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Manan6619

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Posts posted by Manan6619

  1. The reason Wait() is considered expensive is because it remains in occupation of the thread it was occupying at the time of pausing. Whether this is a big deal or never preferable I don't know. I think as a rule of thumb you should try to have as little overhead as possible.

    Thank you for the specific insight on that. Part of the idea was to make sure this wouldn't be overly-taxing on the game before potentially sharing it.

     

    You could try something like this: <snip>

     

    Scriptname YOURSCRIPTNAME extends Actor Const
    
    
    Event OnUnload()
    	If IsDead() && IsDisabled() == 0 && IsDeleted() == 0    ; for extra safety
    		StartTimerGameTime(5, 555)   ; 5 in-game hours
    	EndIf
    EndEvent
    
    Event OnTimerGameTime(int aiTimerID)
    	If Is3DLoaded() == 0		     ; not loaded
                    UnregisterForAllEvents()     ; unregister script
    		If IsCreated() == 1	     ; created in-game
    			Disable()
    			Delete()
    		Else			     ; editor placed
    			Disable()
    		EndIf
    	Else				     ; if loaded (e.g., Player reentered the location)
    		; do nothing, OnUnload() will restart the timer if the conditions are met
    	EndIf
    EndEvent
    
    Event OnWorkshopObjectDestroyed(ObjectReference akActionRef)		; Brahmin scrapped or stored in the workshbench (can't happen in the vanilla game, only with mods...)
    	UnregisterForAllEvents()
    	Disable()                                                       ; the game code disables (and in most cases deletes) the object when one scraps/stores it so these are not actually necessary
    	Delete()
    EndEvent

     

    Oh, uh, wow. This is above and beyond. The comments are very helpful, and the addition of that third event was good thinking -- I wasn't even thinking about protecting users of mods that allow for the scrapping/storing of actors, they aren't uncommon.

     

    Well, I mentioned sharing the completed product, but at this point you've done a great deal of the heavy lifting here. May I use this script for a mod that'll be published here on the Nexus? There's practically nothing with it I'd see the need to change. You'll be credited prominently, and if you allow me to also turn on Donation Points, I'd be glad to grant them mostly(or all!) to you.

  2. Thank you all for the suggestions.

    Instead of using Wait, you may want to consider working with StartTimerGameTime coupled with OnTimerGameTime

     

    I do not know what the best method to delete things in FO4 might be.

    I like that the unit of measurement for this is in-game hours instead of real-life seconds, it certainly feels cleaner to use over measuring tens of thousands of seconds. Would you happen to know if I can expect making that change to be less resource-intensive?

     

    Cleaner would to simply do an OnUnload() test with a const script

     

    Event OnUnload()

    If((Self as Actor).IsDead() == True)

    Self.Disable()

    Self.Delete()

    EndIf

    EndEvent

    This looks good, although I'm worried about corpses disappearing because you ran a couple minutes out from your settlement, cleared a dungeon, and returned in less than one in-game day. It's not critical, but I'd like it to feel like other stuff in the game where it might take a day or two for settlement attackers' bodies to despawn.

     

    I don't think deleting Brahmins could cause CTDs but you can add an IsCreated() check if you'd like.

    If IsCreated() == 1        ; If Brahmin is created in-game, not editor placed (so its RefID starts with FF)
         Disable()
         Delete()
    Else                       ; If editor placed, just disable it
         Disable()
    EndIf
    
    As far as I remember, the only editor placed Brahmins that can die in settlements are the pack brahmins of traveling merchants like Trashcan Carla.

     

    This is the kind of thing I was looking for regarding deleting references. I think you're right about editor-placed Brahmin in the vanilla game, but I think it's good to have a failsafe in case, say, a mod-added/mod-altered settlement starts with a pre-placed Brahmin, then decides to involve that reference in a script later like manipulating it as part of a quest, or whatever.
  3. I got tired of Brahmin from settlements having corpses that do not despawn -- especially when I've been killing them intentionally for their meat(I have a pile of like 20 corpses in Sanctuary). So, I've made a script that deletes them after a certain period, including preexisting corpses. It seems to work as intended, but I wanted to ask on here to be sure I'm not doing anything that might have consequences later I can't see yet, or if I'm doing it in an overly-intensive way, etc. I'm a novice with ObScript from NV and have just barely gotten a foothold with Papyrus. Script source:

     

