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Everything posted by pra
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What what? You can? Holy crap.
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Sounds like these custom settlements aren't working for you. You might have a load order issue. Settlement mods must be loaded last, because if there is a conflict, they must win. Otherwise, the mods might be just broken. Settlement mods are harder than it seems like, there are a lot of them which seem ok superficially, but have all sorts of issues... Something you can test: open console, click a workbench, type "sv workshopID". If the workshopID is -1, then it hasn't registered, and isn't actually a settlement.
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No. You can, technically, go below the heightmap. But you would need to teleport down there.
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I seem to have brain freeze, can you please be more specific with this? In Cell View, you rightclick the cell, then, under Common Data, in the dropdown under Location, select your location record. If it's an interior cell, also set the Encounter Zone under Interior Data. You must have an Encounter Zone where Never Resets and Workshop are checked, and a Location which is linked to that Encounter Zone, and you must set these to all cells within your settlement. You should really read the tutorial I posted... For Diamond City, this might be more complicated, or maybe actually easier, since it's in a separate Worldspace. This Worldspace has "DiamondCityLocation" assigned to it, but no Encounter Zone. That you would have to create. I think if you assign it to the Diamond City worldspace, all cells within it, even the wilderness ones, will have the proper configuration automatically.
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Disable an Object: Stop fading out
pra replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Edit: what the hell, double submitted. -
Disable an Object: Stop fading out
pra replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
It really should not fade out if you just call .disable() on it. The fadeIn parameter should be false by default: https://www.creationkit.com/fallout4/index.php?title=Disable_-_ObjectReference -
do it the other way round: modify the vanilla location and encounterzone of diamond city to enable Never Resets and Workshop. Then, put these onto the wilderness cells.
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Not critical per se. However, if you do leave them out, enemies might indeed spawn at your CenterMarker. I'm not 100% sure whenever a settlement without these markers even can be picked up by attack quests. If you don't want to use them, better mark the settlement as non-attackable. Don't. Unless you can edit the actual cell as well, don't resize your build area to cover it. Cells within your build area must have your Location and EncounterZone set to it, otherwise you create a Dead Zone. Vendors won't work, items might respawn, other stuff might happen. In exteriors, you can press "b" to show cell borders, and plan accordingly. You mean the boxes you use to designate your build and sandbox area? I'm not sure there is much informations on them. You can press 2 (IIRC) to resize them easier, and for settlements, the important part is linking them using the proper keyword in the proper direction (to or from something), usually to the workshop. They can also be used to run a script when walked into, though usually for this the "Default<something>Trigger" activators are used. I can also recommend this tutorial: https://www.nexusmods.com/fallout4/mods/32193 I also wrote this about common problems/pitfalls with settlement mods: https://www.nexusmods.com/fallout4/articles/1518?
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Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
After I resorted back to generating precombines manually, I found another edge case: If you manage to actually make every single Static in a vanilla cell scrappable, and then regenerate precombined geometry, the CK simply won't output anything. This is bad, because then the game will then load the vanilla physics nif, giving you invisible obstacles which you can't get rid of. I managed to do that in a cell of my Huntress Island settlement, which is mostly water, trees, and garbage. I have no idea whenever you can make an empty NIF just to prevent the vanilla one from loading, so I just placed a new rock under water and regenerated again. Not optimal, I know, but it works. -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Dumb question: what are the files mod - Geometry.csg mod - Geometry.psg mod.cdx for? Can't remember then being generated when doing it manually. Also, I read the post of VIitS again and tried opening and saving the file in the ck. After that, the files were being used, but the previs was s#*!, flickering everywhere. Meh :/ -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Tried making a bat like this, which recieves an ESP's filename as a CLI argument: @echo off set ckExe="CreationKit.precomb.exe" set modFile=%1 echo Generating precombineds %ckExe% -GeneratePreCombined:%modFile% clean all echo Generating previs (this will take the longest) %ckExe% -GeneratePreVisData:%modFile% echo Compressing PSG %ckExe% -CompressPSG:%modFile% echo Building CDX %ckExe% -BuildCDX:%modFile% CreationKit.precomb.exe is a copy where I did the hex edits. This generates the two ESPs and previs and precomb data. Now, am I understanding it right that I have to use the CK's Version Control to merge the changes back into the main file in order to make it work? How would I do that? -
