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Blinxys

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Posts posted by Blinxys

  1. I haven't had a chance to look yet, but there is still something nebulous in your description. :unsure:

     

    Is it: a Create-a-Workbench recipe, or a create from a workbench recipe. :geek:

     

    If the former, IDK, stumped as you are (see below), if the latter, my previous comment lingers on...

     

    Cause from the looks of what I'm reading something may be reversed in your expected outcome. :teehee:

     

    Meaning: in your example: The FLST is a list of Doors, no?

    So they are each in a co_DoorType1 record somewhere, all the ingredients are the same for each.

    So the keyword is drawing them each up [from FLST - Silo] to display in the workshop menu i.e. red door, blue door, wooden door, white door all needing say 3 wood.

    What you have been describing seems to have the logistical opposite intentions, it makes logical sense.

    But I think the engine is more adept at co_ requires x ingredients, which I guess could be a FLST. Hm... :dry:

     

    (I myself am interested in base object types and variants and how those are tracked internally (on purpose)).

    i.e. is a gold/silver/broken flip lighter an INNR or FLST variant of base lighter? And how extensive/accurate is That hierarchy.

    But haven't had much time to look in on that. :blush:

     

    I'll have a look over that and some FLSTs but it won't be immediately...

     

    (Won't hurt me to wrap my head a bit tighter around some of this this stuff).

    :wallbash: <- The hazard of being undeterred.

  2. FYI: Archive invalidation is dated and presumed to no longer be required. (But I'm using it, cus, well, reasons). :huh:

     

    Yeah I'm sort of getting up to speed on this all, modding/adding mods/testing mods/playing the damned game... :tongue:

    (So I sort of look like an octopus treading water (in my head at least).

    So yeah there is like a 1:1 MSWP to CO_record.

    Keywords, and sometimes INNRs can be used to filter them.

    (That's about as far as I've gotten myself). :blush:

     

    Glad you figured it all out. I didn't realize you back-edited your posts until I re-read the thread (so that worked out). :D

  3. Ok, I know of a couple of mods that use FLSTs, mostly for LLI and locations though.

    It's effectively a "lookup table" [of forms].

    I will look insdie some of those mods...

     

    Meanwhiile, need to better understand how you are distinguishing workbench vs. workshop.

    You mean like Workbench = Chembench, Workshop = "Press "v" to enter workshop menu?

     

    from what it sounds like, and I don't think I'm right here, but you have:

    Form list FLST of (plural) items [required for] -> (Single) constructible object COBJ

    And you wish for it to make multiple items? :ermm:

     

    Ok, my hunch; you might be wanting to use Instance Naming Rule INNR instead. :huh:

    Then you are dealing with attach points, or variations and such, etc.

    INNR is what helps give clothing/armor/weapons addons specifically unique "labeled" naming.

    Probably won't work at chem station IDK.

    Armor and Weapon workbenches are for modifying and don't make things in and of them selves, only chembench/cooking station does IIRC.

     

    Short of that, I don't think I have quite enough information. :sleep:

  4. Having a hard time visualizing "in game it doesn't show anything in the workbench, its just an empty recipe object [sic:Card?]"

     

    (Just trying to understand the problem better).

     

    A wild stab would be to say it's missing some essential keyword, or essential element in setting.

    Best thing I do is find a working example, as a POC (proof of concept), then reverse assemble the thing.

     

    Important: Past performance does not indicate future success. :devil: <- Da devil in da details.

  5. @Showler, you're right about the assets and support thread, but if I'm understanding anything, isn't it a BA2 file?

    (I only ask for Clarity's sake).

     

    @draytalon you can' t go forward until you go back. Menaing if you uninstalled/reinstalled mod.

    Especially, if in different order, but it really doesn't matter with 101+ other variables you have to start from before the first change took place.

    In such a case a new game is the only guarantee it will read it right.

     

    Otherwise, unpack related BA2s and inspect textures/meshes yourself, but there's probably nothing wrong with them inherently.

  6. @GW I'll back up your recommendation for buffout, but I still think OP is looking at a scorched earth policy and proceed diligently from there. :nuke:

    QAC each and every mod as it goes in. Technically should do a bash patch each time too.

