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Oynlen

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Posts posted by Oynlen

  1. damn, been looking to find the source of .ssf file bonedeltalists or how to generate them, I am doing dismember ssf files for custom feral ghoul models and want to move the head decap lower down to the neck line. I need those delta ID's of jaw and neckskin bone of the feral skeleton. I was excided reading this to start thinking I had found an answer. Enven the smartest guy I know in modding was kinda just like, those are generated in ck.. BUT how? and how to create a custom one? I feel it is a 3ds max thing.

    Too bad this topics so old and people like Ousnius are not really around anymore to answer questions. The simple fact they are different from mesh to outfit could be that each outfit has a specific mesh name and that mesh name hast to be correct in the ssf file, so it generates a new id, like the first numbers are the same, the last are probably sequential of each outfit in the game using that bone. Idk why Beth did it like that gos If they just named the mesh a generic name, they could use generic ssf files but it was probably for sorting of some sort.

  2. In response to post #91967003. #91979463, #91980208, #92042283, #92067333, #92140103, #92149073, #92390813, #92576988, #92589523, #92591058, #92607453, #92845128, #95900948, #96276588, #96278223 are all replies on the same post.


    TXChannel34 wrote: This is the predictable end of gaming. The general rule for a successful business is to find something that makes money and scale it. This is just Microsoft scaling it. They know that something that is this popular and the bygone conclusion is that there will be enough subscribers that will stay with it, they don't care about the odd ones out. When I bought games from a brick and mortar store for my new alienware laptop was like seeing my kids born, only to find out when I installed them on my computer and then launched it, it said I had to get this "steam" thing to run the game I bought on the computer I paid for. this is nothing more than money grabbing as many have noted. I don't buy a bunch of games, I don't play a bunch of them, there are a few that I have and like, and if there is a game that comes out that looks cool I will buy it, and if I don't like it, I stop playing it. I paid the developers for the privilege of trying it out. If I like it, I buy more of their games, more of their DLCs, etc. I am not going to go on down this road, you all know what I mean. Games like Fortnite and the like, sure, make em subscription stuff. Games like Fallout, Skyrim, etc, they are for refined gamers, they aren't plug and play shoot em ups. If you've ever had a problem with windows, and tried their customer support for a fix, you already know what sort of an invironment we find ourselves in now. Only in the corporate mind would anyone be ok with being turned from a player into a payer and expect the customer to be happy about it.

    If they were serious about their plan and keeping us happy, they'd offer us the ability to pay a small one time charge for a game, and subscriptions would be optional with an "in app purchase". I'm still fuming about having had bought a game and have to run it through the steam client. I believe that it causes a lot of the crashes that I experience in the game. I can be playing, the game crashes, won't start back up again unless I go to task manager and force quit the 13 steam apps running in the background. But that's a different thread. I spent the last week downloading a bunch of mods and dlc and working the bugs out, and am still not done to my satisfaction, but it;'s getting there. Heck, on the microsoft platform, all you get is the vanilla game and No DLCs, no popular mods, nada. Just the opportunity to pay Microsoft $50 per month for the privilege of playing the vanilla game using their game client which is required to play at all.
    Saggaris wrote: Have a Kudos for your 'rant' TX

    I and a good few 'older' others feel the similar about being corporately stuffed.
    GamingZacharyC wrote: Hold on a minute there: As far as we know, most Bethesda titles will be on the MS Store, yes, but we don't even know if they'll be on Steam, like Skyrim.  Personally, I'd prefer Bethesda releases their titles on Steam instead of the Bethesda.net Launcher because, honestly, that's too much bloat for my system. Bethesda titles, in my experience, are buggy and unoptimized. I don't need a buggy and unoptimized launcher running in the background, taking nibbles at my potato rig. Steam is very well optimized and well cared for.