I have an xEdit script to pack BA2 files. It basically just scans a mod for assets and then calls Archive2.exe with various arguments. After encountering the issue that sound files must be uncompressed, I changed it so that if it detects even one wav or xwm file, it makes the Main.ba2 uncompressed. However, now Kinggath found out that mixed-compression BA2s are actually possible. So I have tried to improve my script to do that as well. But, in the -? output of Archive2.exe, there is nothing about adding files to an existing archive: Usage: Archive2 <archive, files/folders> [<arguments>] archive Specifies the archive to open (for extracting/opening an archive). files/folders Specifies the files and folders to open (for making an archive, comma-delimited). arguments Zero or more of the following: -sourceFile|s=<string> - quotes required if spaces are involved Sets the source file to find contents to archive -excludeFile=<string> - quotes required if spaces are involved Sets the file that lists files not to archive -create|c=<string> - quotes required if spaces are involved Tells archiver to create an archive with the specified name -extract|e=<string> - quotes required if spaces are involved Tells the archiver to extract an archive to the specified folder -root|r=<string> - quotes required if spaces are involved Tells the archiver what path to use for the archive root (instead of looking for a data folder) -format|f=<General|DDS|XBoxDDS|GNF> Sets the archive format (default - General) -compression=<None|Default|XBox> Sets the file compression settings (default - Default) -count=<unsigned int> Sets the archive count to make (default - 0) -maxSizeMB|sMB=<unsigned int> Sets the maximum archive size in megabytes (default - 0) -maxChunkCount|mch=<unsigned int> Sets the maximum number of chunks to use in a file (default - 4) -singleMipChunkX|mipX=<unsigned int> Sets the X component of the minimum size a mip should be to have its own chunk (default - 512) -singleMipChunkY|mipY=<unsigned int> Sets the Y component of the minimum size a mip should be to have its own chunk (default - 512) -nostrings Does not write a string table to the archive -quiet|q Does not report progress or success (only failures) -tempFiles Tells the archiver to use temporary files instead of loading chunks into memory. Slower, but reduces memory usage -cleanup Cleans up chunk temp folder on launch (do not use when multiple copies are running) -includeFilters=?? A list of regular expressions for file inclusion. -excludeFilters=?? A list of regular expressions for file exclusion. -? Prints usage information. Using the -c argument makes the tool overwrite the given archive, and -a (guesswork) doesn't exist. I wonder: is it really impossible via CLI, and only possible via GUI, or is there a way? Could there be an undocumented parameter? Am I missing something?
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Oh, people put these in on purpose? Didn't know what. The only time I've seen those was when you have a patch which alters something from a parent mod, but the parent mod has removed the record since.
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I'm no good with models or even animations, but technically, it is possible to detect when a weapon is swung and then find the target. I've done it in Grave Digger. So, make a weapon which you can use to literally hit a door to open it is definitely possible.
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Static collection issue (a little help needed)
pra replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
What I often do in such cases is add an extra object, but with a distinct material. like a wooden plank if the rest is made of metal. then generate a nif from the scol. then, using nifskope, delete the wooden trishape -
How To Send Settlers to Custom Settlement?
pra replied to femshepping's topic in Fallout 4's Creation Kit and Modders
Here's a slightly more detailed settlement tutorial, with pictures and such: https://www.nexusmods.com/fallout4/mods/32193 That thing about 50% happiness is a sign that workshop registration process did go through, but that doesn't always mean it's properly working. That process puts the workshop into the WorkshopArray of WorkshopParent, puts the index of that entry into it's workshopID property, then also tries to get the Location record of the workshop's cell, and put it into another array under the same index as the workshop. It also tries to find a map marker in that Location and put it into the workshop's myMapMarker property. At some point during this process, it also sets the happiness to 50%. This process will successfully finish even if the Location/EncounterZone aren't set up properly. It then could register the default "Commonwealth" Location as belonging to the workshop, or put a none reference into the location array, or, even worse, use a location used by another settlement already. I also wrote this about common settlement problems: https://www.nexusmods.com/fallout4/articles/1518? As for where you can send settlers, I'm somewhat certain it's about the Keywords on your Location or something similar. I have seen non-settlement player home mods which show up in the dismiss companion list. However, not sure if picking that option actually works... -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Found the apply matswap script. Posted it here: https://forums.nexusmods.com/index.php?/topic/6992141-custom-material-swapping-problem/ This was requested by warhammerempire, he also pointed out that I should have restricted it to SCOLs and STATs. -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
changing refs in the same mod works, without breaking precombs. I have successfully done it before. And, obviosly, my plan is to put the matswaps onto the refs (the same as what the CK would do using that "extra tab") BEFORE generating the precombs. I somewhat wonder about previs generation via CLI. Doing it from the ck, I had that problem of invisible objects, unless I generate "regular" visibility first and then precombined visibility. Either that CLI argument does both, or we are missing a step... I guess I have to try this on my fairline hills when I get home... -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Interesting. I wonder what these bytes actually are, and whenever they unlock more "internal" features which were never meant for us lowly modders. My script generates new base records and new nifs for them, where the matswap is integrated, and then updates the REFRs. It is mostly capable of replacing them back, but I'm not quite content with this part. And in general, it is quite hacky. MAYBE, if precomb generation via CLI works, a script to generate them could be made. It would simply call the ck. However, that would probably be pointless. edit: really? that could simplify the aforementioned script a lot. Just grab the matswap of the base and put it on the refr. No need to even undo it afterwards. Hm I have a deja vu. I think someone asked me for a script like this... Excluding them from precombining would be a bit pointless imo. Also, you don't need to set them to initially disabled, there are several other ways. See my previous post. -
Remove Precombined Objects + Regenerate PreVis?