    But that is often saved for when your load order is nailed down.

    (Always bugged by the disparity between load order and order loaded in to begin with). :confused:

  7. Not much of an idea, but it's a bother. :down:

     

    Happens a lot to my companions going in and out of interiors of custom mods.

    Something get's lost in translation from data to screen.

    Related to dead raiders' missing bodies and the like. :geek:

     

    Did you change your load order? That could contribute, but it is an intrinsic bug native to this environment.

    Assuming not everyone is without a body, it could be high polycount/bodygen or some such, but that hardly makes sense in my experience. :ermm:

     

    One fix is just to open their inventory, (by hook or by crook), and change anything they are wearing, even off and on.

    That usually makes their body return, but it's a PITA. :sick:

  8. OK Your conclusions are spot on. :thumbsup:

     

    Using Fo4edit you can track down the texture in use (in the materials).

    However, this is easiest just looking a the nif (3dmodel) file using Outfit Studio, or the advanced route: NifScope.

    (Both display information differently and I have yet to resolve what is entirely going on in there, but)...

     

    Both programs can be found here on the Nexus, neither of which will I be explaining here. :no:

     

    The textures may be packed in a BA2 file, which you will need BAE (Bethersda Archive Extractor) or archive2 from the CK to unpack.

    You will also need the Material Editor (found here on the Nexus).

     

    Easiest thing to do:

    Copy an existing BGSM file for the armor in question, and alter its path content to match a new texture.

    Update FO4edit references where you find them, see what pops. :turned:

  9. Everyone here is right so far!

     

    I was thinking to explain: Non-specular is like a fluorescent light.

    (It is "omnidirectional" therefore doesn't cast shadows).

    Technically, In this case it doesn't receive (care about) shadow(ing data). :ninja:

     

    Personally/Professionally, I equate non-specular to "fake lights" and dislike them because they look unnatural by giving "false feedback".

    It also leads many to draw shadows on diffusion texture maps (instead of strictly colors).

    In the day of real-time ray tracing it is this lighting effect, or lack of therein, that ruins the effective advantage in imaging RTR offers. :mad:

     

    (Also see recent discussion on Character Lighting).

     

    Now how specular lighting interacts with specular texture maps specifically? :geek:

    That is a discussion I would like to see play out... :yes:

  10. @3ickeyC Glad you got your problems solved!

    That's a very handy tut, TYVM! :thumbsup:

     

    On a related subject of encounters,

    In levelled lists, you have say: NPC_Raider and ENCNPC_Raider

    Which entry SHOULD get the (experience) level info?

    As I'm trying to make everyone match PC, and do not want to over-engineer dynamic NPC creation. :geek:

     

    Where, also I notice many traits are inherited from templates are already explicitly enumerated by CNAM:Class but are too often overwritten by mods.
    Is any of that really needed? Am I missing something?

    Just seems several thousand iterations could saved working from the root source of the data flow. :unsure:

    Some clarification would hlep me clear my head for other thoughts. :blush:

  11. Ok, that's good, so you know its not necessarily any plugin.

     

    Sounds like there is something wrong with you f4se installation.

    Did you copy the sub-folders. This was an issue when I started using it.

    (you say "yeah, I did", (but it didn't really happen). :dry:

     

    So aside from any other utilities, you are just running base game and using f4se launcher?

    Seem to be narrowing down the hit list.

     

    Have you started a new game or are you trying to load an old one?

    If it is not a new game start one and see what happens!

     

    Since you have nothing to lose except time, (you've put that in, now it should work for you). :sweat:

    Could advise at this point, to rename your fallout 4 folder in steam and redownload/install.

    Once completed verify and back up THAT folder. It should stand as a pristine example.

    Get that new install running within acceptable parameters.

    Install f4se, test.

     

    The reason for this is although mods are disabled there is residue, and the game DOES read files it can see regardless of active state.

    And right now that only confuses things when the base system is not running.

    Since you will be building your own personal house of cards on this foundation, you'd do yourself well to make sure it was in order before all else.

     

    Then when you add mods, add 1 test, rinse repeat.

    At this point you are not trying to play the game but rather to build it up properly.