    As for the taskkilling the Steam processes: That is the game's fault. Steam provides a bunch of APIs for a game developer to make use of. If a game crashes and the game process isn't entirely dead, Steam provides an option to force quit a game if it is being stubborn. Personally, I've never had problems with Steam, only the games published on the platform. If the game crashes a lot, that's a very nieve answer to just blame the retailer service. The launcher is almost never the problem with a retailer; The problem is almost always with the game itself.

    To top it all off, Game Pass is an *optional* thing, and it is $15 a month (for Ultimate), not $50. You can outright buy a copy of the game if you wish, or you can rent it and a bunch of other games for $15 a month. Personally, I would go Game Pass, but buy my Bethesda titles on Steam.


    If there's one good thing I can see coming out of the MS-Zenimax deal, I do believe that Bethesda games will get better in terms of performance and bugs.
    Kel1978 wrote: most Bethesda games are already on steam.  Also you can mod just mine with games from the Microsoft store. You just need to take ownership of the folder.
    EnaiSiaion wrote: If the consumer rewards Microsoft for this move, it means game ownership, mods and so on don't really matter in the grand scheme of things.

    I used to care about owning games, too. Then I grew up. Adults don't have time to mess around with installing and managing games, they just want to hit a button and play.

    This rant feels like a brick and mortar store owner trying to defend their business from online marketplaces. People will go where they want, and if they go somewhere else, you didn't have enough to offer in the first place.

    I suspect most people could not care less about moddability, and by the next generation, the only games that can be modded are games that are designed as platforms for custom content, like Mario Maker and Trackmania, and only within the confines of their sandbox. People will like it because it eliminates much of the hassle (Skyrim mods are too clunky and unprofessional for the majority of users). And if their favourite game doesn't support mods, who cares? It will have DLC instead, and once the DLC runs out, play something else!
    Saggaris wrote: You seem to be a bit mixed up there, have you noticed that here on Nexus there have been over four and a half billion mod downloads... so where are you getting the idea that most people don't care about moddability?
    I personally feel that you are of the camp that doesn't care and are trying to convert the mod anointed.

    I understand that priorities change as you age, but don't think for one moment it's about growing up, it's not, it's about choice and what you do with that choice, if you give that up willingly then you will never get it back as long as there is a buck to be made and a head to be patted... "Yes, clever boy, you've helped to make me a greater percentage on my investment, and it only costs the user... have a pat on the head"
    HaltyRem wrote: @EnaiSiaion:
    I do agree about existence of dendency toward declining of using mods in new games.
    From my personal point of view the reasons are:
    1) modern games are staying for much longer visually and gameplay-wise non-outdated, and less lacking of quality-of-life features, so the modern games need less fixes;
    2) nowadays, there are very many games with different visual styles, roleplaying setting and options, gameplay modes, so there is less need for expanding with mods all of this in any particular ONE game;
    3) it is much faster and easier to just use an additional game, which already has what is needed and is optimised for it;
    4) those games, that provide extensive options to fine-tune almost everything in game, do not induce desire to mod it (OH WHY DEVELOPERS DO IT SO RARELY?!!!);
    5) majority of the most profitable games are either multiplayer, or cooperative, and these types of games are much less moddable then singleplayer games.
    Dravond wrote: Hey there is there a guide i can look at to use mods on ms store games?
    Stiffon wrote: I think Saggaris got it right and you're both in the don't mod camp and think we should all join you. Wrong. I've spent days and weeks modding games like Skyrim and FO and still do. And I spend days playing them too - still. And I'm sure I will keep on modding in the future. I'm not new to gaming nor modding, but I definitely want the choice. Being an adult means having choice.
    vapor78 wrote: I like how a few comments on here make back handed swipes at the mod community as a whole... comments like " *adults* dont have time.. blah blah" these remarks are specifically stated to be dimunitive towards folks who do mod.. cuz by that logic if you mod, you arent an adult..

