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Krazyman999

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Everything posted by Krazyman999

  1. Collection Version Numbers... When installing OCBP mod... I have 2 Collections that have problems because of the version number. I have OCBP version 3.0Beta installed the collection has a problem, and wants me to install... OCBP version 2.5.5 Collections should have option to allow versions that are that version, or higher. Version 2.5.5 Allow any version higher than version 2.5.5 As well as an Allow checkbox, to stop error messages on each version number fault. Recommend adding, for Versions error message... [ ] Ignore Problem [ select version to use ] .......... drop down menu
  2. Mod Ideas... 1. Deep Concrete Foundations... The ground isn't level, as well as building on a hill that requires 2 foundation pieces. Solution... Double Depth Concrete Foundations.
  3. Sorry for the late reply, I didn't know there were any. I've finished my mod, called Clothes Pack 5 Sexy Teddy Treasure Hunt. A huge, 155 Treasure, Treasure hunting mod for Clothes Pack 5. The Weapons, on the Barclay Sisters are really overpowered, but Melee weapons, so you've got to get close to use them. I defended them with tweaked high level Ghoul Radroaches, and a high level sister. All in the same Faction, attack one, and the rest attack your character. Quest Alias... I had a go at making a Quest Alias, for making a character un-pickpocketable. It stops the words Pickpocket from displaying, very handy. Pickpocket 0% Perk... I tried the Pickpocket Chance Perk, I made it, but haven't go ti fully working yet. But it looks good, what I did, and gave me understanding of the Pickpocket Perk more, looks like it's value based. Death Item... The Non-Playable version, and Death Item is a really good idea. I still have to test it... Pickpocketing Clothing... you've got to be high level, and deal with her sister and the Radroaches in Survival Mode, the mode it was built for. Alternatively, sneak kill them, 1 at a time. So the clothing is alright to be Pickpocketed... Thanks for the help, I'm still messing with various settings. Such as the Pickpocket Chance Perk. :smile:
  4. Pickpocketing... how do you change the chances percentages, or have No Pick-pocketing. I made new weapons, but you can just pickpocket it off the NPC. I want to be able to get the weapon, but only after the NPC's death. As attacking her starts off a battle, this would be a nice reward for heavily weaponed and armed players. Wanted... 1. Pick-pocketing Chance changing... turning the chances up or down, I don't know what triggers it. I have something worth 38 Caps, with a Pickpocket Chance of 38%, and a new Legendary Weapon, worth 1 cap that has a 30% chance of Pick-pocketing. 2. No Pick-pocketing item... you can't pickpocket worn clothing, without a Perk. ============ I'm only a low level modder, I currently can add, and compile tweaked Scripts. But can't currently write them... I've made lots of low level mods, this ones for an huge Treasure Hunt mod I've 100% finished, and am ready to Publish...
  5. ============================= == Realistic Companions. === ============================= What it does... 1. Carrying... Prevents your Companions having unlimited carry-weight. 2. Inventory Limits... Companions have Inventory Limits. 3. UXB Experts... Companions Can't Disarm Mines and Bombs. 4. HUD Commands... Removes the ' Go Get That. ' Command. 5. Item Limits... Limits Companion items to 20 Max. This allows Armour, Weapons and Ammo Equipping. 6. Carry-Weight Limits... Carry-Weight limited to 100, to only allow for Weapons, Ammo and Armour. ========================================== 7. Resentment... Companions have a Resentment Meter, 0 -> 100% 0 = they don't have any feelings towards you. 100% = they hate you, they wont leave you. But will do spiteful things. ========================================== Resentment is built up by... - Insensitive... Failing Vanilla speech checks with insensitive replies. ' What... is Nat a Synth... ' very insensitive. - Stim-Packs... Not Stim-packing them, and letting them storm off home. - Friendly Fire... Friendly Fire. Perk removed, shooting a Companion in the backside, is never okay... - Clothes... Taking all your Companions Clothes, leaving them naked, in the middle of a Settlements or Town, now comes with consequences. Embarrassing... ... You want to change their clothes, take them somewhere secluded. - Weapons... Taking their Weapon, Vanilla game always has them with a weapon. This mod removes that. ========================================== Resentment at 