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yerude

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Everything posted by yerude

  1. I dont know why, but my Geck doesnt work properly anymore. I cannot edit scripts anymore. I can edit the properties, but i cannot neither edit the source nor open in external editor. I checked the preferences (havent changed them, i dont know the default settings but it worked before) At the moment the Source path is E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\ In the Import order field below there is also E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\ i added also E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\ manualy because it didnt work and most scripts are located in there. This didnt fix anything. In my ini files the papyrus settings are the following CreationKitPrefs.ini -> [Papyrus]sCompileMode=DebugbCopyScriptToSourceOnExternalEditor=1bCopyScriptToSource=1sMRUNamespace5=sMRUNamespace4=sMRUNamespace3=sMRUNamespace2=sMRUNamespace1=sAliasAutoFillPrefixes=alias_sAutoFillPrefixes=PsDefaultNewPropertyPrefix=PsDefaultNamespace= CreationKit.ini ->[Papyrus]sScriptSourceFolder = ".\Data\Scripts\Source\User"sAdditionalImports = "$(source);.\Data\Scripts\Source" //added it myself but didnt change anythingsAdditionalImports = "$(source);.\Data\Scripts\Source\Base"sAutoFillNamespaceDefault1 = "MyMod01"sAutoFillNamespaceDefault2 = "MyMod02"sAutoFillNamespaceDefault3 = "MyMod03"sAutoFillNamespaceDefault4 = "MyMod04"sAutoFillNamespaceDefault5 = "MyMod05" Does Anyone knows how to fix it?Also i am new in editing scripts, it is a little bit uncomfortable to edit in notepad.Is there any editing program for papyrus scripts which is able to autocomplete methods and functions?I am used to use netbeans for java, papyrus syntax is a little bit strange but okayish. Just researching any method is a little bit annoying. An IDE working with it would be nice, or maybe a plugin for some IDE i could work with. But first i have to fix my problem :/ I have no clue why it got wrecked.
  2. Thank you, both tipps are very helpful. With FormID i was able to find even the unknown namend entrys =)
  3. Hello, i have an issue with editing existing .esp mods. If i want to change only some parts of a mod i cant find all the entrys made by the author without checking the .esp in fo4edit. e.g. there is a misc item the author created and i have no clue how he named it (sometimes editors just randomly name their stuff) so i have to check the file via fo4edit for the records. Even worse, sometimes i am looking for entrys i cannot check with fo4edit like scripts, functions etc Since i have no clue how the programers called their functions and where they get called , how am i supposed to find them???? Is there no way to filter some how all files in the .esp? Marking them in colors like in fo4edit with apply filter? My Fallout4.esm will always automatically completely loaded aswell, so i always have to check it completely. It is like finding a needle in hay. I googled around and checked youtube, but i wasnt able to find out on my own.
  4. I neither used the nexus mod manager with it because i installed it manualy and there wasnt creation club or official mod support available yet.
  5. Thanks alot worked perfectly well :)
  6. I had a mod in the past where shooting drained AP depending on used weapon. It was realy fun but i cannot find it anymore, maybe it isnt supported anymore. The time i used it there was no geck, i had no F4SE and it was just an esp mod. Does anyone know it or know a way how to do it ourselves?
  7. Hi im using several settlement mods and first i was sure "Build and scrap beyond workshp boundarys" bugged my carry weight to 20000. Once i deinstalled the mod, i actually realy got back my original carry weight. But now i again have 20000 carry weight, without this mod enabled. I dont like to disable my sim settlement mod because i am afraid to ruin my towns. Else i dont believe i have certain mods who ever had announced a carry weight. Maybe some of the bagpack mods is bugged but even with no backpacks in use i have it. Inside settlements i dont care about but outside settlements i dont want to have a 20000 carry weight because it is cheating and ruin the fun. Does anyone know how to quickfix it maybe even without a mod? Did anyone also had this bug and knows where it comes from?
