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Everything posted by dferstat
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Looking for Creation Kit for v1.10.163.0
dferstat replied to dferstat's topic in Fallout 4's Discussion
Many thanks, subaverage! The Steam links and discussion don't seem terribly current, so I'll follow your lead and use the 162 CK files I've found. -
As detailed below, Steam ignored my "do not update" instructions, and updated my FO4 to Next-Gen. So, I uttered a collection of obscenities, and ran my GOG Old-Gen installer. I now have a working v1.10.163.0 install, but no matching Creation Kit files. I don't run Next-Gen because of the well-documented issues with it, and so I don't want to create any mods that will require it. Can anyone please point me in the direction of Creation Kit files for v1.10.163.0? I have searched for 'em, honest I have, but the closest I've been able to find is for v1.10.162.0. Any assistance would be gratefully received.
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I had, quite deliberately, set my FO4 update preferences in Steam to "Wait until launch the game", and then, again quite deliberately, only run the game through Vortex. This should, on the face of it, have kept me on Old-Gen FO4. Imagine my ... dismay (to avoid being more explicitly accurate) ... when I fire up Vortex this morning, only to get two error messages, one telling me that my archives have to be updated, and another telling me that my game has been updated, and F4SE requires updating! Feck, feck, and feck again!
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I'm using an up-to-date Chrome (though this problem has persisted through several updates) on Windows 10. I don't delete my cookies, because there are many sites I want to remain logged in to.
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Can someone please explain why the site logs me out every week or two, forcing me to wait for the verification process to load, and then decide I am who I say I am? Further, can anyone suggest a way for me to stretch this out to every quarter, perhaps, or even do away with the forced logout entirely?
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Can an NPC be made perfectly neutral?
dferstat replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
You should have a look at kinggath's Salvage Beacons. If I recall arightly, he (many, many moons ago) stated that he'd assigned his NPC salvagers to a new faction that was neutral to all factions. -
Thank for your reply, Pickysaurus. While not the answer I wanted, it's what I expected. As a result, I've posted this site update request.
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Background When an author uploads a new version of a mod, but doesn't increment the version number, we can end up with two different installed copies of the mod, but with the same version number. Vortex shows two installs with the same version number in the pull-down menu, with no easy way to tell which is which. I have lost count of the times that I've asked mod authors to increment. Most authors are apologetic, and fix the issue once I've explained the problem. A few authors find that re-versioning their files to be laborious, especially if they have many patch files that also would need re-versioning to avoid confusion. This reluctance is understandable. However, not re-versioning files becomes a pain in the arse for users. If Vortex users are lucky/observant enough to notice the duplicated version numbers, they can uninstall, and delete, the old version, and then download the new one. If they aren't so lucky/observant, they'll have two installs, with no way to distinguish between them. Their only option is to delete both packages, and install the new one all over again. I don't know what it's like for people still using MO2. But for Vortex users, which must be a large percentage of the people downloading mods, this is a real issue. It doesn't matter if it's just a change to the packaging of the mod; users need to easily tell which release is the most current. Proposal Please add some functionality to the file upload page that forces authors to increment the version number if they upload a a new version of a file. It probably doesn't even need to be a sequential increment; just a check that the version number hasn't been previously used would probably do the job. Thank you for your time, and your patience.
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I have, I fear, annoyed a number of FO4 modders over the last year, by pleading with them to increment version numbers when they issue new versions of mods. The problem that I (and, I'm sure, many other users) have is that when an author tweaks a mod, but doesn't increment the version number, I end up with two different copies of the mod, but with the same version number. Vortex shows me two installs with the same version number in the pull-down menu, and I have no way to tell which is which. Does anyone have a solution to this?
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Fallout 4, Russian Assault Pack, Textures bug Stechkin APS
dferstat replied to ubagaga's topic in Fallout 4's Discussion
You've got a better chance of getting help if you post on the mod's page. The author is still active on the site, and other users of the mod may have already posted solutions to your problem.- 1 reply
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How to edit and upload a mod that someone else made?
dferstat replied to ImUrNEMESIS991's topic in Fallout 4's Discussion
Let's look at this ... In FO4Edit, did you make sure that you saved your edits to a new file, with a new filename? Did you test your new file in-game, and confirm that it gave you the new/edited results? Did you pack up your edited file into an acceptable archive (ZIP, 7Z - as specified by the site)? Did you go through all the (many) steps of uploading a new mod, including selecting a new mod title, crediting authors, uploading a picture, a description, and your new mod? Did the the site eventually leave you on the new page for your mod, with the option to manage it near the top right of the page? When you download the mod again, is the date on the enclosed file new, or that of the original mod? -
@subaverage Thank you! I'd forgotten about that proximity sensor tucked away in Autodoors, because I don't use that mod. However, it looks to be exactly what I need. I'll feed the output through a NOT switch, and that should close my powered doors just nicely. Hmm ... looks like they need manual configuration, which is not my ideal for a TS blueprint. Still, I can always leave instructions.