    Scriptname DeadSettlementBrahminDespawn:WorkshopBrahminCleanupScript extends Actor
    {Settlement brahmin will be removed a while after death}
     
    int DoOnce = 0
     
    Event OnLoad()
            if DoOnce == 0 && self.isDead()    ;If the Brahmin is already dead when you load the area, mark it for deletion. Only runs once to clean preexisting corpses, not instantly delete fresh corpses because you left the area for a short period)
                    DoOnce = 1
                    self.DeleteWhenAble()    ;this seems like the new "MarkForDelete"? Want to ask about this sometime to be sure.
                    Debug.Notification("Preexisting dead settlement Brahmin successfully deleted.")    ;Debug message *should* appear when one unloads the settlement with corpses(thereby deleting them), as that's when it sounded like DeleteWhenAble would execute and allow the rest of the Event to run.
            endif
    endEvent
     
    Event OnDying(Actor AkKiller)
            Debug.Notification("Settlement Brahmin killed. Beginning pre-deletion Wait period.")
            Utility.Wait(12960)    ;12,960 seconds. Should be about 3 in-game days. Need to double-check forums about best practices, apparently Wait is a "latent"(more demanding?) function so maybe something else should be used to keep track of that time.
            self.DeleteWhenAble()
    endEvent

    To reiterate the concerns I mentioned in my comments, I'm worried about what the right way is to delete things to make sure it actually frees up as many resources as possible, but also doesn't have the potential to cause crashes or other issues later on. This used to be done with disable and MarkForDelete, but MarkForDelete is gone. I'm also concerned about tracking 12,960 seconds in the Wait function. I've heard some info about Latent functions and them being more demanding, but I'm not versed enough to know what a better substitute would be.

  4. I'm trying to make an addition to a mod that adds a sort of faction disguise for robots. The idea was to add an Aid item that works similarly to faction disguises, but it "breaks" when its duration expires and removes you from the factions. So, I made my ingestible and a scripted base effect for it, and so far the disguise bit seems to work as I expected. However, I've tried to add some failsafe conditions that a) prevent you from using the ingestible version if you already have the permanent one equipped and b) prevent the ingestible's script from breaking your disguise if you happen to equip the wearable disguise after using the ingestible one.

     

    The "a" bit doesn't appear to work properly, only triggering once upon the first consumption of the item, then ceasing to work any consecutive times until its 90-second effect duration expires.

    The script in question:

     

    scn MananRobotIFFScript
    
    Begin ScriptEffectStart
       if Player.getEquipped aaRobotIFF == 0 ;effects to take place if the player doesn't have the permanent variant equipped
             ShowMessage MananRobotIFFTempActiveMessage
             Player.AddToFaction RobotFaction 0
             Player.AddToFaction RobcoRobots 0
       else ;SHOULD tell the player they're already using the permanent variant and return the Aid item they're trying to expend, but only works on the first try. Doesn't work again until the effect wears off.
             ShowMessage MananRobotIFFAlreadyActiveMessage
             Player.addItem MananRobotIFFTemp 1 1
       endif
    End
    
    Begin ScriptEffectFinish
       if Player.getEquipped aaRobotIFF == 0 ;removes the player from the robot factions, but ensures that if the player uses the temporary variant and then equips the permanent one, they aren't removed from the factions afterwards since the apparel is still equipped
          ShowMessage MananRobotIFFTempInactiveMessage
          Player.RemoveFromFaction RobotFaction
          Player.RemoveFromFaction RobcoRobots
       endif
    End

     

     

    My best guess was to have the "else" section of the script dispel the base effect, but base effects can't be dispelled (that I know of?).

  5. Quick question as someone who hails from New Vegas modding where scripts are visible in xEdit: is this not the case for Skyrim? I'm trying to troubleshoot an issue I think may be script-related but I'm not seeing a Script category in TES5edit, nor can I Ctrl+click on scripts referenced in other records. Is this normal behavior? I've got a gut feeling it is, but any attempts to search for details are drowned out with threads concerning xEdit scripts, not the game's scripts being viewed in xEdit.

  6. I don't think the Brush Gun and Medicine stick have the same model, so I'm not surprised just changing the texture path didn't work quite right. I'd recommend undoing the changes you've done in NifSkope in favor using of FNVedit to solve the problem. You should be able to compare the records for the Brush Gun and Medicine Stick, and change the 1st and 3rd person model file paths for the Medicine Stick to the same as Brush Gun's. The texture is linked to the model somehow, so just changing the model in FNVedit should give it the appropriate texture without any further changes.

