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Krazyman999

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Everything posted by Krazyman999

  1. 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:
  2. 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:
  3. 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:
  4. 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.
  5. 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:
  6. 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:
  7. 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...
  8. 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
  9. 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: =================================================
  10. 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.
  11. 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.
  12. 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:
  13. 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...
  14. 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...
  15. Headslide and Headwear Studio. Headslides, make hair and headwear fit together. Like Bodyslide, but with hair, heads and headwear. I use custom characters, when playing Fallout 4. Unfortunately, some of the Hair clips through some of the headwear. A custom Hair fitting mod, would be good. Features... - Hair can curve around Helmets, naturally. - All Hairs fit bodies and helmets. - No bald heads, when wearing headwear, or clipping hair, if its turned on. It would need to be a tweaked Bodyslide and Outfit Studio. It would be good for Skyrim as well...
  16. In the base game of Fallout 4, if a person finds a gun, they see if its better than the one they've got. If its better, or they like it more, then they will equip it. Mod Idea... Settlers and NPC's will try to get better armour and clothes, and equip them, if they find them in Boxes, Workbenches, Corpses, Etc... They will equip clothing and armour, based on a set of likes. - Combat minded Tries to get best, and strongest armour. - Fashion minded Wants to look good, shuns armour. - Slutty minded flirt minded, likes skimpy clothes. - Slob minded Wears any old clothes, scrappy clothes a priority. - Utility minded Farmers wear farm clothes, Soldiers wear soldier clothes, Scrappers wear scrap related items. - Cross Dressers Women wearing Manly items, Men wearing Feminine items. It would be fun if they also changed their hairstyles, if you had a Barber in the Settlement. But that is probably asking too much. This would need clothes to be tagged, with clothing types. Also People to be tagged with Mindsets. Reason... A whole settlement to equip with armour, and clothing. Quicker to just drop them in your workbench, and be surprised to see what types of characters, that you have in your settlement.
  17. Tweaks to the skinny dippers, would be easy. Just change them to Argonians. The Human / Reptile half-breed species, could enjoy the heat. Animals and other creatures, wouldn't need changes to scripts. Up North, the water kills my character quickly. But everything else, both human and animal is unaffected. So the same thing could be done with the warmer climates water, just in reverse, and at the same speed. Aka... reverse the ice cold water mechanics, from Frostfall. Instead of Alcohol to warm you, have water to cool you. New mechanic, water loss, due to sweating. At zero, you die. Adding a thirst meter, below the wetness meter. Thirst Hydrated ------------------------- Normal ------------------------ Parched ====================================== Temperature Hot ------------------------------- Normal ------------------------------ Cold ====================================== Games that use the Hot / Cold mechanics... I play Minecraft, with the mod Tough as Nails ( sadly discontinued now ). It does all that, along with Seasons. Something, that has only one mod doing in Skyrim, but isn't really used. A game called Ark, has has heat and cold mechanics, that are perfect. Conan Exiles, does heat and cold perfectly. Although, its a pain, when my favourite outfits are too hot or too cold for certain areas. Still, I love the mechanic of it. Imagine how much it would add to Skyrim, if you had to change your attire for various locations. It would add immersion, unless you like just playing Skyrim in the arcade style, of Vanilla Skyrim. If in real-life, you go anywhere. You often have to take off some of your clothes, along with your coat, or add more clothes, or put on a coat. As the weather or location changes. The mock-up above, would be enough for a meter in the game. It would just need a add-on for Frostfall to be made. Something, that is beyond my skills in modding.
  18. Overheating mod for Frostfall, etc... You get cold in the North, or at night. You can die of the cold, armour affecting your cold levels. Warmth should do that also. Be good as a mod, or Frostfall Add-On... Too hot... Similar to too cold, but you get wet as well. Pass out at overheat, and possibly die. Hot regions... The hot springs would fall into this, on the Eastern side of Skyrim. Clothing... The clothing you wear, affects your heat. Wearing metal armour, or Fur armour, will greatly increase your heat increase. Dresses, or cloth trousers are cool, as are topless variants. Foods... Hot soups, made with hot ingredients, increase heat. Cooling soups, made with cooling ingredients, make you cooler. Alcohol increases cooling effect, good or bad. Drinking water cools you. Skin coverage... No clothing can be bad as well, as the direct sun on your skin can cause you to overhead. Water Temp... Water can be hot, as well as cold. Hot springs burn you, or heat you up. Fur Tents... They trap your heat, and are death traps in hot areas...
