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KnorKater

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Everything posted by KnorKater

  1. I'm trying to figure out how to navmesh objects for the workshop, but all I can find are navmesh tutorials for rooms. Everything related to object navmeshing seems to be gone, including the links on this list. Always a dead end. :sad:
  2. Okay, now that I think of it, this would basically turn the download history into the tracking centre. Maybe it's easier to just add an option to automatically track every downloaded mod, and an option to retroactively add all downloaded mods to the tracking centre. (+ a purge option to the tracking centre? Tickboxes for selective removal :P)
  3. Agreed. Adding a tag would allow to filter those mods via the blocking system, but it would also filter every normal mod that has the VR files on the same page and is tagged accordingly. Making it an extra game category in the Nexus would save us all time and nerves.
  4. It only blocks by tag, so if a mod doesn't have the according tag, you will still see it. An additional text filter for mod titles would help here. (Filtering description contents would only result in unwanted side effects) The blocking system is definitely working, but flawed in many ways. I just tested it, adding every language tag except english to my block list. Any translation without the tags still showed up, but everything else with those tags was gone. EVERYTHING. And that is a problem in itself, because while I only want to see mods that are in english, it also hides mods that *are* english, but also have any other language tag. Homemaker, for example, because there's also a russian version. A solution would be to let people prioritize certain tags and show mods that have them, even if you blocked others. Aside from the tag blocking system, there doesn't seem to be any other option to block specific mods. All you can do is add the according tags to the mods you still see and hope they're going to get accepted soon.
  5. "so my bottom question is... how do I turn off my "settings", as in how do I stop restricting myself mods that I want to see? and YES I used "clear filters" but it didn't help me any..." Since there is no "clear filters"-option on the content blocking site, I'm guessing you haven't been there. http://fs1.directupload.net/images/171218/y8u4xyd3.png
  6. Pretty straightforward: Please enable us to sort the download history. The columns themselves are already pretty useful, but it turns into a chore to look through 73 pages (see screenshot below) and check every single "Updated" entry. I know there's a tracking function, but you have to activate it for every single mod individually, and the FSM's mercy upon you if you forget about that function and download hundreds of mods, and THEN remember it. Since it would render the tracking centre completely obsolete (at least for me), I do understand if you make this some premium functionality. Purchased that anyway. In addition to that: A by-game filter for the history would also come in handy when managing not only hundreds of mods, but hundreds of mods from each of your half dozen games. Unrelated to the request: The function to endorse downloaded mods from the download history is just awesome. :smile: Having to open each mod on an individual page to endorse them is what kept me from endorsing most mods before the new design was implemented. Now it's more like "You get a thumbs up! And you get a thumbs up! Everybody gets a thumbs up!" Edit: Maybe also let us remove specific entries from that list (for mods you don't use anymore, etc.), and/or purge it (for a fresh game installation, for example).
