1946160 1946161 6928748513006443409 download_depot 1946160 1946162 3951536123944501689 Link, link. April 25 2022.
  9. That's interesting.. what if you remove the filenames of the CC content you'd like to remove from ..\Fallout 4\Fallout4.ccc? (It can be opened in a text editor, one line contains a filename of a CC content e.g. "ccOTMFO4001-Remnants.esl"). Or if you remove either or both the files "Fallout4.ccc" and "Fallout4IDs.ccc"? The latter contains the FormIDs of CC content.
  10. Here's the depots of Fallout 4: Creation Kit. CK files are stored in two depots. You'll have to download both for the full dev kit (the update contain both as well, it auto downloads the two depots linked to the CK's App ID). Find the earlier manifests (i.e. the earlier versions), and download those. Here's a short tutorial on how to download a depot to another folder, if you'd like to have two environments.
  11. The Penetrator perks like ( Penetrator01 "Penetrator" [PERK:00024AFF] ) have one Perk Entry Point which is (similarly to many others) hardcoded and was designed for a specific usecase, "Mod VATS Penetration Min Visibility". If you'd like to change the outgoing damage of an NPC or the Player when they're shooting with a specific ammo, you'll need to use another Entry Point, see "Mod Incoming Weapon Damage" for example. Also, check out the condition functions as you may need to filter the attacker. You can use FO4Edit but I think it'd be easier to edit a perk in the Creation Kit.
  12. If you mean an interface mod which comes with new buttons to sort/tag certain types of inventory item through the Pip-Boy UI, then you'll need to get acquainted with Adobe Flash. UI files are .swf files, they can be edited with Adobe Animate CC, Adobe Flash and JPEXS Free Flash Decompiler. LeveledList (Skyrim link) is basically a base game form component. Forms such as LeveledCharacters, LeveledItems "utilize" it to allow Player level dependent item/object variety.
  13. It should launch regardless. Did you open it through Steam or the shortcut Steam created for it? Verify it's installed in ..\steamapps\common\Fallout 4 then try to open it with CreationKit.exe. Edit: okay I see you have already fixed it. Still, the updated Creation Kit should work..
  14. No, but I just saw they added a new file to the April 25 update "Fallout4ID.ccc" (see manifest changes). Judging by the numbers, it seems to contain the FormIDs of Creation Club content.
  15. You can use F4SE version 0.6.23 as long as you have the pre-update game version 1.10.163. You'll have to wait until you can use F4SE and dependent mods until F4SE receives an update for game version 1.10.980 (or higher, in case BGS releases another update in the meantime).
  16. You can move the F4SE loader (..\Fallout 4\f4se_loader.exe) to another folder but note that it won't stop the engine from loading scripted F4SE dependent mods you that have active in your load order. Unfortunately, unless a mod have a built-in F4SE detection code which notifies the user about F4SE is missing (e.g. pop up messagebox), without opening and examining Papyrus scripts, one can only tell whether it relies on F4SE is by opening its mod page and checking the Requirements section.
  17. Unfortunately I've forgotten a lot of things about these but I remember I used ..\Meshes\SetDressing\LightFixtures\WorkshopConstructionLight01.nif as a template. The relevant NetImmerse objects are NiVisController and NiBoolInterpolator. They're under a NiControllerSequence, which can be played with PlayAnimation(). There's an alternative way to send an animation event to the target reference's AnimationGraph, with console command ( RefID.SendAnimEvent sEventName ). Problem is, while it's implemented in code, it doesn't have a Papyrus equivalant (even though it had in Skyrim's Debug script) so one can only use it for quick testing..
  18. You can move the BA2s which have the updated format to another folder. FO4Edit only can't open the BA2s, I think.
  19. You can keep the earlier version, it'll take some time for modders to update their mods. If you'd like to try out the new update, install Fallout 4 in another folder and either play vanilla or enable only those mods which are not F4SE dependent.
  20. I've been comparing the two EXEs for a while now.. the technical differences are quite large, which makes binary diffing... tedious. I also checked a few form data structures (References, Actors, Armors; 3 form classes of ~150) and they didn't really change which hopefully means most plugins will be updated. Haven't looked into Papyrus engine yet but the assembler and compiler provided with the updated Creation Kit are the same as the pre-update ones.
  21. BGS changed the BA2 (archive) format. I just recreated the archive of my Recruit Jenny mod with the updated Archive2, the offical dev tool to create archives beyond the Creation Kit. Since Recruit Jenny contains voice assets as well, I chose Compression: None, everything was left on default. The pre-update EXE (v1.10.163) couldn't load the archive (quest script wasn't detected, Jenny had no voice) but it didn't crash. I opened the .esp of Recruit Jenny with the updated Creation Kit, then saved it. The pre-update EXE (v1.10.163) could load it fine (mod file Header Version didn't change either). (The post-update EXE (v1.10.980) can load earlier BA2 files, they can be used for pre/post update compatibility).
  22. Conceptually and structurally they are quite similar. I only have actual modding experience from Fallout regarding MagicEffects (especially Cloak Effects) but I decoded the Starfield's ActiveEffect structure for my "Get Detailed Reference Info" mod and it seems BGS made improvements to MagicEffects regarding performance. But something to keep in mind is that they're more resource hungry than RefColls, like they've always been. I understand, and yes.. that can be quite inconvenient unfortunately. On the bright side, these functions, that became available in vanilla Starfield Papyrus, may prove useful: RefCollectionAlias.psc: Actor[] Function GetActorArray() Native ObjectReference[] Function GetArray() Native
  23. That's interesting.. well, I've never tried to exclude Invulnerable actors as far as I can remember but.. if I understand correctly, there are two quests, QuestA and QuestB. The RefColl fill of QuestA finds many actors, including the Invulnerable one, then it adds a Keyword call it "KeywordA" to the found actor refs and also keeps them in Self. Then the RefColl fill of QuestB, which has condition HasKeyword "KeywordA" == 0 Run on: Subject, still finds the Invulnerable actor. - What's the timeframe between the two RefColl fills? Is QuestB shortly follows QuestA? - How are the quests started? From a script, Start() or SendStoryEvent() or SendStoryEventAndWait()? If a script, one of multiple parallelly running scripts? ActiveMagicEffects maybe? Or editor defined Story Quest node? - How's the Keyword exactly applied onto the actors? "Alias Keywords"? AddKeyword() or maybe Alias >> "Apply To Ref"? Will need to set up a test environment for this later..
  24. Do you have F4SE or F4SE mods? If so, launch the game with the vanilla EXE and see if it still crashes. If it does, disable your mods to check if it's a mod issue (crashes could be caused by a driver too).
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