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worm82075

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Everything posted by worm82075

  1. I don''t think i can express what it has been like coming back to Fallout 4 after so long in Skyrim with 2 sec load times on a 140GB install and having to endure 20-30 sec load times and i don't even have the HD textures installed. Going to test this immediately. Edit: Unfortunately I don't have the horsepower to make the most of this mod BUT it isn't just a simple fix, it's an entire suite of tweaks that have different results based on your system. A couple of the tweaks were viable for my aging dinosaur and my load times were cut in half so thank you.
  2. I think I can offer a slightly different perspective than Karna. I like the vanilla art style and avoid altering it and my base game play loop centers around the Minutemen and settlement building. I also value game stability and the addition of practical mechanics over visual or story enhancement. With that in mind I have two seperate lists. I use Vortex to Install and WryeBash to sort my load order and build a bashed patch(combines data from multiple plugins to avoid overwrites). Base Game: I never play without these Fallout 4 Script Extender(F4SE) & Address Library for F4SE Plugins Adds many functions to the EXE at runtime that are accessed through papyrus script and plugins. Better Console F4SE plugin When selecting an object in the console it will show the esm/esp data file origin of the reference, last data file to edit the reference and last data file to edit the base object. Mod Configuration Menu F4SE plugin Start menu category for mod settings. RobCo Patcher F4SE plugin Configuration file based runtime compatibility tool to eliminate the need for multiple data file patches. M8r98a4f2's Complex Item Sorter F4SE plugin The only sorter you will need because it works with ALL established standards. Base Object Swapper F4SE plugin Switches one ground clutter object for another at runtime. Canary Save File Monitor F4SE plugin Notification of potential save file corruption. Faster Workshop F4SE plugin Optimizes workshop loading times by replacing some of the most expensive and inefficient regions of workshop loading code with far more efficient versions. Place Everywhere F4SE plugin Allows building and placing objects in workshop mode everywhere you want. You can precise rotate, move and scale objects. You can make movable objects like armor, weapons, junk, e.t.c static. Baka Framework F4SE plugin Exposes some neat things and some fixes that other mods can take advantage of. Unofficial Fallout 4 Patch Community Bug Fixes. Workshop Framework Stabilizes the workshop scripts and gives admin control over the workshops. Settlement Menu Manager Provides an easy way to add custom menus and makes said menus automatically disappear on uninstall. Amazing Follower Tweaks & Amazing Follower Tweaks Plus Stabilizes follower AI and provides a myriad of functions to manage companions. Precision Enhanced Workshop Highlight Highlight to edge of object instead of adding border. Crafting Highlight Fix Objects in crafting menus are full color to help differentiate between similar items. Baka Fullscreen Pip-boy and Quickboy Can quickly toggle between full screen and pip-boy model. SKK Dynamic Timescale Timescale changes when crafting and back again after exit. Both Configurable from 1:1 to 1:20 Slower Leveling Necessary with a large number of mods adding XP events and excessive building early game. Automatically Lowered Weapons Water Enhancement Textures Enhanced Blood Textures Settlement Building: Better Settlers Adds more than 240 new settlers to the vanilla settler selections. Optionally mortal as well. Settlers of the Commonwealth Adds 31 recruit-able, unique, fully voiced settlers to the Commonwealth. Visible Idle Markers Build around vanilla idles rather than over. Workshop Vanilla Idles Build your own vanilla idles. Move Workshop Markers Allows you to move the Center, Spawn(friendly) and Caravan markers as well as any enemy spawns inside the workshop area. Have a Safe Fast Travel When the workshop place-able fast travel mat doesn't work, use this. Allows you to move fast travel marker. Snappy House Kit Contains about a dozen modular building sets from the CK made snap-able and many include pre-fabs. Pieces from a couple of the sets snap to the already placed pieces in Taffington Boathouse and Croup Manor allowing you to quickly repair the structures rather than rebuilding them. Individual sets can be culled through configuration to lessen menu clutter. Homemaker Contains a wide variety of unique objects as well as the complete set of cabins and house pre-fabs from Sunshine Tidings and Covenant. cVc Dead Wasteland THE largest object collection that expands just about everything workshop related. Includes smaller scale water and power solutions for early game. Warehouse Extension Set & Clean with Greenhouses and Sprinklers Adds many unique pieces as well as interior supports and full sprinkler system used in Greygarden. Not Just Basements Clones many vanilla interiors(including most clutter) and turns them into workshop connected spaces you can add to your settlement. Universal Disassembler Settlement machine AND portable aid object that breaks down junk AND weapons and armor into components. Snap Beds Double beds and bunk beds NPCs will actually use. Huge variety. Vertical Wall Mounted Conduit With thin and thick wall pass through and modular design. Graf's Security Fences Superior snap, variety and function to any other chain link fencing.