  8. I know there is a mod which changes walking, crouching and weapon holding animations to make third person with skyrim more enjoyable. Somehow the author was able to change the animation. I need to check it myself. I think it is possible but you could be right, will be pain i guess ^^
  9. With geck custom animations are possible. Shouldnt it be possible to use fo4 models and animations in skyrim? Ok there is no reload of magazines etc. Holding animations, models, effects and a spellsystem for shooting , leveld lists are mandatory. More difficult questions are like, what needs to be done with the ai to make npcs use these custom weapons? Whats with ammunition? But skyrim has bows, it should be possible. I dont know how the spell system works. Is it possible to have a custom spell with custom animation and a weapon model instead of an effects particle system? Consuming 0 mana but ammo. This would be some trick doing, but maybe there are code fragments already included for weapons like guns. How customaziable is the geck of skyrim? how is it called anyway?
  10. Hi there, i created some mods for fallout 4 and used both fo4edit and geck for it. What i would like to know, as it is the same engine as skyrim in general, did anybody ever tried to import the weapons of fallout 4 into skyrim? I love fallout4 and i would enjoy a funmod for skyrim to replay skyrim again, with all npcs using magic and fallout4 guns instead of swords and bows etc. I mean, how much fun would it be? Because i never modded skyrim, i would like to know if it is possible and ask if there is an interrest about. If there are some skyrim modders who like the idea, we could make a little shortcut for some differences in skyrim and fallout modding and do some stuff together if you like.
  11. God damnit it, my merge patch was hours of work. To do all the work again and again sounds horrible. I realy need to learn how to script the items into the game :confused:
  12. Some of the weapons i use dont have script implementation and use Leveld Lists. This is why i made the merge patch. What if i delete items and do not delete the entrys in the leveled lists? Does the game ignore the items which cannot be found or does it crash? Dont have time to test it at the moment but i will do soon. Thx for the advice.
  13. Hi i created a merged patch for my weapon mods and unfortunately i set master dependencies. Well because it worked, i didnt care. But now i want to delete some weapon mods and do some changes, create others etc and my merge patch doesnt work anymore. How do i disable the master dependencies in the .esp file? It must be possible some how.
  14. In FO4Edit i can view only the data which is edited. if i open an .esp with Geck, i will always see the vanilla data aswell. Is there a way to only see and edit the data inside the .esp file? I want to view some mods in detail to learn how they use scripts and want to inspire me what people did so far. With Fo4Edit i cannot do everything i want.
  15. I would like to create a mod where everyone can purchase signal grenades at factions vendors and maybe with a fomod choice to buy them at diamond city vendors aswell. I dont want to have overwrite issues if we change the vendors, so for compatibility reasons i would enjoy if anyone would like to help me writing a script to add the signal grenades to these vendors some how. But i cant do it on my own, i am not familiar with scripting and quests in geck. But i am willing to help and learn. Also what i would like to do, if possible i would like to add an additional type of vertibird for this. Changing the texture ( i can help with it i can texturize) and change the bos crew to a neutral crew. So this type of vertibird is more like a skytaxi. This vertibird should never become hostile, no matter if i am in war with bos or not. Pls write back if you are interrested in such a mod. I think this would be a great addition to survival mode. You may add me in Skype: Yerude I am german but i can also speak english.
  16. Hi all, i created my gameplay full convert mod for half a year and use ~100 mods i found and changed almost all of them and created also several own mods as own .esp files. To make all this work fine, i spent weeks to create merge patches etc. Now my mod is fairly done. I only need very few changes and some help. First i wanted to figure out how it is done best to make this mod available for everyone. I guess installing a modcollection of 100 mods is not very popuar. I dont want to use a fomod installer because the intense feeling of gameplay changes should be varied so much. I havent found out a way to transform all my mods into geck and save it all up together. This way of merging would be great, but it is bugged and doesnt work. Also geck has issues with the ids of objects. I thought about creating my mod step by step all over again with geck only. Do you have tipps how i can do it in a very efficient and fast way? Also i need a better way to tweak the containers. I use weapon mods and additional ammo types and the container tweaking was one of the most time consuming work. I want my mod to be great in balance. Getting the best weapons/items very early is something i want to avoid as good as possible. Is there a way to set some general settings somewhere if a weapon can be found or not depending on the charackters level? Editing all containers is not comfortable at all. And i have another problem with Geck. I have my weapon files as their own .esp files. If i load them with geck and change them, geck doesnt overwrite my files. It always saves a copy. but this copy has different ids. I want geck to overwrite my files. I use fo4edit most, i only know some basics of geck so far. I also need help with the following: - create comsumable item to save, e.g. make nuka cola save the game. (no discussions about WHY i want this pls, there are reasons for it). - I like vertibirds for fast travel. But i dont want the player to be forced to follow the brotherhood of steel. All fast travel mods i tested so far are way to cheaty. In my opinion vertibirds for all factions would be a fair solution. I could add the signal grenades to all vendors but how do i force vertibirds to stay peacefull even if bos is hostile to me?