  19. What Hello Games should do is add extra functionality to the <- button, on the decrease stack size. <- first press = 1/4 stack <- second press = 1/2 stack <- third press = full stack This would be good for filling Bio Generator with half stacks, Refiners. During trading, for buying full stacks of stuff without pressing the increase button 6,000 times.
  20. During building, there are multiple blue ghost images. Each one telling you a possible build location, but there are soo many, that I have trouble working out which one is the actual one that is getting placed. Mod... remove the blue ghost items during building, possibly making them invisible instead. Clean building, without 4 or more blue walls surrounding the actual wall that I want to actually build. The blue ghost items are not needed, only the current item that you want to place.
  21. I'd be happy with a cooker mod, you put all your food items in it. Then just pick out the recipes when needed, the current way. Is that you have to lug around 10 Ton of food items, that spoil in a few days. Maybe a cooking pot with an inventory, and inventory check. Instead of a player inventory check, like Cooking For Blockheads on Minecraft. Just dump all your food in it, and when you're in the area. Get cooking, with more recipes arriving as you level up your cooking skills. 1. Garbage cook... cook spoiled foods 2. Filling cook... cook heavy meals 3. Mage cook... cook magical foods 4. Seafood cook... cook all the food from the sea, with Waterbreathing on some of them. 5. Warming cook... cook foods that keep you from freezing to death, with Frostfall. Just some more ideas... :smile:
  22. Worthwhile food cooking... In Skyrim, cooking food, is pretty much a waste of time. Especially if you use one of the needs mods. Such as Realistic Needs and Diseases, or Ineeds. In Minecraft... cooking food is essential, especially with a modded game. In Skyrim, you eat a fully cooked meal, and it has virtually the same value as eating raw Carrots. With a needs mod installed. In Minecraft, you eat a fully prepared meal or food. Then you will not get hungry for longer, and food will last you longer. Reason... Satiety bar, which is what food gives you to fill you. Along with a visual representation of how much it will heal you, not needed if using needs mods on Skyrim. Ideas... 1. Food only fills your stomach, to stop debuffs and death. The needs mods do this, but don't take it far enough. 2. Raw food is virtually worthless, constant hunger returning. Raw and spoilt meat is like poison. 3. Cooked food is like eating a weak, Notch Apple. Scaling with cooked food quality... Minecraft has an excellent, and varied cooking mod, called Cooking for Blockheads. That adds tons more food, and scaling in quality, with more prepared foods. 4. Food loses appeal, the longer you eat it. Getting less and less quality.... Minecraft mod, The Spice of Life does this. 5. Some food, leave a BAD TASTE debuff. Reducing Stamina regen, by 50% for quite a while. 6. Good food, leaves various Buffs, High Spirits, Joy, Tasty, Warming. 7. Cold food, leaves debuffs. Cold, Bad Taste as well. Food problems... Soups get cold. Meat attracts animals, carry tons of meat and you may have to deal with spawning animals. Rotten meat, attracts the undead. Carry raw Horker meat, will attract carnivores and Horkers. Carrying raw fish, will attract fish. Carrying raw veg, may get hungry animals attacking you, trying to get your tasty raw Carrots. Carrying nice cooked meat, can occasionally get you good deals from traders. Carrying Eggs, can sometimes hatch. Spawning various things, sometime nasty. Fish, Chickens, Chaurus, etc... Carrying raw Human items, can attract a variety of nasty things. Vampires, animals, the undead. Just some ideas, as I never eat much more than basic foods and stuff that cures sickness.
  23. I'm thinking that the game has bugged out, leaving me with no option but to kill them. With it being Survival mode, I don't have backdated saves. As they've been overwritten, by survival mode. I've recently gotten the Creation Kit working on Fallout 4, which is a step backwards compared to Skyrims Creation Kit. I'll just have to clone Trudy, and make a Trudy mk2 vendor to take her place with a mod. I remember running away, when Trudy first turned hostile. Not wanting to backtrack my hours spent in survival mode, I'll not do that again. If I'd had a mod to turn them friendly again, I'd have used it then... Stray bullets are something, that I will have to be more careful of...
  24. I'd be happy with any way to pacify hostile, friendly NPC's... 1. Say sorry. 2. Nudity to say sorry. 3. Pay them. 4. Presents to pacify them. 5. Sex them up, to make them friendly. 6. Quests to repair friendship. 7, Make something to show you are sorry, and offer it up to them. 8. Embarrassment quest, to show you are willing to be their friends or more. Anything would be good...
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