  3. The limit is set in triangles, that is why the object number varies.
  4. I'm not sure i could get on board with the Enclave regardless of their specific alignment because fundamentally they are carrying forward the pre-war agenda of the very group responsible for the world burning and just seek to rule over the ashes. In AR2 this is exemplified with the awakening of some war hawks that from their point of view the bombs just fell yesterday and so are itching for retribution without any experience in the world they created. So it makes sense that this group are more evil than others that have descended into it through hundreds of years in the wasteland. I have AR2 installed just so i can destroy them and take their stuff.
  5. It's the actor value WorkshopStackableItem that needs to be on the base item of any static reference in order to place another object on it.
  6. Typically one should stand on the shoulders of giants whenever possible and fortunately for you there are about a hundred examples of others doing this exact thing. I suggest you download some of them and see how they did it. Here is but one I happen to use myself so i can confirm it does exactly what you want. Finished Basement - Sanctuary Root Cellar
  7. I get it, you're one of those modders that wants to be able to do it all in one play through, i can respect that is what you like. Did you play FO3 and FONV? FONV is just a total conversion of FO3. Were you mad your FO3 mods didn't work in NV? Probably not which to my point I think you looking at London as just another mod is where it goes bad. Looking at as a separate game that needs it's own mods to seamlessly integrate into it's world is a much more profitable point of view. I just think that precluding yourself from playing FO London because you can't bring everything else Fallout 4 with you is a huge loss for you. To each their own though. Me personally, I am so looking forward to leaving the Commomwealth behind for a while, both in game and in the CK. Cheers.
  8. Semantics. We are not talking about how these individuals are credited for their work and you being salty about their development choices has little to do with the issue of how best this site should handle file distribution for what will undoubtedly be an extremely popular mod. It would be better for everyone involved if this TC has a branching data file version separate from that of the Fallout 4 base game and Vortex treated them as different games. That is my humble opinion and a tentative prediction: If Nexus doesn't get ahead of this if a few years with so many TC coming up on release the Skyrim SE and Fallout 4 pages are going to be complete cluster f****.
  9. Skywind is remaking TES 3 Morrowind in the TES 5 Skyrim Engine. It is a total conversion that completely removes the Skyrim world space and all of it's objects and quests which is what defines it as Skyrim. Same engine with completely different game data = different game. It's no different for fallout London as there will be nothing left of the Fallout 4 game data for which 90% of mods are directly based. Same engine, different game.
  10. The point of a global variable is so that ANY script can access and/or alter the variable. If only 1 script is doing so then it doesn't need to be a global variable. Why are you trying to track stages with a global anyway when all registered quest stages act like a global variable in that ANY script can access and/or alter them. Just like globals the game engine keeps track of them by default.
  11. I disagree. FO London is a total conversion in the same way Skywind is and even though they are not official they should be treated just like New Vegas as a base game of it's own. Mods can certainly be converted from FO4 to work in the TC but the default approach should be to make mods for it from scratch as if it were a new game.
  12. Snappy House Kit is the most complete.
  13. Broken pre-combines can destroy pathing and you are not going to see that in Xedit. As was already said the vanilla AI is already kinda janky and even if mods don't touch AI behavior, altering other game data can directly affect the systems that AI utilizes. Amazing follower tweaks can help to stabilize the AI of companions but you should keep in mind that Companion AI has faction, affinity and morality variables that influence their actions. Dogmeat is the only follower that will obey your every order.
  14. First thing to do is add better console if you don't have it already. then load up your game and find those weak ferals again and make sure the last mod to touch them was decay. if everything seems normal there then... next you need to get x edit and load up your mod list and see what is overwriting decay. i notice it's pretty high up in your load order. if nothing else just push it down as far as you can to see if it starts working as intended. with better console and x edit you should be able to figure out what is going on.
  15. I am not a scripter so i can't offer any code but I'm familiar enough with the game engine and papyrus functions to offer some insight. I don't see any condition set for your function to fire. Given what you are trying to do you I think you need a condition that causes your function to fire on player equip item.
  16. whoops, bad math it's actually 16x16 exterior cells which is 4x bigger.
  17. Wow, i had no idea it was that big. That's 8x8 16x16 exterior cells. Given the frequency of load doors in dungeons(more Skyrim than FO4) I assumed it was way smaller than that.