    the bethesda games have been kept alive BY modding, ppl wouldnt still be playing marrowind or oblivion if not for mods, as another user pointed out, there have been billions of mod downloads which trumps the amount of games even sold.
    ppl mod... freedom of choice and customization is what brings mods to the forefront.
    Modding wasnt always a mainstream thing either, it gained popularity and now some "users" whom werent modders to begin with want to tell us we dont need mods... if that was the case, then the mods never would have existed to begin with.
    Adding options to customize a game is no where even close to modding a game, some people clearly dont know anything about the subject they have an opinion about..
    Lastly.. if you dont want something, cool, dont use it, but wtf is it with people that feel if they dont need it then by default it means it shouldnt even exist?
    showler wrote: I would be amused if you are including EnaiSiaion, author of more than a dozen popular Skyrim mods, as someone who is against modding.
    akarageface wrote: You're jumping the gun pretty hardcore here, bud. There's no possible way Microsoft would switch to a subscription ONLY model for their games. There will always be the ability to just buy a copy. There is no incentive to Microsoft or Bethesda to prevent this. Hell, ensuring the Game Pass version is crappy for mods just incentives Game Pass owners to end up buying the game outright, which double dips profit for Microsoft, since they would get the Game Pass subscription on top of the full retail purchase. 

    Also...not sure where the hell you're paying $50/month for Game Pass, but you should probably get your money back, since that's over 3x the actual price. Kinda undercuts your argument when you don't understand Game Pass in the first place.

    Just my two cents. 
    SweXtal wrote: This may be a bit of topic. But if we take the Cyberpunk 2077 game, it's available through Steam (With Steam protection) or GOG (No protection whatsoever). My 25y old daughter darn herself for signing up for the steam release instead of like myself, waited for the GOG release.

    We've paid exactly the same amount for the game but she can't play it without an internet connection unless she goes through setting steam into offline mode while having an internet connection. I can.

    I've been playing and enjoying Skyrim for almost 10 years now, and I love the mod ability of it and how creative people are creating and intervening new content. Same goes for Fallout series, but fallout 4 was quite abruptly aborted when expanding the gamiverse. So I tried Fallout 3. Which was almost more hysterically fun. I love the guy in the party hat in a train wagon in a radioactive pool of goo... (far far northwest and you have to be in god mode to get there).

    Tinker with games (and things) is fun. And not allowing creative people to change things to the better/worse is just...stupid.
    zoobxms wrote: The way to less bugs is less modding. So be careful what you wish for, from my perspective removing access to advanced modding will provide that exact goal and it's not a goal I nor anyone at Nexus should want.
    NagaKarat wrote: The only reason why Skyrim and Fallout 4 is still popular is mods. Take that away and people will look for other games.
    showler wrote: Yeah.  Skyrim got released on Switch not too long ago and there are no mods on Switch and it is selling really well.

    So, this argument is, as always, complete and utter nonsense.


     dont think its much about current titles, which will remain on steam or other services as full game/dlc downloads that support mods. But the concern more is Future titles. Game pass may have a library you can choose and download as long as you keep paying, But its pushing towards (from physical media to online downloads) to then streaming game services where files are no longer even hosted on your PC, other than the savegame files.. 

    State of Decay by Undead Labs was pretty moddable, but number 2 (after the studios MS purchase) you count not mod much at all, other than experimenting with some hex code to change some in-game values. And even then, following instructions to access those windows app files to mod that game, It messed up my access to the microsoft store completely. There is instructions here similar, changing permissions on locked and hidden files etc to modify them, its probably the kind of thing that will work but also stop game pass from working in the future ( depending on what MS allow going forward with accessing, editing their files.

    Everything is all to intertwined and locked down now and its heading more and more that way. 


    For most games its fine but for something like the next elderscrolls, yes they will make sales regardless, but if it has very limited modding or just creation club type mods you pay for... Then its over. We have the old games, but for how long will people hold an interest in making new content?