     

    One small detail that you probably don't have to worry about if I'm remembering right -- if the retexture also includes a new model, make sure to change it to that model's file path rather than the vanilla Brush Gun's(although I'm pretty sure Millenia didn't make a new mesh for that particular gun, so it may not matter).

  7. Hm, thanks. I think I see what you mean. I've changed the script as follows, but still no dice:

     

    BEGIN Menumode 1001
    	
    	if ( freed == 0 )
    		set button to GetButtonPressed
    		if ( button == 1 )
    			SetRestrained 0
    			;SayTo player GREETING
    			set Freed to 1
    			ignoreCrime 0
    			set VNelson.NumHostages to VNelson.NumHostages + 1
    			AddScriptPackage vNelsonHostageEscape
    			;Addtofaction NCRFactionNV 1
    	;Cripples both legs for all three
    			NelsonNCRHostage01REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage01REF.DamageActorValue	RightMobilityCondition 5
    
    			NelsonNCRHostage02REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage02REF.DamageActorValue	RightMobilityCondition 5
    
    			NelsonNCRHostage03REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage03REF.DamageActorValue	RightMobilityCondition 5
    	;spawns backup
    			NelsonLegion01REF.Enable 1
    			NelsonLegion02REF.Enable 1
    			NelsonLegion03REF.Enable 1
    			setenemy caesarslegionnelsonfaction playerfaction
    			;setenemy VCaesarsLegionfaction playerfaction
    		elseIf ( button == 2 )
    		OpenTeammateContainer 1
    		endif
    	endif
    END
    

     

  8. So, I'm trying to make some changes to a script for the hostages in the Booted quest, but NVSE is giving me a block start/end error for this section of (vanilla, seemingly-working ingame) script, line 16:

     

    BEGIN OnActivate player
    if ( GetDead == 0 )
      if ( freed == 0 )
       if ( IsActionRef player == 1 )
        if ( Player.IsInCombat == 0 )
          ShowMessage TecMineHostageMSG
          ;NelsonCrux01REF.pushactoraway NelsonNCRHostage01REF 1
          ;NelsonCrux02REF.pushactoraway NelsonNCRHostage02REF 1
          ;NelsonCrux03REF.pushactoraway NelsonNCRHostage03REF 1
         endif
        ;else
         ;ShowMessage FFSupermutantCaptiveNoActivateMessage
        endif
       endif
      endif
    elseIf ( GetDead == 1 )
      Activate
    END
    

     


    Any ideas?

    EDIT: So I've figured that first bit out I think, actually (It seems to work correctly if "elseIf" is changed to just "if"). However, I could use some advice on the next part; I've added a new button to the menu that appears when you activate a hostage in hopes that you'll be able to trade items with them, but the button doesn't have any effect. Did I use the wrong function? It's on line 29.

     

     

    BEGIN Menumode 1001
    	if ( freed == 0 )
    		set button to GetButtonPressed
    		if ( button == 1 )
    			SetRestrained 0
    			;SayTo player GREETING
    			set Freed to 1
    			ignoreCrime 0
    			set VNelson.NumHostages to VNelson.NumHostages + 1
    			AddScriptPackage vNelsonHostageEscape
    			;Addtofaction NCRFactionNV 1
    	;Cripples both legs for all three
    			NelsonNCRHostage01REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage01REF.DamageActorValue	RightMobilityCondition 5
    
    			NelsonNCRHostage02REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage02REF.DamageActorValue	RightMobilityCondition 5
    
    			NelsonNCRHostage03REF.DamageActorValue LeftMobilityCondition 5
    			NelsonNCRHostage03REF.DamageActorValue	RightMobilityCondition 5
    	;spawns backup
    			NelsonLegion01REF.Enable 1
    			NelsonLegion02REF.Enable 1
    			NelsonLegion03REF.Enable 1
    			setenemy caesarslegionnelsonfaction playerfaction
    			;setenemy VCaesarsLegionfaction playerfaction
    		endif
    		elseIf ( button == 2 )
    		OpenTeammateContainer 1
    	endif
    END
    

     

     

  9. Sorry for reviving an old thread, but it's the only one I've found with this specific issue and I want to be sure anyone else looking for it in the future will see this. Your issue with your companions was almost definitely from my mod, A World of Pain - Unofficial Revisions. I've just recently discovered errors in some vanilla dialogue records that I hadn't realized had been altered when making changes. For anyone else with "AWoP - Manan's Tweaks" in their load order having this issue (or any other dialogue-related problems), please update the mod to version 1.2 that I've released (or just remove it).