    Use "SKK50's Fast start New Game" to skip the tedium. :ninja:

     

    Important: Start a new game with each added mod. (Stuff changes potentially with each mod).

  12. Ok, yeah but that mod will replace the original file, you are making a proper patch, which could ten perhaps be made into an overwrite.

    (The difference should become apparent in your study of it, that makes direct edits to the original file, you are making "overrides" after the fact).

     

    The Arma record is an Add on.

    By ctrl+clicking certain ID references in the right pane you can "follow" the references.

    From the sounds of it, that ARMA won't be of any use to you so you can most likely skip it.

    (But with the above trick you can see how the ARMA is attached to what).

    Also at the bottom tabs on the right pane there is a spot that says Referenced by (n) For say ARMA or ARMO record.

    You can click on that and see where else it's being used and by what kind of record.

    Handy in the least. :pirate:

     

    Note: if you don't have a record, and you don' t need a record, do not transfer the record. (That record will "carry forward" from original esp/mod).

  13. Auto Gamepad Switch is the only controller bit I have installed (on PC).

     

    F4SE plugin that enables on-the-fly switching between KB/M and gamepad based on which device you are actively using, allowing you to use the mouse for menus and interactions, and the gamepad for movement and navigation.

     

    Seems to work flawlessly for me, I don't even know it's there or what it does, but my controller is fine...

    Maybe for you too, IDK. :huh:

  14. Uhm, ctrl+click right-click works fine for me.

    Only thing I can think is make sure they are the same record types. (???) :unsure:

    Meaning they are under the same branch in their respective esp

    i.e. ARMO in order to compare, if not you are right it doesn't work, (but explains why two headers would). :wink:

     

    The thing that might mess with you is INNR (Instance naming) if it uses it, or Levelled Lists LLI, LLD... There's a number of 'em.

    (Just getting a handle on instance naming myself). :blush:

     

    Use SKK50's Fast Start New Game (its a must-have for testing purposes).

  15. You sure that's not Mel Gibson? :huh:

     

    Anyway, I'm going with easier done then said...

     

    you can make the face in looksmenu, (more or less). :wink:

     

    I think you just start messing with a copy of a mannequin object and associated nif(s)

    I'm not sure, but from what I've seen mannequins are just mucked up human models and can be swapped out.

    Several mods replace the meshes with hhuman ones.

    They also seem to have skeletons, (lazman's replacer inherited CBBE physics)*, which essentially means they can be posed.

    And I think you can give it a default outfit.

    You just gotta find the stuff to put on him.

    I think the Jackdaw haircut (in-game IIRC) is approximately what you are going for. :thumbsup:

     

    *(Was not nearly as fun as it may sound). :yucky:

     

    Edit: @LarannKiar that is an awesome resource you linked, thanks for sharing! :cool:

  16. Well, I don't mean to come off as being a martinet :pirate: , modding FO4 is frustrating, especially in the beginning.

     

    However, a maxim that I push is as follows:

    "The most important aspect of computer literacy is: reading". :geek:

     

    And there's lots of that, too much, and it's often needlessly noodled up. :down:

    So this is a smattering overview of what you might need to know about going in head first. :teehee:

     

    First time setup could possibly take several attempts and many false starts before getting desirable results. :ermm:

     

    Nevertheless, you are installing a functional core so it's important to get it right, :thumbsup:

     

    F4se - just gives you the loader, it is a utility to enable other mods more scripting options.

     

    MCM - Is a framework for setting options from mods (through f4se).

    Options are top on your save/load menu if any mods are using it (the following mods do not use its screens on their own).

     

    AAF - also does nothing alone, and unless something changed you need a theme, and 1 animation set to get it to run.

    It generally makes a show of itself early in game with a message box, as does the theme.

    you can further test it by hitting ctrl+home to open the interface and get (limited) options and insight into what's going on.

    There are two general uses for AAF 1) animation 2) API to use animation.

    Animations (1) are downloaded separately and required for (2) AAF Mods.

     

    Looksmenu - is a framework for presets again doing nothing on it's own.

    I and others generally install the LooksMenu Customization Compendium which is a collection of viable options.