100% They just don't care about you any more, they will hang around just the same. But they are now a Toxic Friend, you'll have to win back their Trust. - Not help with Devious Devices. - May add Slave Collars to you whilst you sleep, if they have one in their inventory. No Code. - May add light Devious Devices to you. - If naked for 1 hour, they will take all your clothes. - If in a battle, with no Weapon and Ammo. They may panic, and take your currently Equipped Weapon and Ammo, ' Give me that... '. - They will panic, if in a battle Naked. Strip all your clothes forcefully, and equipping everything you have equipped. Minus Devious Tagged Items... ========================================== Status... Checking Inventory / Stat / Status will show Companions Status, like a Sickness. - Piper... 0% Resentment... Piper has no feeling, good or bad towards you. - Piper... 50% Resentment... Piper has a healthy amount of Respect for you. - Piper... 100% Resentment... Piper hates your guts, you better watch your back, as she wont stand for your bad behaviour any more... You better start kissing her Ass to get on her good side, or expect some payback for future bad things you may do. ==========================================
  6. What it does... This is a fix for the common problem of people have mods that change the Doctors prices, but the dialogue doesn't change. Leaving you seeing Cure Rads 15 Caps, and the Doctor charging you 100 Caps or whatever the mod charges. People seem to think that it's tied into the save, and only a new save start can alter the prices. This is not the case, New game or Level 60, it makes no difference. My patch for a mod that I am using, works on my level 22 test character... I've worked out how to make the Doctor's Dialogue tell you the correct price, using the mod Greedy Doctors. I made a patch for myself, along with mod tweaks for myself for a mod. Everything seems to be priced correctly, in my patch, and everything is getting Cured. The mod Greedy Doctors works for changing prices, at any player level, and the files can be easily replicated, if you load it and your own mod into F4Edit. -- The mods Author VadimCross made Greedy Doctors, with all the working settings. I just worked out how to copy it into other mods... I'm only a low level modder, soo... things wont get technical, very simple edits... :smile: This is what I did... If you have Greedy Doctors loaded as well, it will all be highlighted. F4Edit... 1. Load your mod, and Greedy Doctors into it at the same time, and see what it edits in the Fallout4.esm. - Global ServiceCostCureWoundsSmall .... FLTV Value 250 ServiceCostCureWoundsLarge .... FLTV Value 500 ServiceCostCureRads .... FLTV Value 800 ServiceCostCureAddict .... FLTV Value 1000 - Quest ---- DialogueGenericDoctors -------- Dialogue Topic ------------ 000C039B PlayerCureAddiction ------------------- PNAM Previous INFO [iNFO:000C039A] (in GRUP Topic Children of [DIAL:000C0384]) ------------------- RNAM Prompt Cure Addiction (1000 Caps) ------------------- 00249FF4 ------------------- PNAM Previous INFO NULL - Null Reference [00000000] ------------------- RNAM Prompt [Cure Dark Craving (250 Caps)] Yeah, see what's wrong with me, doctor. -------- 000C0385 Dialogue Topic ------------ 000C0395 PlayerCureRadsGroup ------------------- PNAM Previous INFO [iNFO:000C0394] (in GRUP Topic Children of [DIAL:000C0385]) ------------------- RNAM Prompt Cure Rads (150 Caps) -------- 000C0387 Dialogue Topic ------------ 000C03B7 PlayerSmallIjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03B6] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (75 Caps) ------------ 000C03B7 PlayerLargeInjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03BC] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (150 Caps) 2. Then find out all 9 section, that it highlights, and Right click them, and copy as overrides into your mod. 3. Then go down into your mod, and change the settings to exactly match the Greedy Doctors mod. Some settings you will have to cut and paste from the Greedy Doctors mod, such as the cost, and change it to your costs. 4. Save the game... make sure to have multiple back-ups of your main mod, you don't want to break your game if you mess up. But it's pretty easy to do, and there is very little to mess up.
  7. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting... lol check it..out..Look at the pictures...one of them is the navmesh https://www.nexusmods.com/fallout4/mods/53543 I hadn't realised picture 14 was your Navmesh, I just thought it was a weird red map picture... :ohmy:
  8. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting...