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I'm building a settlement in game where I'm trying to automatically close settlement gates when an attack is detected. The base game provides the Siren, but that requires either the player or a settler to activate it. Unfortunately, in my settlement there are no nearby settlers. Now, I have, niggling in the back of my mind, the idea that there's a mod out there that provides a workshop device that can be used to trigger a door close. But it might be a faulty memory, or just wishful thinking. If anyone has seen such a device, I'd be very grateful if they'd let me know.
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I need help using moveable water with a switch
dferstat replied to jlghost117's topic in Fallout 4's Discussion
I'm sorry, but I've only just seen this thread. Have you seen niston's Forest Grove Water Lock? It has scripted water level changes, and sound effects. -
Well, if you go to the Description section, you'll see that he links to a Google doc, which lists the mods discussed/demod, and also includes download links. Further down in the description, he gives time-codes for specific mods, and I note that he starts discussing environmental mods at about the 5:00 mark. He's made no mention that I can see of an ENB, so if you can't find what you need there, you could always ask in the video comments.
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Help sought for weapon patch
dferstat replied to dferstat's topic in Fallout 4's Creation Kit and Modders
Hmm ... dunno what I was doing wrong, but it's working now. Thanks! -
You might want to look at NPC Accuracy Revised, see how that one works, and apply it to your own mod.
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I have a problem with one of the attachments for a weapon mod that I've downloaded. The attachment in question has a clearly erroneous AP cost of 2500, and it prevents the user from attacking via VATS. Now, with FO4Edit, I've created a patch to fix this specific error, and saved it to a new file. The only content of the patch is the record in question. Looking at the original mod, I can see that the only record that it shares with the patch is the one in question. Comparing the two, I can see that the only difference in the relevant record is the edited property. In Vortex, I can see that the the patch is set to load after the original mod. However, running the game with both mods has made no difference. Now, the original mod is an ESL, while the patch created by FO4Edit is an ESP. 1) Can an ESP overwrite an ESL? 2) If not, do I need to change my patch to an ESL, and do I need CreationKit to do so? Thank you for your time, and, in anticipation, for your help.
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Feature request: Show modders what Collections are using their mods
dferstat replied to MichaelPLogue's topic in Site Support
Qrsr, I'm sorry to ask this, but what is your DB programming experience? "That sounds like the search engine is very inefficient programmed. It could be done in a more clever fixed way..." says everyone who doesn't actually program databases. "This way there is no search at all." You can't get info out of a database without doing a search. You just can't. Just looking at the FO4 page, I see that there are 1,886 Collections. What you're asking for involves, for each of these 1,886 Collections: 1) looking at every mod in the Collection, 2) checking the name of the mod author, 3) if there's a match, adding the Collection name to a list, 4) listing the relevant mods against the Collection name, 5) tallying the number of downloads where the D/L is initiated from a Collection (if this is actually tracked), 6) listing the number of downloads where the D/L is initiated from the mod page (again, if this number does not include Collection-initiated D/Ls), and 7) outputting this as a report. Now, that's assuming that you just want to know which of your mods have been downloaded via Collections, along with their stats. If you wanted D/L stats, including Collection D/Ls, for all your mods, that would be a significantly bigger task. "Oh, this doesn't seem like much", I hear you say. Except that it's not just your search. It's your search, and the searches of every other mod author who wants to run the same search. And it's all the other searches, and other activity, that the DB has to run every second of every day. Yes, the DB team could write the query. But the projected usefulness of this, like every proposed feature, has to be compared to the cost of development, and the impact on the DB's performance. Lastly, I'm puzzled as to why this is on the Vortex support page. Surely this is a Nexus Site issue. -
"Sharing a download folder is not a problem. That location is a user choice." Sharing the download folder is, indeed, not the problem. Sharing the download database is. "Sharing a staging folder probably won't work, but wouldn't work with a new extension either." Why not? Why couldn't Vortex write to the same databases, and use the same folders, while the new extension is active? If the only difference between the extension-specific databases is the stored address of the FO4 executable, why not write to the databases and folders, given that nothing else will be doing so at the same time? "The problem with most mods and FOLON would be that if a mod adds a new armour or weapon and either places it in the world or in a leveled list, that new item will be in Boston rather than London. You will only be able to acquire it through console commands." That's only a problem with accessing the content, not with the content itself. Most content that is not tied to the Commonwealth or DLC maps, or to vanilla quests or NPCs, is, I expect, is going to work fine. In cases like you describe, many people may choose to use an ESP explorer. What I'd really like is for someone familiar with Vortex to tell me why my suggestion, a second FO4 extension, can't work.