  18. Have to have a little laugh of embarrassment at my self for not realizing that you Zorkaz ARE El Ha. {face palm} Anyway, if you are interested in exactly how I bastardized your work the mod description details every change I made. Thanks BTW. FO4 Fishing Compendium
  19. First of all, I appreciate your time and apologize for assuming my post on your mod page was hidden rather than being erroneously discarded. That being said, having been here for 18 years, I can tell when someone has moved past their work and honestly I just didn't want to intrude on your DM's with complaints. I kinda figured that the scripts needed fleshing out before I can use them in my project and since I lack the skill to actually do so I'm going to use El Ha's versions and call it a day. Thanks again and good luck with your current endeavors.
  20. Nice. It's great to see a nearly 20 year ambition of mine actually realized. Now if you don't mind I will now proceed to live vicariously through you.
  21. I think F4MS may be a lost cause. Niston uploaded a new version(.11) some time ago(3 months) but in the latest version nearly all of the mining scripts are missing from the ba2(had to download .9) and his comment thread is set to only show when he approves it. Given the fact that he has released the source, never released any documentation, is focusing on experimental stuff in the newest release and hasn't bothered to repair his upload it seems to me he doesn't care. The skill tracker isn't the real problem, it's the exhaustion system, which after stripping it out of the MineByPlayer script. still continues to function despite not a lick of the code in the ByplayerBase script mentioning exhaustion at all. Tested on save that never saw these scripts and somehow there is an unseen redundancy producing exhaustion almost immediately. I've read every source file associated with the mining system that is included with the mod and no mention of exhaustion out side of the MineByPlayer script. I think the exhaustion mechanic may be part of the game engine's survival mechanics but honestly that is a bit beyond my skill level. To be fair, I know you can relate to this, he probably doesn't even remember exactly how he did it all and so can't answer most of my questions without actually going back over it and i don't think he has any interest in doing so. Also let me be very clear here, i do not begrudge Niston for ANY of my perceived short comings because for one, I am not by any means a scripter(i can alter but can't write) plus he owes neither I nor this community anything. In fact i'm very grateful for his efforts because i do have access to viable and usable versions of his scripts created by El Ha and used in Basic Mining and Basic Fishing. The basic fishing scripts are what i am working with and while i don't have access to the source at least the exhaustion system in his scripts obey the max turns before exhaustion property variable. I just wish i could alleviate the exhaustion toll by drinking beer but other than that i think i can use those scripts to achieve my ends. Full disclosure, i am creating a fishing compendium that combines several of the best fishing mods into one seamless experience. Now my ideal combination would be as follows: Flashy/horizon fishing animation(sped up about 30%) +GKX Gone fishing fish and water detection +El Ha Basic Fishing fish and the MinebyNPC/MinebyPlayer scripts +cVc fishery furniture and set dressings Currently working on a patch that marries so far...Gone fishing/Basic Fishing/cVc Fishery. Also considering adding Fishers as well if i am unable to independently recreate their lobster trap flora object.
  22. Is that a thing? Your not thinking you are going to download mods from Nexus to your Xbox are you? I know for certain that is NOT a thing. I think what you are trying to do is link your Bethesda dot net account to Xbox. You must do this to be able to install mods on console.
  23. The "Heading" marker as you will notice has a little point on one side denoting the "heading" or direction the npc/player will face when spawning using it. Notice how other markers like spawn markers are just sqaure boxes with no visual cue as to which way the spawn will face.
  24. I have observed this same bug triggered by other events. Most often while in workshop mode and setting ownership on an object(ie placing a new object at just the right time after return to combatstate=0). i may be wrong but it seems to me that that game engine is changing AI behavior on the fly using keyword swapping. It probably can't do individual swaps so it has to delete all and repopulate which leaves a split second window where the NPC doesn't have any of the player factions keyed when the aggro event fires.
  25. I'm having trouble getting these scripts set up because there is literally zero documentation anywhere on the net. I can not for the life of me figure out how to create an instance of the skillcalculator for my skill tracker quest to use. I assumed like the skill tracker that the calculator needed to be attached to it's own quest however nothing appears in the property list when trying to assign an instance. this is the property dialog window in the script: also does anyone know how to edit varibles in a base script or is that not a thing? Skill xp gain and exhaustion property settings in the mineByplayer script are being ignored. again there is zero documantation with the mod or on the net other than this little nugget from niston. In fact the only reason i knew to put the skill tracker in a quest is because it was partially setup in the file i'm editing so i guess he couldn't fiqure it out either.
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