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KMA

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Everything posted by KMA

  1. I was bashing my head for the last week trying to figure out why some of the file in texture mods had display issues on my system. It was mostly Specular and Normal maps, which would appear to be heavily corrupted. It turned out that they were created with the IntelTextureWorks DDS plugin, which anyone using CC probably takes for granted. So even though I had the CC 2018 demo loaded, when I tried to grab the Nvidia plugin, I finally realized there was no page for it. It was unthinkable until I reached that point. So after a little digging I realized Intel had taken over, so I simply dropped their IntelTextureWorks 8bi file into the CS5.1 plugin folder, and it works like a charm. Hopefully this will help others. I am just glad I went with the dual install instead of removing CS5, as per usual procedure. :) Thanks to BiRaitBec and FlaconOil for their assistance, and patience!
  2. I have the same issue. Tried every possible combination of the suggested settings to get F4 to use loose files, but it appears that after the latest patch non-ESPs are being blocked. There are no ini files in my data folder, and I have all the appropriate edits (even duplicating Fallout4.ini to Fallout4Custom.ini just to be sure). EDIT - Also bypassing the launcher to start with executable had no effect other than a slightly faster loading time.
  3. That sounds like a loose file mod, and the loose files were apparently blocked by Bethesda with the latest patch. It sounds like people that had them installed previous to the patch, are still working (or they did not notice them stop). Those of us trying to install now are unable to get them working.
  4. It depends on the guide. Some are claiming that 1.2 is trying to get you to use Custom, but it is not working for me. I tried this: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= and also tried this: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\Neither version would actually load loose files. I used both version in my Fallout4.ini as well, and have the Prefs "bEnableFileSelection=1" set so they should have loaded. The only mods working atm (for me) are ESPs.
  5. The only one that worked for me was setstage DLC2MQ01 20 then type movetoqt DLC2MQ01. That actually moved me inside Raven Rock, so I looked for the docks and initiated dialogue with Adril Arano, which got the introduction started. This has to be done from a saved game before you book passage to Raven Rock. Thanks Beth for giving us the means to hack the game so it actually works. Charging $20 for defective stuff like this, and then refusing to patch it properly? I shudder to see what Fallout 4 is like if Howard in in charge of it too.
  6. Another epic failure by Todd Howard! Thanks for the code to bypass yet another Alpha level error in this defective game. I am considering just skipping all the way to the end of the DLC, as I am sure there are more scripted events in Dawnguard that will totally fail to execute.
  7. Yep, another Alpha level bug that Bethesda could not be bothered to fix that ruins Dawnguard unless you hack it. Thanks for the command console line SvarogNL!
  8. That worked for me as well, but as I exited the castle the gate came down and I was forced to use the console -> TCL to escape. After running into another bug where my companion did not return home, I was forced to reload a save before I dismissed them (as per a workaround for the Vampire Lord's bug where he will not morph when you first meet him if you have a companion). Reloading and then just telling the companion to wait outside the castle was all that was needed for that bug, and when exiting the castle after using the "setstage DLC1VQ02 30" hack I sprinted and I made it through the gate before it could come down.
  9. After all this time, and with the final Beth patch and Unoffical patch, this bug still works just fine. Todd Howard, you are truly ones of the worst project leads out there.
  10. Thanks for the bypass(es)! Really glad I do not use consoles. Bethesda really sucks when they do not use game design documents - or make more than $400m on a game. EDIT Retracted. I went through the setstage dlc1ld 30, 40, 170, 176, 181, 190, 195, coc dlc1bthalft01, setstage 225, click on forge and nothing. It was clearly looking for the aetherium crest that was supposed to be created by combining all four pieces, yet with three and one glowing POS, I did not have this crest. The latter advice to use "setobjectivecompleted dlc1ld" does not work since it is missing parameters. I tried using help with the basic command and it says it only needs a toggle parameter yet ending it with a space and 1 still throws an error saying missing parameter. So that did not work either. The only thing left is to "setstage 255" and remove this retarded quest, then spawn the item of my choice. What a waste of four hours - between missing map markers and hunting online for fixes that do not work, this was epic. Note, the fixes posted may have worked before Bethesda updated the game. Knowing Beth, they probably though they were fixing this quest and totally screwed it up.
  11. It is AFT's no friendly fire. Apparently it was not actually fixed just hacked to reduce ALL AOE effect to zero - making most of them useless. If the damage/stunning/knockdown had been increased to compensate it would have acceptable, but they were not, so this is a massive bug.
  12. That would only work if you have a BSA file with another copy of map.swf in it. The game will not rebuild missing files.