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Firstly, unless the FOLON team have completely changed the way that weapons and armour work, I know of no reason why these sorts of mods, for example, should not work with FOLON. Note that the team has released some weapons and armour from FOLON for use in FO4. I'm quite certain that many other FO4 mods could be run with FOLON. Whether they should, lore-wise, is up for debate, but some will definitely run. Secondly, FOLON isn't the only mod that requires, or will require, FO4 Next-Gen. Sooner or later I, and many other others, will want a NextGen install, but will also want to be able run mods which were written for OldGen, but which will run in NextGen. However, some mods will still require an OldGen install. To summarise: Some mods will require OldGen. Some (a slowly increasing number) will require NextGen. Many mods will run on both. If I don't have NextGen installed, I'll be unable to run FOLON, and many future mods. If I don't have OldGen installed, I can probably kiss goodbye to many (possibly most) of my profiles and their saved games. If I want to avoid having to download, and install, literally thousands of mods again, I'm going to need to have these available on the same user account.
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@showler I'm sorry, but I don't see how this would work. Remember this: "Each FO4 install would be sharing the same folders for downloaded and installed mods." If I create a new user account, Vortex would have to create all its various databases afresh. This includes the records of which files I've downloaded, and which of those I have installed. For some mods, I have multiple installations for different selections of options. For example, I might have a settlement mod with patches for PRP or the Desperadoes overhaul. The only guide showing which entry in my list of mods relates to which mod folder in my deployments folder is stored in an account-specific database. It follows, then, that Vortex on a new user account will be unable to re-create this. Even if I was able to get Vortex to re-create these from my existing downloads and deployment folders, any changes through downloading and installing new mods would be local to this new user account. On returning to my old user account, I'd then have to try to refresh the databases again so that I could see the mods I'd installed while on the new account. This does not seem to me to be feasible or safe.
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Not sure I see how having a different user account will allow a single Vortex installation to handle two FO4 installs.
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My problem As I discussed elsewhere, some Fallout 4 mods may never be updated to NextGen, while others may never be confirmed as compatible. However, some mods, such as Fallout London (FOLON), will only be NextGen. My current PC is struggling with FO4 already, and it's not going to be able to run the newer games I want to play, such as Cyberpunk 2077, and Starfield. As a result, I'll need a new PC, and soon. For my new PC, it seems I have a decision to make. Do I install the current GOG FO4 (OldGen) and migrate my profiles, but be unable to play FOLON? Or do I install (when BethSoft finalise it) the NextGen from Steam, and run the very real risk that some (most?) of my profiles will be unplayable? According to this thread, Vortex can't cope with more than one install of FO4. I can understand why. For each active game extension, Vortex records one game directory. A possible solution Now, a game extension contains the name of the game, the filename for the executable, the relevant rules for handling mods (such as what sub-folders to install mods to) and the game's page on Nexus, so that Vortex can download mods. It may contain other info, but, for the purposes of my discussion, these are the relevant ones. What if we copied the existing FO4 extension, and created another FO4 extension? It could appear as, say, Fallout 4 - NextGen, or Fallout 4 - Backup, or Fallout 4 - Spare. All the content of the extension would be unchanged. But to Vortex, it would appear as a different game, allowing us to assign a different game installation. Possible issues Save game location is set by the game (eg My Games/Fallout 4/) but as each profile has its own unique sub-folder, I don't see this a major issue. Profile location is set by Vortex (possibly from game name?) and it may be possible to sort these separately. If not, again, each profile has a unique sub-folder. Each FO4 install would be sharing the same folders for downloaded and installed mods. (You don't want to download a large mod twice if you can avoid it). However, downloading and installing mods are processes that don't directly affect profiles, or game folders, so I don't see a risk to one FO4 install by downloading mods while a different FO4 install is active. Enabling mods should be safe, as mods would only be enabled in the install folder associated with the currently active extension. A request for help I'd be grateful for some informed feedback on both my initial query (which FO4 to install) and on my possible solution. Thank you for your patience, and, in advance, for your help.