pra replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
After actually having regenerated precombined geometry/visibility, I have some things to add: After generated precombined geometry, you must run both "Generate Visibility" AND "Generate PreCombined Visibility", in that order. Sometimes it seems to work without the "not precombined" visibility, but without, sometimes objects become invisible. I had that issue when regenerating them for my Fairline Hills Settlement. It affected a (scrappable) shelf, and a mailbox (container). Maybe more, hard to tell if it's invisible. Only doing it as described above fixed it. A static object reference will be excluded from precombines if:Navmesh precuts don't seem to matter.The base object has a scrap recipe. Regular recipes most certainly count, too. If the "created object" of a scrap recipe is a formlist with the object in it, that counts, too.The reference has an enableparent. Probably also if it is an enableparent.The reference is scrap-linked to something else, that is, linked using WorkshopStackedParentKEYWORD to something else, or has objects linking to it like this.Probably also if the reference is linked using any other or no keyword.NOT if the reference has a navmesh precut. These don't seem to be enough.Precombining geometry disregards matswaps. No matter if the matswap is on the reference or the base object, if there is one, it won't make it into the precombines. The only way to make it works seems to actually create new NIFs which use the correct material, and replace the base object in the references. After that, this can be undone. I made an xEdit script to automate this process, but it isn't quite ready to be released yet. What I'd still like to know is: Can the LoD be regenerated?Can this whole thing be done via CLI parameters? The CK seems to accept some CLI parameters, for animations and such, but, does it have that for precombined geometry/previs? -
Make a container linked to an NPC Inventory
pra replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
What do you even mean by "linked to an NPC inventory"? Make the NPC's inventory accessible through the container? Or something different? -
Small function to grab local workshop reference
pra replied to niston's topic in Fallout 4's Creation Kit and Modders
Why are you getting the linked ref twice here? What's even the point of that if? If getLinkedRef returns none, WorkshopREF stays none, just like if you were to assign to it right away. And even if you need to do something differently if it's none, why don't put the assignment first, and then put WorkshopREF into the if? -
Yes, here you go: https://www.nexusmods.com/fallout4/mods/26531
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- automatron
- robot
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Unless you find a way to find the sounds in some free database/recreate them, this would be highly illegal. There has been a mod like this, in fact, with all sorts of robot sounds. It has been taken down.
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Network scanner tape pass around game
pra replied to dragonslayer2k12's topic in Fallout 4's Discussion
You could try using my Holotape Copy Terminal: https://www.nexusmods.com/fallout4/mods/31978 Though I haven't even tested myself what happens if you make several copies of the network scanner holotape during the MQ But in general, RR+BoS+MM is possible, I did it once. IIRC: Start doing the MQ with the RR. Join the BoS, but do anything which would piss off the RR. I think you can't activate Liberty Prime, either, since that MIGHT lead right to the BoS ending. I think I just stopped doing their quests after the Danse issue. Get yourself kicked out. I did that after battle of bunker hill. You can just tell Shaun that you let the synths go free on purpose. Desdemona will now tell you to go to the MM for help. Defend the Castle should start and you end up nuking the Instutite with the Minutemen. BoS NPC should now complain that you didn't invite them to the party, but should be peaceful.