    You also should get a (single) body preset just to complete the configuration.

    The most popular body preset of choice is CBBE for a number of reasons. One of which is that it comes with it's own conversions.

    This will lay the internal folder construct (framework) for presets.

     

    To that end, you should also download and install:

     

    Bodyslide and Outfit Studio (a twofer, that's 2 programs that work on different parts of the same thing, (body/clothing models).

    You must batch build all CBBE outfits.

     

    If done properly the above will have no visible effect in game. :ohmy: "It just works."

    Meaning, if you did it right nothing will be broke, and it should run fine. :cool:

    All the options should be available to a very limited extent, (except "clothing" on looksmenu will always crash the game IIRC).

    This core framework and its artifices will be populated by other mods.

     

    Sorry about the wall of text. Just getting you some computer literacy the only way it comes naturally. :geek:

    Once the above is done, you will be on a different level altogether, with a whole lot of new problems questions. :D

  17. It took me a while to get through your load order.

     

    Were I to guess I would look at these mods in this order.

    • The Crystal Lake - Clean and Reflective Water - The Crystal Lake
    • Build Your Own Pool

    The First one I am not familiar with, (therefore I hold it suspect). :tongue:

    BYOP generally doesn't cause problems, but may effect water rendering/objects Haven't really checked and don't have it installed ATM.

     

    Try disabling one, or in turn both and see if it doesn't still happen.

     

    Otherwise, be sure to QAC (quick autoclean) each mod, and make sure masters are sorted.

     

    Also: IDK for sure though but I think Unofficial Fallout 4 VR Fix should go way early in your LO.

     

    As a side note: You have A LOT of mods. Could do away with some headaches if you got up on merging some.

    Some of those are just so small (though often very useful) they are not really worth the slot or visual space they take up.

     

    Overall it looks like Its a rendering problem and not a texture file.

    Having said that, it doesn't hurt to check your fallout 4 vr\data\textures\ folder for anything that looks like it has to do with water. It may be corrupted mipmap data too.

    Note: (If you are using MO2, then it's wherever it keeps your actual installed files).

     

    Those are just my inane stabs at the problem, no guarantees. :teehee:

     

     

  18. Interesting, having given this some thought...

     

    The only thing I can figure to universally apply without having to edit each recipe for every mod:

    Get the experience gained, and item value divided by [perks/factors] = timescale offset.

     

    (exp+val)/[x]=t (Dynamic Efficiency Modifier)

     

    The only thing that should mess with that is "Idiot Savant", and exp boosting food will require more time at higher levels.

    (But even still that is somewhat fair, idiots take longer for same results, and eating while working has its own problems).

    Otherwise, either use normalized base experience gain value, or cancel out or incorporate those factors.

    The former would be more universal and play nicer with other mod bonuses (by ignoring them).

    Otherwise, it needs to accommodate as a framework. :sweat:

     

    IDK if that helps, but that's what I came up with. o_O

  19. Alright, just piecing this together as we go here...

     

    In FO4edit am looking at:

    Fallout4.esm (75D3D6CA) \ Moveable Static \ 0018B21C <WoodCrate01Dest>

    as an example, it contains NavMesh Generation - Bounding Box (slightly smaller dimensions, but I think this is destructable).

    So, I will guess this kind of record may need to be attached to your new object somehow as this is likely what appears in the world.

    The other is just what it looks like in inventory, put into the world. :pinch:

     

    It also appears the scrap recipe may differ from the crafting recipe using a keyword as follows:

    [00] Fallout4.esm (75D3D6CA) \ Constructible Object \ 001B8820 <workshop_co_ScrapWoodCrates>

    Contains: WorkshopRecipeFilterScrap "Scrap" [KYWD:00106D8F] :happy:

     

    (These are just the clues, not the solution). :no:

    Please post your findings.

  20. I don't doubt you're having an issue.

    But trust me; its not the ADHD!

    Some of the usability options are infuriating! :verymad:

    Was happy to test it to see if it did anything I could use, but sadly... :unsure:

     

    Maybe just a console issue, as you say. The answer is out there...

    (There's always a way).

     

    Now, I gotta go see if my char can aim straight without those settings. :thumbsup:

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