    Bethesda may not care any longer after taking so many recent stumbles and falls. its a shame to see a gaming sub culture like modding being possibly pushed or restricted from the franchises that bought so many of us into it. 

    Well, we can only wait and see.
  3. I can see some cars are not part of the precombines, these are ones thet have damage states and can explode. There is 3 nifs linked to the damage state but I wanted to just replace these explodable car nifs with static ones. such as car frames or the mostly stripped down rusted frames. For some reason simply renaming a nif to the name of the one I want to replace does nothing. I have tested with precombines off as well even though I know that's not the issue? Any ideas?

    I want to replace all cars with the more stripped down rusted variants of themselves as well as some other meshes that are found in precombines before rebuilding precombines.

  4. idk but yesterday I went to place something in ck and it was red and white exclaimation mark with part of the object still showing. Then on reloading the esp in CK it showed up fine the second time. No changes made.

    Also, have you tested it in game yet? pretty much anything invisible in CK will be invisible in game I think. Though.. tbh, I don't know why I'm commenting. lol. you have a vast range of modding knowledge compared to me.

  5. Well, removing the 1 seemed to be all that was needed, Its working though the only thing I guess about adding a LL to a LL with this script rather than each individual actor is the actors in the custom LL seem to lose their names. Now all are called deathclaw when they spawn (I think) I just console spawned 10 deathclaws and 3 were the custom types but all had the same name of simply Deathclaw. Possibly might work properly when spawned in the wild, but deathclaws are not that common so it will probably be a long time before I can confirm it.

  6. could you try to add the flag " is full LOD" to the static object in Fo4 edit and remove its lod mesh records. that way there will only ever bee one mesh for the true static item and also used same one for LOD. but this can impact performance if there is a lot of these items and its a big worldspace.
    After making these changes you would of course need to regenerate LOD

  7. check all your ini files. make sure you have the lines added for grass. Idk about vortex, but MOd Organizer 2 does not read the ini files found in Documents folder location. it stores its own versions that are accessed in MO's UI.

    The lines you need are this

     

    [Grass]
    iMinGrassSize=20
    bAllowCreateGrass=1
    bAllowLoadGrass=0
    iMaxGrassTypesPerTexure=15


    You can change imingrasssize=20 to Imingrasssize=40 for better performance. the lower the number the denser it is. you might already be running a performance boosting mod that has its own custom ini file in the mods folder somewhere that is doing this already from the sound of it. Have to check all you mods folders and look for ini files in them :/
  8. I have downloaded A Blind Mans Script as well as Dank Raft's version. I Want to use a feature from Dankrafts version that allows a custom LL to be injected into another LL, rather than separate items/actors.

    Dank Rafts script focuses on weapon injection but I want to use Leveled npcs. Specificlly, to inject a custom Lchar into LcharDeathclaw LL. I am not familiar with scripting at all but I think I have added the lines needed and converted them from Lveled items to leveled actors? getting the error of too may arguments to pass on line 143. lst.AddForm(ListForm as Form, lvl, 1) Its something to do with the 1 at the end of that line, but idk why Dank Rafts version compiles fine and this one does not.