  10. Well, I found the solution and I'm disappointed in myself for a couple of reasons.

     

    One, the issue with the patch I made was simply just I had used 'WRP1stPerson10mmPistol' as the Silenced 10mm's first person model, instead of 'WRP1stPerson10mmPistolSilenced', with the latter being the correct one to use for very obvious reasons.

     

    Two, the thing that made me realize this was comparing it to the official TTW patch, which is available right in the files section for WRP, and was definitely available when I downloaded it.

     

    Anyway, thanks for mentioning the folder structures, it was what got me back looking at the WRP files section and ended up with me finding the proper TTW patch (although, having downloaded and looked over its changes, I'm happy to say I had already done most of them for myself as they were supposed to have been done). One thing to note, WRP v1.95 appears to have actually been the version with the standard folder structure, with the newer versions deviating from that standard -- not the other way around. Not that it mattered; I just needed to actually assign the correct first person model in FNVedit, standard folder structure or no.

     

    Thanks for the response!

  11. I am trying to use the HD textures from the Weapon Retexture Project on the standalone Silenced 10mm Pistol added by Tale of Two Wastelands. As far as I know, simply replacing the original model for the pistol with WRP's model in FNVedit should have worked; the 10mm Pistol with the silencer attachment in New Vegas uses the same model from the original Fallout 3 weapon.

    However, this doesn't seem to work. Even though the pistol with the mod in New Vegas and Fallout 3's standalone version use the same model, replacing the Silenced 10mm Pistol's model with WRP's version doesn't produce the result I expect.
    FNVedit:

    VranifU.png


    First person in-game:

    48TFFyj.png



    Now, what makes this absolutely bizarre to me is that the weapon renders as I had intended it to, but ONLY if it's on my back via the One Man Army mod. If I try equipping it in my hand, the issue persists.
    3rd person, equipped normally:

    vCstuYp.png


    3rd person, displayed by a cosmetic mod:

    0HVPLgI.png



    So, yeah, I'm stumped. By default the game does not accept my changes, but a random mod understands what I'm trying to do. What the heck??

  12. So, I had an idea to improve Healing Poultice(or other limb-healing items) in Hardcore mode. We're probably all familiar with Stimpacks/Doctor's Bags being applicable to specific limbs in the Stats section of the Pip-Boy. Now, it would be nice to add other healing items -- like Healing Poultice -- to this menu, but I have a gut feeling that it would be very complicated to implement. I also expect it'd be hard to support more than a couple new items in that UI, e.g. if a mod(s) adds limb-healing items.

     

    So, here's my idea -- having Healing Poultice(or other new similar items) open a menu prompting which specific limb you want to heal, and focusing its whole effect on that limb.This menu would also include an option to use it normally and heal all limbs to a lesser degree. Sort of similar to the menu the NCR Emergency Radio uses, or mods that allow you to choose which item a Repair Kit repairs, if anyone is familiar.

     

    I also like the idea of using this to allow for more specialized healing items. For example, DUST adds a couple of recipes for a Splint, which provides a small amount of limb health. It has two recipes, both calling for a Leather Belt, but one requires a Crutch and the other requires a Medical Brace. I was thinking it would be interesting to implement this to make healing items which only allow you to fix legs, or only arms; one's a cast, and one's a crutch! Back injuries and concussions would call for a Doctor's Bag(or other, more advanced medicine).

     

    What I'd like to know is, is this possible via FNVedit, and how would I go about implementing it? Can it be done(yes, I know this part is a probably pipe dream) without scripting?

  13. I wish I had spoken on this sooner and had a better chance to get anyone who may feel the same way to speak up, but... I find it really annoying that the mods, updates, images, etc. tabs are opened and closed by mousing over them. It's frustrating how precise you have to be to hit the "Clear all notifications" or "See more" buttons on mod updates, otherwise the tab closes on you because you dragged your mouse a couple of pixels too far. Often happens to me a couple of times in one visit, no matter how hard I try to get used to it. I would much prefer the old method of clicking the tab and have it stay open, allowing me to keep the updates tab open while I expand it and open all of the updates in new browser tabs.

    One positive change was fixing the "Clear all notifications" button so that it didn't disappear once you expanded your updates tab as far as it would go. Much appreciated fix.

    Logged on today and notice that the "Updates" section requires that you click on it to be expanded, and stays open even if you aren't hovering perfectly over it... So glad to have this back! Thank you, Nexus team.

