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frogprincessQ4

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Posts posted by frogprincessQ4

  1. If you extract the meshes you will see that there are multiple meshes for each harvestable - although wild mutfruit doesn't change when harvested.

     

    I don't understand how the switches are made, I assume it's a script thing (aka wizardry). If you don't need a totally different mesh shape I would suggest making your custom harvestable using creation kit to duplicate an existing harvestable and then making custom texture and material swap. If you want a walkthrough on that let me know, I've had a lot of experience with it. As for custom meshes and scripts, I have no idea at all.

  2. As kingtobbe says, if you just want to replace the texture on the sign, you can just drop the texture file into your data folder in the same location in the file tree as the original would be. Make sure you dive the texture the same name as the original so that the game will know what to do with it.

     

    If you want to make a standalone version of the sign that has your texture or something like that, you will need to go about things differently. I won't go into detail on that if you just want to do a straight texture swap, but do let us know if you are wanting to do something fancy that needs a material swap. I usually use Creation Kit, so can walk you through that if need be.

  3. In response to post #39921280. #39921895, #39940435, #39952635, #39953830 are all replies on the same post.


    GameDuchess wrote: Not at all to belittle a really awesome idea -- seriously, I love the whole concept -- but please, please, please could we focus on bug fixing the existing model first before throwing a whole kitchen sink on top of it?

    The latest version I'm using won't even check for updated versions for half the mods I've put into it on a freshly modded game. (Especially if you download via manual link and then drag it into NMM to install as I usually do to prevent corrupted downloads using the NMM buttons.) No file name changes, nothing. Everything worked just fine in this regard a few versions of NMM back. And it's not just Fallout 4, it's doing it with Skyrim as well, which is extremely frustrating.

    More times than I can count now it does not fully uninstall large mods (or even some small mods), making a mess - especially with leaving abandoned textures/meshes. Large mods get hung up sometimes and fail to install or uninstall -- locking up NMM and/or CTD in the midst, or like in the case of something like Legacy, take an HOUR to install where it only takes 10 minutes on MO. And you aren't even sure if it's locked up, or it is just taking forever and ever.

    This is going to be a special kind of hell, the extremely long install times, with this whole idea of downloading and installing a whole mod list.

    And yes, yes, yes, we need installation out of the data folder, like MO. I don't want or need all the virtual stuff. I want NMM but with the logic of MO not throwing everything into the data folder and making a mess if something goes wrong. Which, right now, with the latest two/three versions, has been a LOT, especially with the installing/uninstalling issues.

    I love NMM. I refuse to give it up for MO even after learning about MO and using it for three months. I switched back because NMM is simpler, easier to work with, doesn't have some of the restrictions and complications of modding with MO. NMM is an AMAZING work and I give incredibly high praise to all involved. But you don't build a mansion on top of a shaky foundation. It's not good architecture and it's not good software engineering. We all want to rush ahead to the next amazing level, but please let's fix NMM as it is before skipping to god mode.

    And as far as that goes, why not actually just make a separate tool altogether for this whole mod load order downloading and sharing thing with the ability to tie it into NMM? Instead of lumping all together and creating a big monster to deal with in bug fixing and updates in the future? I certainly would prefer that.

    Reading through these comments, it seems overwhelmingly that other NMM users feel the same. Yes, these ideas are cool and fun futuristic, but please could we have a not borked version of NMM working before we launch into the next level of crazy?
    DuskDweller wrote: All the issues you're experiencing in current 0.61.x builds are all fixed in the next 0.62 release.
    drscott11 wrote: Agree 100% with the OP. It's very similar to how I feel about the government. Enforce the laws you have on the books before making new ones. In this case, get the base product working perfectly, with a high level of QoL, then start adding new major features... or... make a second tool, "NPM" or "Nexus Profile Manager" for handling of the profiles.
    derekthedj wrote: Good to hear. Thanks for helping make NMM great!
    HadToRegister wrote: Tacking on my 2 cents from further down, seeing as this one got attention.

    I usually end up with an unresponsive NMM that has to be shut down with CTRL+ALT+DEL when attempting uninstall some mods, (usually the larger ones), and sometimes the 'virtual' part with miss a file or never install some files.
    It happens randomly.

    I thought the "Virtual Install" feature was an "optional" thing, as I would've just used regular install, rather than Virtual.

    I'd also love it if the CATEGORIES were actually FOLDERS.
    As when I update mods, I move the older uninstalled mod to a "OLD" category, but when trying to free upo disc space by backing up the OLD mods to an external drive, I have to look through the list one at a time, because they're all tossed into the same FOLDER

    ALSO, I've noticed that if you use the "Get Mod Info" feature, it makes the mod disappear entirely from your mod list and refuses to return it.

    I've had to delete the mod from my harddrive and delete the entries in the XML file in order to get NMM to acknowledge the mod once again exists.

    I also find the "Profiles" in NMM counter intuitive.
    In Mod Organizer, if you want to try out a mod that could ruin your set up you could just COPY your current profile, switch to it, and install the new mod.

    I have absolutely NO idea how to copy my profile in NMM or if it's even possible.


    @HadToRegister: I ended up making an entire second copy of both my Fallout folder and NMM folder so that I can safely swap "profiles" between mod creation game and my 200 hours in played game. I'm sure that there was a degree of user error going on, but I was making such a mess and NMM didn't know if it was coming or going.

    I very much miss the pre-virtual install days. I find the system baffling and erratic in it's performance, although I can see that there is potential in it.
  4. I really love the idea of snap-shots. I've been giving NMM a nervous breakdown with all my texture swaps and drops while I'm editing them. The virtual install and I are clearly working at odds with each other and by the time I've scrambled things up, trying to switch profiles from my clean game to my game that I want to play just makes such a mess that I've given up on actually playing.

     

    I'm no use for anything technical, but I can certainly stress-test the thing if that's something you're looking for :)

  5. I want to create a status-type message box, that is triggered by the month and day instead of by an intrinsic effect.

     

    I'm guessing that somehow it will need to refer to the global variables Game Day and Game Month, but what I need to refer to them with is beyond me.

     

    EDIT: Of course and the obvious is can someone please point me in the right direction? I've been all over this all day and I'm stumped.

  6. I'm supporting the Seasons mod for a while on behalf of GameDuchess and I'm looking into if there is any way to make the LOD textures match the near textures now that Creation Kit is out?

     

    Also, what's the thinking on compressing loose files into BA2 files?

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