  13. Because people like you start to complain that they want tiny alterations to suit their play style, character build, and everything else that Bethesda does not offer. Instead of wasting hundreds of hours of their personal time, the modders make a unitifed system that is fairly easy to implement if the instructions are followed step-by-step. As for your opinion that it is useless, you clearly were having a bad day or were drunk/high when you wrote that. In game altering of mods is a great tool. All because Bethesda could not figure out to have bInvalidateOlderFiles = 1. Kind of a running gag they play on us with each new release of this old engine. Perhaps they will actually have a new engine for Fallout 4, and just maybe they will realize that it will be modded, and save a million headaches by auto-loading newer versions of files automatically. Then again, that would be two new things at the same time, and that is probably asking too much. ;)
  14. The weapons are all over the place in terms of balance and the mod needs to be cleaned up. There are multiple instances of the same weapon all with different stats (using no other weapon inclusion mods). So check the damage levels of the weapon(s) you are using vs those you have in storage to make sure you are using the 'best' one (e.g. I have found at least three different Assault Rifles each with their own stats). Aside from that, the global damage modifier is set far too high by default. It results in you being killed in one to two shots, while everything else takes many more (unless you get a sneak critical - and then it is just as unfair to them). Never get into a fair fight with FWE unless you are in power armor. Basically, they stuffed so many other people's mods into this that balancing it was a massive job that they did not finish (yet?), so there are a lot of rough areas you either have to work around, or start over without FWE. I am 24+ hours in, so starting over is not an option.
  15. -lzo just forces the decompression utility to use LZO. Click if you would like to know more. ;)
  16. I think the PSK/PSKX files are the anims. I am looking for the scripts. Supposedly a lot of the gameplay was just scripted according to the Devs. I was going to see if I can find out why all the collider issues are happening, but after examining all the files I got from Gildor's extraction tool, I have no scripts at all (just textures, materials, animations, and meshes). Has anyone had any luck extracting scripts yet? @ Daemonjax - When I globally extracted the TGAs they came out full sized, so I do not know why your were only 64x64. If you are still having issues, let me know and I can send you a copy of my bat file for reference.
  17. The problem is that we will not be able to bake them back into their UPK's again. So altering the scripts is not going to help right now. We need the packing tools from Firaxis.
  18. Actually you get 100% quite frequently if you are playing properly. Snipers, or Assault troops with enough levels and laser weapons (or better) will get them. As for gaming the non-random 'so people cannot save scum' was one of the first things I think we all figured out. What a stupid system. It now reliably allows you to farm the necessary percentage. I use it whenever an enemy-glitch* is going to cause a critical or allow them to shoot through a wall (or other solid structure). Just save, shoot at them with a high probability 80% plus and if you miss, then reload and end the turn. They are stuck with that miss, and then you can take them out easily. *had a floater disappear unless I had a unit in the perfect square to see them. It could still shoot my other units, and the dumbest thing about the error was that the floater was not clipping through part of the ship. It was in 'empty' space.
  19. Riptide - I used Gildor's tool but did not force it to extract as a particular file type and they came out as tga's. Any chance that they are not dds format (check for mips)?
  20. Really? You did not notice the UVunwrap errors, or the myriad of low quality textures that are rubbed in your face due to the glam-cam? Most vehicles are 2048^2 except for the Skyranger and Interceptors (forgot to check Firestorm) which are only 1024^2. I mean, the bump map on the skyranger alone should have had you shuddering the first time you saw it. Diamond plate (the loading ramp) with no separation at all on the diamonds?!? Some of this was well done, but some is pure console-crap. Sorta like Rage. Oh ya, the weapons (even vehicle) are 512's. If they had been smart about it, they would have kept the camera far enough away to not need good textures. So it is up to us to normalize all the texture sizes, and bring the quality up to 2012 standards (if we can get them back into the game).
  21. First off, thanks for the tool. Second, thanks for the help. I went for a romp through the exe and found out they only baked DefaultGameCore.ini into it. I had assumed that if they were going to bake one ini in, they would have done all of them (for consistency if nothing else). Now I need to get back into the exe and see if I can force it to use loose files...
  22. The tool does not work with the texture files (throws a tag error - probably an altered header). I created a thread on his form to see if he is going to add XCOM support.
  23. Is there any chance of us getting a version that does not do things automatically? I prefer to make a manual copy of the executable, move it to the work folder with the patcher, run it there, and then move it back afterwards. I know I am paranoid, but I caught it the hard way. Before I install a patch from any game company, I have to backup the entire game folder. It may be a royal pain, but it has saved me from far too many bad patches (like the first couple with XCOM). Also, is there any chance of getting DefaultEngine, DefaultGame, and DefaultMaps (all INIs) added (if present) to the injecting? Cheers!
  24. Well that is good, but if there are any patches then you will have to make sure to re-install your mod. I guess that means they cannot be monitoring the exe very closely, or else it would require a game restart. I guess I will have to give it a try. Thanks for the info!
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