  9. I tried that first, before I started this thread. But it needs a lot to run it, and my PC must be missing something, as it doesn't run it properly. I'm running on very old Windows 7 software, that Microsoft doesn't make any more, as it runs 100% of everything I want it to run. I wanted a very simple solution, like the Multiple Masters solution. I was very close to finding it myself, but just couldn't quite work it out. With the help of the people on this thread, I worked out a very simple way of fixing the problem. Posting the solution in Description area, of this thread. Thanks for telling me about the CK Fixes mod though... :no:
  10. It runs a .esp as a .esm or .esl fine, it just removes the data when it saves it. FO4Edit and the Creation Kit run perfectly with a .esp running as a Master whether flagged or not. It just doesn't save it, with the Vanilla Creation Kit set-up... The CK actively removes any ESP from the master list, on save. Correct. That's why I said "can not be a master (according to creation kit)". Sure, you can edit it with FO4Edit and stuff and get it to work. Just not by adding an ESP as Master using the CK. You'll need to convert it to an ESM for that. (which you can change to ESP again, using FO4Edit, so your patch or whatever will work with the original ESP file in-game) Yeah... I did that, and made a mod for a .esp. Temporarily False Flagging other .esp's as .esm's, for using in Creation Kit. The Creation Kit is saving my .esp Masters now. Thanks for your help, I added a tutorial in the Description, for other people having the same problem. :smile:
  11. Understood... that's why I said I was still testing stuff, I didn't know if false flagged .esp would make a difference in-game. I tested my new stuff I added to the game, but haven't tested all the rest, and how they interact with each other. Thanks for the info... :smile:
  12. That worked, I still need to do some testing. But I added tweaked stat Swimsuits to chests levelled lists, and into the world, in their own layer. Tested them in-game, and in FO4Edit, and they seem to be working. I had originally tried with changing just the Swimsuit.esp mod, flagging it as a master. But the Creation Kit didn't like it, and found that all the .esp files needed to be flagged as .esm files. Swimsuit.esp ......................... flagged as .esm Armorsmith Extended.esp ..... flagged as .esm Swimsuit Tweaks KP.esp ....... unchanged, saving perfectly. Load order being kept, when saved in Creation Kit Thanks for your help, I still need to do some more testing, but items are appearing in the game. .esp files are being saved correctly, in the Creation Kit... :smile: I'll add a full list of stuff I did in the main part of this thread, so it can help other people.
  13. It varies from mod author to mod author, some are happy to help, some indiifferent, some hostile. I had the author of one of my favourite mods, that I was working on, and was eventually going to release a tweaks patch, just take it down completely. Anyway... I found the answer, still testing it though. But it seems to be working. I went into the Header, in FO4 and flagged all the .esp's that were above my mod, to .esm's. They were still classed as .esp's, soo... still worked in-game, and the Creation Kit was fooled into thinking that all my Swimsuit Tweaks KP.esp mods above it, were .esm's. Even though they were still .esp's, just falsely flagged as .esm's. Still need to do a lot of testing, to see if there are any problems, but it's looking good. Thanks for your help, I'll be adding a full solution to the main page... :smile:
  14. It varies from mod author to mod author, some are happy to help, some indiifferent, some hostile. I had the author of one of my favourite mods, that I was working on, and was eventually going to release a tweaks patch, just take it down completely. Anyway... I found the answer, still testing it though. But it seems to be working. I went into the Header, in FO4 and flagged all the .esp's that were above my mod, to .esm's. They were still classed as .esp's, soo... still worked in-game, and the Creation Kit was fooled into thinking that all my Swimsuit Tweaks KP.esp mods above it, were .esm's. Even though they were still .esp's, just falsely flagged as .esm's. Still need to do a lot of testing, to see if there are any problems, but it's looking good. Thanks for your help, I'll be adding a full solution to the main page... :smile:
  15. It runs a .esp as a .esm or .esl fine, it just removes the data when it saves it. FO4Edit and the Creation Kit run perfectly with a .esp running as a Master whether flagged or not. It just doesn't save it, with the Vanilla Creation Kit set-up...
  16. I've got it running as a Master already, it's the Creation Kit that isn't saving the .esp as a Master. It works perfectly in FO4Edit, works perfectly in the Creation Kit. But the limitations of the Creation Kit, prevent it saving the original hierachy. FO4Edit, can also flag Plugins as other types, such as .esp flagged as .esm or .esl. But my Creation Kit doesn't like this either... There's a mod that fixes it, but my Creation Kit wont work with it. I was wondering if there is an easy fix, like the Multiple Masters fix. The original mod is also nested, it can't be a Master. It's not the first time I've had to not publish mods, because of this problem. Normally... I just mod the original mod, and just use it privately. Without publishing it... I was just wondering if there was an easy way around it... Masters.esm Mod linked to mod below that Main game.esm, Dlc.esm, ArmorKeywords.esm Plugin.esp Mod linked to Swimsuit mod Armorsmith Extended.esp Swimsuit mod.esp Swimsuit mod Swimsuit main mod.esp Swimsuit Tweaks KP.esp Mine My mod.esp