    Scriptname ActorLLInject extends Quest
    Group MainSettings
    {Main Settings.}
    ActorBase Property ActorName Auto Const
    {The NPC you want to add to the Leveled Lists.}
    int Property PlayerLevel = 1 Auto Const
    {Choose a player level at which to add the NPC to Leveled Lists. This can be overwritten for individual lists below.}
    LeveledActor Property ListForm Auto Const
    {The Leveled List you want to add to other Leveled Lists. Only used if filled.}
    EndGroup
    Group CommonLists
    {Common Level Lists and the required player level for the NPC to be added to them. Auto-fill any lists you want to use.}
    LeveledActor Property LCharRaider Auto Const
    {Auto-fill me}
    int Property PlayerLevel_LCharRaider Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property LCharGunner Auto Const
    {Auto-fill me}
    int Property PlayerLevel_LCharGunner Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property LCharTriggerman Auto Const
    {Auto-fill me}
    int Property PlayerLevel_LCharTriggerman Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property LCharBoSSoldier Auto Const
    {Auto-fill me}
    int Property PlayerLevel_LCharBoSSoldier Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property LCharDeathclaw Auto Const
    {Auto-fill me}
    int Property PlayerLevel_LCharDeathclaw Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    EndGroup
    Group CustomLists
    {Custom Level Lists and the required player level for the NPC to be added to them. Use these if you can't find the LL above.}
    LeveledActor Property Custom_LL_1 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_1 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_2 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_2 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_3 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_3 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_4 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_4 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_5 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_5 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_6 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_6 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_7 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_7 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_8 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_8 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_9 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_9 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_10 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_10 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_11 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_11 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_12 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_12 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_13 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_13 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_14 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_14 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_15 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_15 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_16 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_16 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_17 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_17 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_18 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_18 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_19 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_19 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    LeveledActor Property Custom_LL_20 Auto Const
    {Choose a Level List to add your NPC to.}
    int Property PlayerLevel_Custom_LL_20 Auto Const
    {Player level to add NPC to above list. Defaults to what you specified as PlayerLevel in MainSettings.}
    EndGroup
    Function addActorToLL(LeveledActor lst, int custlvl)
    int lvl = PlayerLevel
    If custlvl != 0
    lvl = custlvl
    EndIf
    lst.AddForm(ActorName as Form, lvl, 1)
    ; Debug.Notification("ActorForm succeeded")
    If ListForm ; if variable is set by user
    lst.AddForm(ListForm as Form, lvl, 1) ; adds the leveled list to another leveled list
    ; Debug.Notification("ListForm succeeded")
    EndIf
    EndFunction
    Event OnQuestInit()
    If LCharRaider
    addActorToLL(LCharRaider, PlayerLevel_LCharRaider)
    EndIf
    If LCharGunner
    addActorToLL(LCharGunner, PlayerLevel_LCharGunner)
    EndIf
    If LCharTriggerman
    addActorToLL(LCharTriggerman, PlayerLevel_LCharTriggerman)
    EndIf
    If LCharBoSSoldier
    addActorToLL(LCharBoSSoldier, PlayerLevel_LCharBoSSoldier)
    EndIf
    If LCharDeathclaw
    addActorToLL(LCharDeathclaw, PlayerLevel_LCharDeathclaw)
    EndIf
    If Custom_LL_1
    addActorToLL(Custom_LL_1, PlayerLevel_Custom_LL_1)
    EndIf
    If Custom_LL_2
    addActorToLL(Custom_LL_2, PlayerLevel_Custom_LL_2)
    EndIf
    If Custom_LL_3
    addActorToLL(Custom_LL_3, PlayerLevel_Custom_LL_3)
    EndIf
    If Custom_LL_4
    addActorToLL(Custom_LL_4, PlayerLevel_Custom_LL_4)
    EndIf
    If Custom_LL_5
    addActorToLL(Custom_LL_5, PlayerLevel_Custom_LL_5)
    EndIf
    If Custom_LL_6
    addActorToLL(Custom_LL_6, PlayerLevel_Custom_LL_6)
    EndIf
    If Custom_LL_7
    addActorToLL(Custom_LL_7, PlayerLevel_Custom_LL_7)
    EndIf
    If Custom_LL_8
    addActorToLL(Custom_LL_8, PlayerLevel_Custom_LL_8)
    EndIf
    If Custom_LL_9
    addActorToLL(Custom_LL_9, PlayerLevel_Custom_LL_9)
    EndIf
    If Custom_LL_10
    addActorToLL(Custom_LL_10, PlayerLevel_Custom_LL_10)
    EndIf
    If Custom_LL_11
    addActorToLL(Custom_LL_11, PlayerLevel_Custom_LL_11)
    EndIf
    If Custom_LL_12
    addActorToLL(Custom_LL_12, PlayerLevel_Custom_LL_12)
    EndIf
    If Custom_LL_13
    addActorToLL(Custom_LL_13, PlayerLevel_Custom_LL_13)
    EndIf
    If Custom_LL_14
    addActorToLL(Custom_LL_14, PlayerLevel_Custom_LL_14)
    EndIf
    If Custom_LL_15
    addActorToLL(Custom_LL_15, PlayerLevel_Custom_LL_15)
    EndIf
    If Custom_LL_16
    addActorToLL(Custom_LL_16, PlayerLevel_Custom_LL_16)
    EndIf
    If Custom_LL_17
    addActorToLL(Custom_LL_17, PlayerLevel_Custom_LL_17)
    EndIf
    If Custom_LL_18
    addActorToLL(Custom_LL_18, PlayerLevel_Custom_LL_18)
    EndIf
    If Custom_LL_19
    addActorToLL(Custom_LL_19, PlayerLevel_Custom_LL_19)
    EndIf
    If Custom_LL_20
    addActorToLL(Custom_LL_20, PlayerLevel_Custom_LL_20)
    EndIf
    ; notification once injection is complete
    Debug.Notification("Added to leveled lists: " + ActorName)
    EndEvent
  9. Thank you for the detailed reply and taking time to explain things. I will take the time to read through this a few times thoroughly and put things together. I Thought I had gotten the pop up message that Clean Masters was now an obsolete function but I will check again. From the sound of it here, I'd say my success the first time was due to mostly luck.