  14. So I'm trying to edit some armor from a mod in the GECK, but the mod requires TTW - in other words, with a dozen master files, each one with tons of their own armor. So I basically have to try and dig through the GECK, with all the armor from the entirety of Fallout 3 and New Vegas to sort through. Is there any way to only view armors/content added by one particular plugin?

  15. you are correct (though I personally use My Content through the forums to see if threads I've commented in got replies , rather than directly tracking these . it's even more useful as I generally post in the forums rather than in the comment sections of mods)

     

    hopefully an admin will see this suggestion , and take it into consideration (hopefully it isn't too difficult to do)

    and I hope this features do at least help you for now

    Thanks for your tips and support.

  16. I may be wrong here , but maybe you can toggle these off in your user preferences

    I don't have the tracking notifications on (I prefer to use the tracking page) , so I don't know if this will work (and I doubt I could check it properly in a few minutes)

    but maybe if you set the "show user comments on files you track" (at the end of the preferences page) to off , and some of the other options there as well , it may remove those notifications while still maintaining the ones you want

    I think it's worth a try , but I can't guarantee any results here

    Thanks for pointing that out - those features are definitely good, and I wasn't aware of them.

     

    However, I think what is still lacking here is being able to make those kinds of choices on a case-by-case basis. It'd be nice to keep comment notifications on for files that aren't commented on very often. I've been able to help people out on some smaller or abandoned mods that I happen to have some knowledge about, but only because I received a notification. If I turned off all comment notifications, I would end up missing out on discussions that are valuable to me or others. This has the drawback that I am missing out on updates to mods I don't follow because they will throw notifications at me guaranteed, even if I'm only away from the site for an hour.

  17. I'd like to suggest(or find out how, if it's already possible) the option to choose what you want to be updated on for tracked files. As of right now, you get notified of updates from the mod author, as well as new comments, and possibly other reasons that I can't remember right now. However, for very popular or important mods(Think Project Nevada, SkyUI, body type mods, etc) you're basically just subscribing to be barraged with an endless stream of notifications, given that they tend to have hundreds or thousands of comments and are still going strong. This really gets in the way if you just want to know when your mods have updated, especially since mods with that many comments tend to be pretty substantial. It would be nice to have a dropdown menu for each mod you've followed allowing you to choose what will give you a notification, be it comments, updates from the author, or both. It may also end up laying down some framework for other possible reasons people may want to get notified for mods - perhaps for newly opened bug reports, articles, that kind of stuff.

  18. I wish I had spoken on this sooner and had a better chance to get anyone who may feel the same way to speak up, but... I find it really annoying that the mods, updates, images, etc. tabs are opened and closed by mousing over them. It's frustrating how precise you have to be to hit the "Clear all notifications" or "See more" buttons on mod updates, otherwise the tab closes on you because you dragged your mouse a couple of pixels too far. Often happens to me a couple of times in one visit, no matter how hard I try to get used to it. I would much prefer the old method of clicking the tab and have it stay open, allowing me to keep the updates tab open while I expand it and open all of the updates in new browser tabs.

    One positive change was fixing the "Clear all notifications" button so that it didn't disappear once you expanded your updates tab as far as it would go. Much appreciated fix.

  19. Okay, I think I got it to work out:

     

    SorUyNo.jpg

     

    To anyone curious as to how I did it, I used the Creation Kit, and:

    1. File > Data...

    2. Selected Fallout.esm and the mod that added the weapon I wanted to work with(In this case, Bozar.esp)

    3. Under items > LeveledItem, I found the leveled list entry for the Bozar "LL_Bozar". This can be made easier via the "Filter" box in the top right, just type in part of the name of the weapon you're trying to find and it should hopefully show up.

    Now, I'm not sure if my method will work if you select the weapon from the "Weapon" section rather than "LeveledItem", so bear that it mind if you're trying to add something that isn't in the leveled lists. May work, may not.

    4. Now that you know the name of the leveled list entry for your item, find the legendary lists. In this case, I'd type "legen" into the Filter box.

    5. Hoo boy, there sure are a lot of options here. So my guess is that you should pick the most specific category for whichever weapon you're adding in. For example, I picked "LGND_PossibleLegendaryItemBaseLists_GunsGroupHigh" because the Bozar seems to fit best into that specific category of guns. Right click that, select "Edit".

