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About rdunlap

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LE Co-creation of a new mod [Dungeon Creation]
rdunlap replied to Fizhy's topic in Skyrim's Creation Kit and Modders
if its for SE all DLC are included in the main game.- 4 replies
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- mod creating
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In response to post #43268200. #43275535 is also a reply to the same post. I am one of the hardcore MO users for years. My only takeaway from NMM is hours and hours of reinstalling trashed games. That said I am going to simply wait and see. Tannin has consistently produced a great Mod tool and has even mentioned a virtual system "Option" or extension. I would like to see community input taken into consideration and given the track record for both Tannin and Robin I feel sure we will. That said remember, Tannin produced a great product as a hobby, now as a paid project he will have MUCH more in the way of options and help so it can only get better. Robert
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What happened to The Rebel by L0rd0fWar?
rdunlap replied to Firewall8's topic in Fallout 4's Discussion
FYI it would not be appropriate to share the mod/mods. It breaks the TOS for the Nexus as well. Your only way to properly get it is from the owner/author of the mod. As I understand it one of his major issues was not having control of his mods distribution. Robert- 106 replies
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Originals can be archived for future reference but if you merged properly and the script had no errors you have replaced the originals with the merged esp. NOTE: Merge script was based on skyrim definitions and seems to handle a lot of FO4 stuff but there ARE areas that will have problems. Check your results carefully for missing data. I usually keep the original mods for reference and just fire up the game to check things. XEdit > Right click > Check for errors on the new esp should be your FIRST test. Mator has moved to a standalone merge tool that will eventually support FO4 and should prove a godsend for many. Robert
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So sick of building Sanctuary over and over :(
rdunlap replied to WaRi0's topic in Fallout 4's Discussion
The "Cell Reset Bug" is officially GONE! ;P the latest patch seems to have removed it. One of our team "Lapdragon" is the one who did the cell reset workaround patch and it will be coming down on monday after a few more days to test to be sure but 2 days of hammering on it and we cant break it anymore. No Resets under NO circumstances. Robert -
well yes he will ;P its a buggy interface at best but it is how its done. I spent probably 2 hours the first time i wanted to set up a dead actor in a specific position before i had him like i wanted him. Some tricks. Where you grab makes a LOT of difference in how it reacts. Try to position it near/above where you want it to end up and activate havok and see if it settles at or near what you want. For example the last one i positioned, i wanted him sitting against a wall. I stood him against the wall at a slight angle and hit havok and he settled into position. I was slow to turn off havok so it took me about 6 tries to catch it just right but i managed to do it without having to try to move arms and legs manually. I have since found a trick to aid that position somewhat. I find a table and place the NPC face down on the edge with the legs hanging off. Hit the Havok sim, and quickly hit it again. This leaves the legs forward as in a sitting position and i can place the NPC very close to what i want. Then the smaller adjustments are easier to do. All that to say it will just take some grumbling and poking to get it like you want. Robert
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If you want to position the arms and legs and such you have to select your dead actor and then use the "Havok Simulator" button on the button bar. This will activate havok physics on the object inside the design window. make your changes, then click the button again to turn it off. This will write the new ragdoll data to the dead actor. Robert
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Best method for now is to use xEdit and open up mods that will combine into one mod logically with no conflicts and copy them into a new mod one at a time checking for conflicts FIRST Conflicts will Bork the process. as a rule most mods that depend on scripts have to be treated carefully when merging but the "Fix" mods you mention are great merge candidates. Robert
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Workshop Mod Help? Immovable objects in-game
rdunlap replied to mimaef's topic in Fallout 4's Discussion
I would have to see how you set it up but i suspect you either did not create the recipe correctly or you have missed a keyword or an AVIF that is needed. Even nifs that do not have snaps and such behave in mostly predictable fashion in the workshop as long as they are set up correctly. That is where you should look. Grab a small mod to open as a learning lab and see what they did to set up a recipe and what keywords and AVIF's are used. robert -
Occlusion Planes/Volumes - Where Are They At?
rdunlap replied to GamingVirtue's topic in Fallout 4's Discussion
There is a workflow built into the CK that will allow you to totally recalculate visibility but I have no experience using it. It feels like a mistake to try to recalculate something so obstructive since the calculation would of necessity be based on whatever mods and such are active on the machine doing the calculations. It may be needed for us to get a tool to allow users to build this file set themselves when they change something that is affected *(like was needed in skyrim for LOD's). Here is a question to ponder. Why is occlusions not simply HANDLED by the nif since the nif when textured by its nature occludes sight lines and when removed would need no further work. Is the game so overdone that it needs this HUGE extra helping hand to run on modern hardware? I am going to date myself here i guess but i remember all the hype when full sized video games started hitting the market *(the kind you put quarters in) and they could not foresee EVER needing more than 640k *(yes kilobytes) of total available memory to load and run a video game. Now i have a 6 gig nvidia card on my windows 10 box that has 32 gigs of ram and almost 2 TB of storage. the first program i wrote ran in 10k of memory. Robert -
Occlusion Planes/Volumes - Where Are They At?
rdunlap replied to GamingVirtue's topic in Fallout 4's Discussion
in each cells Edit page there is a check box "No Pre Vis" this turns off Precalculated visibility for that cell. The precalculated visibility is stored in a file *(cant remember the details off the top of my head" and the checkbox tells the engine not to use these values for that cell. Use this sparingly since it can have an impact on framerates. The precalculated visibility allows the engine to take shortcuts in drawing calls and this game is a HEAVY load on an average systems video card/memory. Personally I would ONLY use this on known problem cells and not just go generic and do them all. A LOT of people would have big issues trying to run that. Robert -
Scripts on remote (unloaded?) objectref?
rdunlap replied to Maduin81's topic in Fallout 4's Creation Kit and Modders
you might try creating a new instance of your object in script and do your work then destroy it. In general *(haven't found any reason to think FO4's scripting is any different) if its not loaded its not available and will not fire. Your form solution is workable and any difference in memory usage should be minimal and it may even make the destruction process cleaner. Robert -
A Fix for the Occlusion Bug
rdunlap replied to shadowslasher410's topic in Fallout 4's Creation Kit and Modders
or use InvisibleGeneric.nif like i did on the Rebuilt series before the CK released. its almost 0 impact even when there are MANY loading. -
A Fix for the Occlusion Bug
rdunlap replied to shadowslasher410's topic in Fallout 4's Creation Kit and Modders
I was reading on the Bethesda.net forums the other evening and there is one of Bethesda's programmers responded to the reset issue as reproduced and they are looking at it. We should see something in a future update. We can hope anyhow. By the way the fix above works well on the disappearing objects related to pre-Visibility. In the CK there is a checkbox to turn off Pre-Vis that just simply fixes it. I would not have gone looking if you hadn't found this fix. Thank You! Robert