    Though I did feel I had learnt a decent understanding of how the older version functioned. For my specific purposes, that is.

  10. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active.

    Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way.

    There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one.

    Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods

    Also, the goal is to make a new esp from several others and then be able to remove them, not make them as masters and and another esp, that's a patch @Blinxys

    And yeah Zorkaz is right that if in mid game, its same as removing a mod to do this, so treat it the same, because the new esp will have new form id for items and the old ones will no longer exist.

    That is the reason I only do this with mods that call back to vanilla records only.

  11. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active.

    Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way.

    There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one.

    Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods

    Also, the goal is to make a new esp from several others and then be able to remove them, not make them as masters and and another esp, that's a patch @Blinxys

    And yeah Zorkaz is right that if in mid game, its same as removing a mod to do this, so treat it the same, because the new esp will have new form id for items and the old ones will no longer exist.

    That is the reason I only do this with mods that call back to vanilla records only.

  12. I make anything that is vanilla record edits into one mod I call EspTweaks. It was no dependencies other than the vanilla game and its dlc. Have saved about 20 or more slots so far I'd say. Tho I only have about 60 mods active.

    Other one is any sort of texture replacer. guys like SpiffySkytrooper will add a dummy esp and pack into a ba2 even when its just a few textures. Consolidate all your textures as loose viles, make one esp called MyTextures.esp or whatever and pack them all into ba2 with same name. There is a size limit on ba2's so you might need to make more than one but you will save esp slots this way.

    There is also some cool merge packs you can find around the internet. things like a whole bunch of weapons in one esp. Or say, all of Nieros cross armors in one.

    Main problem you might have merging is if one is updated, you will have to add the updated records manually to your merged esp. So its better for older mods

  13. So, many cleaning features of Fo4Edit seemed to have be removed now. It seems to make it impossible to make mods like I have in the past using copy as new records.

    I guess this might have been done to stop people stealing others works, but in a game where modding lets us create our ultimate play style, It doesn't seem to make a lot of sense. I want to take just some elements of a mod and copy them as new records into a new esp then remove the master of the original mod. They are all worldspace placements and I made sure to only copy ones that used vanilla statics or vanilla Scols. Not all mods are edited or created to be uploaded, many people find elements of a mod enjoyable but dont like the overall thing, much like the vanilla game.