  7. Alright, I just got the confirmation that they can't be added during runtime. :(
  8. The more stuff you put into a settlement, the more your computer has to render, which means your framerate goes down if your computer isn't that good. If you're like me, and spend most of the time building detailed settlements, it can become unbearable. Even though most of the stuff is inside buildings, behind thick walls, it gets rendered and processed anyway. Completely unnecessary. This is where occlusion planes come into play. Everything that is completely behind them is prevented from being rendered. If it was possible to just place them via the workshop, it would help a great deal on older machines and big settlements. Just put one between two walls, and everything is awesome. An example: An unfinished settlement on Spectacle Island. Most of the Stuff I built is inside. The framerate is at about 47fps (down from 60). The next screenshot was taken from the same position, just behind an occlusion plane. Framerate is back at 60. Occlusion planes can easily be placed using the creation kit. You can change their size by pulling on the arrows, or even create an occlusion box (standing inside that box disables its functionality). The occlusion plane itself is just a static object, a marker, found in the same list as the other static objects. Theoretically, that should enable me to just put it into some workshop menu and place it in my settlement. Unfortunately, it doesn't work. As soon as I open the subcategory where I put it in, the game just crashes. No error message, no log entry (I enabled logs), nothing. I swapped the object in the list for some tree stump, and it worked fine, so I didn't make a mistake in setting up the list, it is the object itself that causes the crash. I tried fiddling around with it, changing stats, giving it a model, but nothing worked. I think the cause is this little detail here. It has an extra page in the editor, when created, setting its dimensions and its status as occlusion plane. Or maybe the stats are already set, and the very nature of it conflicts with the workshop functionality? I assume the next step would be to try and place an occlusion plane via script and set the necessary variables through that. I've seen other mods, where you place an X-Marker somewhere, and it gets replaced with something else via scripts (the castle's walls, for example). Unfortunately, my modding skills are very basic and I have no clue about scripting. Is anybody skilled enough and interested in getting this to work? I think it would help a lot of people a great deal (including me, ofc :tongue:). Thank you in advance for any constructive replies. :smile: Edit: I now have tried placing one via console with "placethere 00000017" (game crashed), selecting the one I added with a plugin via "prid" (worked), move it via "moveto player" (didn't work), and then "spawndupe" (game crashed). It looks like the game doesn't allow for occlusion planes to be added while running, only in the GECK. :( *sad panda*
  9. Go to your Steam library, right click on Fallout 4, click on "Properties", click on "LOCAL FILES" in the window that just opened, and then on "BROWSE LOCAL FILES..." - the folder that's going to open in the explorer now is the game's root folder.
  10. Wow, didn't expect that. So it really is lore, that's very interesting. Thank you for the clarification! :)
  11. I just had a look at the ingame globes and noticed that several areas are color coded for land, where as in our timeline there are bodies of water. For example the great lakes in the US, the Mediterranean Sea, the Baltic Sea, the Black Sea, the Caspian Sea, the Red Sea, and the Persian Golf. Is this intentional, as in "Before the war there was a global water crisis of some sort, maybe even starting it", or just an oversight? I mean, it certainly does look like the one responsible for the texture did a sloppy job by just using a filling tool once for the oceans and ignoring the rest. Never associated the Fallout Universe with some sort of global water crisis. Well, if it really is an oversight, then someone's OCD will most likely result in a fix. :P
  12. You should use the mod Fallout4.exe Auto-Backup. Every time you start the game with F4SE, it checks the .exe's version and creates a backup if there isn't already one. Once there is an update, you can just copy the backup file from a folder in the game's directory. Just did it myself that way and am playing now *with* F4SE.
  13. Alternatively, you can use the mod Fallout4.exe Auto-Backup. Every time you start the game with F4SE, it checks the Exe's version and creates a backup if there isn't already one. Once there is an update, you can just copy the backup file from a folder in the game's directory.
  14. The problem with those foundations is, that they can't be evenly divided by the measurements of normal ground tiles. There will always be parts which stick out. You could just scrap them with scrap mods like Scrap Everything, or completely cover them in foundation tiles. If noone makes a mod for you, and the other solutions are not to your liking, you could also position a wall tile through console commands (SetPos X, Y, Z - SetAngle X, Y Z, etc), and then just normally attach the rest. It helps to have the mod Place Everywhere.
  15. The warehouse set of the Contraptions DLC currently isn't weatherproof at all. It rains through the glass roof (even the tiles without any holes), and the walls do not protect against dust storms (also using the True Storms mod). An example in the attached screenshot. Every other construction set, like concrete, for example, is capable of protecting against any weather. Would someone please be so kind and make a mod that changes the weather protection settings, or whatever is responsible for this, of the warehouse tiles, so my settlers can finally have a drink without the glasses filling up with sand or contaminated rain water? Thank you very much, in advance.
  16. Same here. A shame we can't just opt out of updates to prevent having our modded games rendered unplayable because of some useless minor update. Instead of addressing one of the many, many bugs this game has, no, it's just another update for their ingame mod manager. Just leave the game bugs for the community to fix... -.- If their next game is using the same old crappy engine AGAIN, I sure as hell am not gonna buy it.