    6. Look at the list on the left of the window you just pulled up. Right click that, hit "New".

    7. Select the new entry you just created, and open the dropdown menu in the middle labeled "Object". Find in that very long list the leveled list entry that you noted the name of earlier(In my case, LL_Bozar), and select it.

    8. On the "Level" box under it, change that to a reasonable level for that particular item to start appearing as a drop ingame.

    9. If you're patient and you feel like testing to see if your weapon will show up in game, you could try setting "Preview Level" to something equal or higher to the level you set for the item you just added, and doing "Preview Calculated Result" until your new item hopefully is mentioned by random chance. At least, I think that's what that thing is doing...

    10. Hit "Ok", and save your mod, which you are not allowed to save into any directory besides the Data folder of Fallout 4, for some reason. You should be able to move it out of there without a problem if you so please.

     

    And I think that's it! Although, if anyone has any concerns or ideas that may improve my method, feel free to let me know.

  20. I would like to know if there are any tutorials or other resources out there for adding gear to the legendary lists. If, for example, I have modded gear(e.g. DKS-501 Sniper Rifle) that is integrated into vendors, enemies, etc. but will not appear as a legendary drop, how would I go about making that have a chance to appear on legendary enemies? I suppose the same could go for existing items that are capable of being legendary but don't drop, such as power armor or totally unique weapons(Broadsider, Cryo gun, etc).

     

    Edit: Anyone with a solid tutorial/method for doing this with modded or vanilla items, feel free to send me a PM, even if you're reading this a year from me posting it! I'm interested in making just about anything a legendary drop.... The Broadsider, modded weapons, modded armor, grenades, sunglasses, power armor... whatever! I know all those things support legendary features in one way or another.

  21. Actually, I'm gonna go ahead and throw my hat in for this, too. I love the Sanctuary/Castle music and I'd love to hear it without having the Minutemen around, or even at settlements other than Santuary and The Castle.

  22. I find it pretty strange that in the main page for a game on NexusMods that I can have, at most, 11 thumbnails of downloadable, playable mods. Only four of those mods can actually be recent(or whatever setting I so choose for them), whereas the other seven(note: majority) are designated only as "hot mods", which are not liable to change much on a day-to-day basis. And then just a truckload of other random stuff. Looks like I've got 16 whole slots of "media" space, and I am allowed to have a default setting for all 16 of them. I understand media is an important part of the community, but I feel it should not have such a large chunk of real estate in comparison to the main focus of the site... Mods. Then, there's the news section. Oh my lord - 20 thumbnails. I've got news stories going all the way back to March, and that's with the default setting where all the different kinds of news are in one section. Pick a category and narrow it down a little further and then you start hitting February, June 2016, November 2015, and- holy crap, the Interviews section can go all the way back to 2012 on the first page.

     

    Getting the picture? I can delve into news from five years ago, front page, no problem, but on a run-of-the-mill day of modding I'm gonna have to open a new page because more than four mods came out today. Lots of news on the front page about development that is now completed, giveaways that are over, positions that probably aren't being hired for anymore, a handful of Nexus Mods staff picks that almost definitely have already shown up in my Hot Files section when they were first picked, anyway.

     

    At the end of the day, I don't want to downplay our media producers and staff who are helping keep the site running. I'd just like that we make a little more room for what's on the forefront right this moment.

  23. Hey folks. I am running the Legendary Power Armor Pieces and Automatron DLC Legendary Drops mods, and I suspect that they're interfering with each other. They both add new items as possible legendary drops, so I'm guessing there's a list that is being overwritten or something. One works, the other, as far as I can tell, does not. Interestingly enough, the one earlier in my load order is working. A merged patch, as far as I can tell, is not having an effect(FO4edit notes that merged patches are not fully supported for Fallout 4). Anything else I ought to try?

     

    Links to the mods:

    http://www.nexusmods.com/fallout4/mods/12834/?

    http://www.nexusmods.com/fallout4/mods/11755/?

  24.  

     

     

    Alright, another question. I see this section but I'm not quite sure what its leveled list entry is for. Vendors? Legendaries?

     

    http://i1353.photobucket.com/albums/q667/Manan_Master/FO4edit%20R91%202_zpsdkn7zauz.png

     

     

     

     

    Neither. It's just a generic leveled list for the weapon itself. You see it a lot in weapon mods - the LL_R91 record is dropped into the various leveled lists, rather than the gun's record itself. If you look in those Gunner and Raider lists, you'll likely see it there. But that's all it really is.

     

    Ah, okay. Thank you for your pointers.

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