  17. Hi, i created my own overhaul mod (very big one) and i changed tons of values for gamebalance. I did all the beta testing on my own , spend month with it. So far i wanted to share my experience and talk with you about the best probably best values. So far i started with a "deal more dmg and get more dmg" on survival of course. But it doesnt matter what you chose there so far because the weapons itself are not well balanced. And custom weapons of other mods of course do even worse. You probably know modern firearms, a realy cool weapon mod, but way to overpowered. I dont know if it is created for its regular dmg decrease of 50% on survival or why the weapons deal so insanely high dmg. I play with 2x more own wp dmg on survival and think the following should work well My list is absolute dmg, i am a little bit unsure, if i want to set gamesettings on regular dmg and change all weapons. So the dmg listed below are the values you see ingame in your weapon stats. The dmg sometimes look low but you can increase it by perks easily. Also i feel the perks are to strong maybe. Automatic weapons lvl 0-10 : Tier 1 = 5-10 dmg lvl 10-20 : T2 = 10-22 dmg T3 = 20-30 T4 = 30-45 T5 = 45-60 Semi Automatic ~+5 dmg Revolver ~+ 25 dmg Sniper weapons ~+30 dmg Shotguns ~+50 dmg (for the fun part of the game) I also increased the Health of some unique bosses and mirelurk queens etc drasticaly and increased also the dmg of the rocketlauncher and fatman (so you overkill small enemys with it but need it for the real tough enemys) What is your experience so far? The modern firerarms with 80-250 base dmg is a joke, way to high, way to easy. Also you will always die instantly because the enemys always deal this redicolous amount of dmg. This is more annoying than challenging. (Play with darker nights, true storm and more mist, so you wont see all enemys, getting ambushed and instantly killed sucks)
  18. Hey i already created my merging patches all by hand with fo4edit. But i would like to know if it is now possible to load all data into geck in the right load order and melt everything together to only one .esp file. I was also wondering why i cannot open .esp files in Geck, change stuff and directly save the .esp i am editing. I always have to save as a copy. And for some reason sometimes it wont help much because i had an issue where geck automaticaly renamed id's. e.G. I used a weapon mod because i wanted the model and didnt want to create it all on my own (yeah yeah i am lazy i know), but i changed all values because i wanted to have my own weapon (just with the model of some other mods) and when i want to save everyting, i need to save into a different file and my entries are only a copy. But the copied version wont get into the game because the original is still in the LL lists. I could probably fix it by hand by changing the ids but come on, this doesnt feel correct. I think this works not as it should do.
  19. Is there anybody who can help or only people who wants to criticize my idea? As i said, nobody cares about realism in Fo4. If you want realism, try Ghost Recon 1...
  20. Why weird? I dont like an autosave or the camping mod as a solution for saving. You still need to rest in survival. Whats so weird about the idea, fallout has never been very logical or realistic.
  21. Hi, is there any mod which has a consumable item for quicksaving for survival mode? I would like to have some kind of drug for this so you will get addicted if you use it to often for saving and it will dry you out. Also it should be rare to find/buy and probably expensive but not craftable. Is there something already made i probably could use and change for my own idea?
  22. I didnt recognize there is such a section ty edit: Where actualy do i find this section? Do you have a link? tried search function but i guess i am too dumb :P
  23. When i edited my mod and wanted to save it, geck crashed while saving. Now the file is completely destoryed. Does geck do copys of the filme somewhere? I spend hours editing my mod this is so frustrating. Of course i saved alot during working progress but i only have a few days older backup and i realy changed alot in the past few days :(( f*#@ing Geck argh (fo4edit backups when saving)
  24. Once i had a mod which always drained AP when shooting with automatic weapons. I realy liked it because it changed the gameplay a little bit. I cant find it anymore and i dont know its name. Does anyone know maybe? If not, is it difficult to implement myself? Maybe there is only a keyword used for it or a setting, i dont know. If it is simple i would do myself, but i think i remember it didnt change the weapons.
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