  17. When making a Plugin, that is a .esp. Which alters .esp Plugins, the Creation Kit, does not save the .esp as a file that is being altered. Problem Solved... check bottom of description for solution. Eg... Swimsuits.esp .......... Main mod .......... .esp plugin file making a mod that alters the Swimsuit mod, adding armour to it, Perks, Levelled lists, adding it to the world, etc... Swimsuits KP Edits.esp .......... alters the main mod .......... .esp plugin file Added Swimsuits.esp to my mods Masters file in FO4Edit. Which works brilliantly, in FO4Edit. The file works brilliantly, in the Fallout 4 Creation Kit, until you go to save it. Then it deletes the Main .esp as a Master. Problem... When you save Swimsuits KP Edits.esp, the Creation Kit removes the Swimsuits.esp as a Master. Then when you load it, all the files are classed as Duplicates, or missing information, instead of Overrides. ================================================= I found a mod, on the Nexus that fixes it. F4 Creation Kit Fixes, but my Creation Kit doesn't like it. I was wondering, if there is a simple fix, like the Multiple Masters fix. ================================================= Problem solved, thanks to the people in this thread. Solution... 1. Load your mods into FO4Edit, with their dependencies 2. File Header on your mod Master Files .... Add any files that your mod needs to run 3. Click on every .esp mod, that your mod references File Header Record Flags ......... Change to .esm Do this to all .esp files, I did Swimsuit.esp ............................. Changed to Record Flag .esm Armorsmith Extended.esp ......... Changed to Record Flag .esm Save them 4. Go into Creation Kit, do some modding on your Tweaks mod, and save it. 5. Check in FO4Edit, that the Creation Kit has saved your mods Master Files list. 6. When you've finished editing your stuff, remove the False Flags you've added in Step 3, and your mods again. Re-adding them to edit when you need to edit your mod in the Creation Kit, if you have to. ================================================= Thanks to all the people in this thread, for their help in solving this long-term problem I've finally solved. :smile: =================================================
  18. No Ocean mod, Ships and Submarines still stuck in the Air, magically floating. Falling off a Bridge, or a Ship is a death sentence... Immersive Water Purification, to make Water difficult to generate. Damn Apocalypse - Modular Survival Overhaul, making water from Dirty Water takes Aluminium, and other stuff. Also... a tough Survival Mode mod. Less Loot and Ammo, seriously reduces everything. . . I don't know if these mods are compatible with each other... I've only used Damn Apocalypse, and making Water is really expensive with that mod. Paying with Water, you'd need to Switch Caps and Purified Water. But with the Less Loot and Ammo mod, you are not going to have enough Caps anyway.
  19. I'd like to know this as well, but I don't get the problems you do. . . I wouldn't mind knowing how to change to the different colours, that you see on the Vanilla Navmeshes. As I'm not a fan of leaving holes in the Navmeshes, under soon to be deleted items in settlement Navmeshes. P = Preferred Pathing I delete the Pink Navmeshes, by selecting the solid triangle and deleting them 1 at a time. Then re-selecting the 3 points and hitting A to fill them. I spent 2 hours yesterday, Navmeshing one of my Settlement mods... You are hitting the Tick button after building the Navmeshes, to finalise them. Then saving them... I'm only an amateur Navmesher... Sometime it takes me a few attempts to get the chunk borders to link, hitting the Tick button a few times, until they all link.
  20. ba2 file is a zip file made by Bethesda, zip them up, and unzip them like any other zip file. The tool is already in your game... It's the best one to use, as it's Bethesda's own. Location: STEAM---\steamapps\common\Fallout 4\Tools\Archive2 Right-Click on Archive2 and Pin it to your Taskbar for easy future use. Archive2 is a Bethesda zip file creator, ba2. It unzips and zips up stuff into a zip file, that speeds up your mod files. . . 1. Start Archive2 2. Drop a ba2 file into it 3. Archive / Extract all To 4. Create a folder 5. Select it, and press Select Folder 6. You now have them unzipped Unlike zip files, the names of ba2 files have to be named correctly if you make ba2 files. If you name them wrong, they wont be read by the mod correctly. . . I am extremely new to this myself... . . . YouTube Tutorial on ba2 files:
  21. Short Sighted... you need Glasses. Features... 1. Can't use Pipboy, without Glasses. It Blurs. 2. Can't use VATS, so you have to manual aim, until you get some Glasses. 3. Can't read maps on your PipBoy, so prepare to be lost. 4. No HUD, as its PipBoy based. So it's manual aim only... I know, there is Myopia Simulator, but it basically, just blurs the screen. Which isn't good for the real life eyes...
  22. Radiation HUD Framework add-on... Radiation. The Pipboy has a Radiation Meter, I get sick of looking at my PipBoy for my Radiation Levels. I'd like an onscreen version of it... . . HUD Framework icons... 1. Background Radiation Levels... the radial Rad Meter of the PipBoy, would be perfect. Scaled up x2 or x3. 2. Radiation in your body... eg. 200 Rads onscreen. . . I play with Radiation on X4, soo... Radiation is very bad. Food, background Radiation, Rad-Storms, Ghoul attacks, all giving x4 Radiation. Swimming is a death sentence... My game is modded, with levels of Radiation affecting what you can and can't wear. FO4 Nude Basics, a really good mod from the other site. Finding out your Radiation Saturation in your body, can only be done, by looking at the Rad Meter on your Pipboy, or your Health Bar. . . There are currently, as far as I know, no Radiation HUD add-ons...
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