  17. There's a bug on the Frontpage of the Nexus-Sites, causing the "Dragon Age - Origins" statistics to display those of "Fallout 3" instead of the correct ones. That "13.487 Files"-Statement made me sceptical, so I had a quick look at it. Same bug with "Dragon Age 2", displaying the stats of "Far Cry 3". Weird Bug with "Morrowind" and "World of Tanks", which both display the same numbers, but both seem to be incorrect when you look at the overall number of files in the category-overview of each game. Same with "Mount and Blade - With Fire and Sword" and "Shadowrun". The closer I look at it, the more I get the feeling that these numbers are overall wrong, no matter what game. If that page is not static and meant to be updating the values automatically, something is really, really broken. Either this, or "Files" on that page mean every file currently uploaded (1 mod got 8 files so it counts as 8 ) and the "Files" in the Categories mean the amount of mods in that category (1 mod got 8 files and counts as 1). Anyway, getting higher File-numbers with such a little trick would be nasty, wouldn't it? :P (The only way I could explain those differences) If my last suggestion is the case, then the first statement is still a bug. Even when counting every file in DA:O, there's no way it can reach a number of 13k+ ... xD
  18. thanks for the appreciation, Jim. :)
  19. @JimCass98: Could you please mark your post as spoiler? I'm not far in the story yet and didn't want to read anything whats going to happen. There's an extra spoiler-section and a function for spoilers, too. Please edit your post for others who might not wish to read a spoiler.
  20. Since USP is made for the english version of skyrim and it's fixing also lots of spelling errors, it will change lots of things to english in localized versions of the game. I didn't see a german version of it, so I suggest you switch your game to english. I did so a while ago, cause there where many awesome mods in english with no german translation. At first I translated some myself, but it was too much work at the end. I love the english sync, since you can clearly hear several interesting accents. In german, it's pretty much the same accent everywhere, except one or two of the Khajiit.
  21. "If it's weak either ignore it or kill it anything else honors it." ^--- Wouldn't taking down the Nexus for a few days do exactly that? I mean honoring it? They try to get the nexus down or at least as laggy as possible and shutting it down for a few days is like helping them reaching their goal... Nevertheless I agree with the quote. We can't kill it since we don't know who it is, so we ignore it. When the nexus works, it works. If not, then there are lots of other things one could do. (e.g. some physical training, having fun with the family, watching One Piece :P) Getting angry or sad due to nexus not working is helping noone - do other things and be happy doing them. Ignore the wanna-be-hackers.
  22. Cant see anything abnormal... the usual dirty heads and necks and throats and arms clipping through the "shirt".
  23. Why only dragons? What about goats? Someone might even want so see a version with trees. Nah, don't take me seriously. I just find this request amusing.^^ (I don't mind what you put in your game) Edit: Argh, you little necromancer... ^^ didn't look for the time posted...
  24. You're using unofficial Dawnguard and Dragonborn patches. Why not Skyrim and Hearthfire? I'd suggest you to use BOSS to sort your load orderand find common incompatibilities etc. Are you using any texture replacements? Maybe some which are too much for your computer to handle?
  25. What about: phenderix's magic evolved.esp Active Note: Obsolete. Update to latest version, Phenderix's Magic Evolved - Cleaned. Note: Reported about some versions of this plugin cause frequent crashes. Use with caution and update to latest version. If You don't see frequent crashes in your game then ignore this message. dual wield parrying_randomattacks.esp Active Note: Use only one Dual Wield Parrying*.esp. Requires: Dawnguard version. Remove and install 'Dual Wield Parrying_RandomAttacks_Dawnguard.esp'. ? I had that problem, too. A while ago. Disable all mods but the vanilla .esm-files. then activate one by one (or three at a time) while leaving the previous working ones active and look if the game's running. Sometimes there are multiple conflicts, so deactivating just one and leaving the rest activated won't solve anything. Also I suggest you to delete unneeded multiples of mods... Edit: There are mods which BOSS does not recognize. You can see them in the "unrecognized-list" of BOSS.
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