    Other times, mod authors might even give permission for an edited version to be uploaded. So what is up with this (kinda recent) version of Xedit and its QAC feature? It doesn't seem to do half the things it used to be able to do. I know cleaning can mess things up, but as authors we mostly know what we are doing. feels like its been dumbed down for the common user, or Like I say, as a reason to prevent copying records.

    I made my mod A Forest (with permissions) by copying all worldspace records of two mods, then changing referencing records of all statics, deleting the old statics then cleaning masters. It completely removed the dependency of both mods I copied records from. Seems this method no longer works?

    All I read on the mod page from authors is how the new system is better and people need to watch the video etc. I'm not a complete noob in this stuff, its possible I'm missing something, but clearly it seems features have been removed. People warn about cleaning mods, But I used this method to create my mod and feedback has been its a very stable environment mod, more so than the main one it was copied records from. I did not just copy, but used it as a base framework.

    *Edit, to be clear, copying records is still possible, but it seems removing masters is not, even tho all records are vanilla. The mods actual records are nothing more than XYZ grid placements. And those used to be fine to copy as new without dependency.

  14. Old topic but if making new craftable items that have a lot of polys, especially in one sub menu. dont use preview transform, make an icon or use a vanilla menu object.

    It wasn't crashing my game, but not allowing the actual craftable item to load, it just kinda stopped that menu working till I backed out to another sub menu.

  15. I use a combination of about 9 mods to perfect my greenery, obviously adding anything else would probably mess it up. Only 2 are on your list,1 has been mentioned (BNS LOD https://www.nexusmods.com/fallout4/mods/38872 go to files and pick the BNS one) Also at least 3 on your list ruin framerates, would i be trusting anyone's opinion if they use them,i think not. Honest opinion of someone that spent the last 2 days messing around with greenery (also changing enb and weather mods) to get my new playthrough looking perfect.

    The winners are : Vivid Fallout all in one

    True Grass

    Pine Trees redone

    Delightful ivy (this one to overwrite the other not so nice ivy)

    Commonwealth conifers redux

    Commonwealth conifers redux tree placement patch

    BNS

    BNS LOD (Main page is neuraLOD)

    Verdant Wasteland ( This will add a yellow tone to your enb and change the day cycle to summer, starts getting light around 5 , dark around 9, if you look in the mod folder you can find the two enb file {double click the creation kit symbol} you cannot delete them,but you can copy and paste your two enb files with the same name to overwrite them and remove the yellow tone) It is worth the trouble to make BNS look a lot better.

     

    Also for the look i use : water enhanced , lily pads and pond scum remover, vivid weathers and vogue enb (This may have other enb leftovers altering it slightly as i have just been downloading and overwriting files,instead of deleting them)

     

    This may have been a longer in depth answer than you or anyone else wanted,but i thought it was better than: No, dont do it ,the ungrateful children will complain if you do, wait for them to comment about the lack of LOD and how they wish the mod author would someday make it. Then add it and wait for the inevitable comments about how they wish there was no LOD and the mod author would someday remove it. Or you could make it optional and wait for them to complain about something else,then again if it's an option what is the point of this question.

     

     

    Hmmm, you know because you spent two days messing with green mods huh? So which are the 3 mods that ruin frame rates? Because for me, ENB's seems to drop the most frames when using, but its been a long time since I tried any green mod that breaks precombines. I know they are of course bad.

     

     

  16. Maybe not pointless exactly. Since I imagine verts expand further and further apart as mesh is scaled larger. Main thing is texture with start to look s#*!, but that's not important and can maybe be fixed with higher res textures stretched out over the same UV map.

    But I wonder if this spacing between verts to extremes start to affect things like navmesh or placing down navmesh? And, once taking it further than the x10 of creation Kit (using the xedit method does the collision remain intact? I assume this cave tunnel is Summthinh people wanna warlk

  17. If you are thinking about LOD though, And BNS is popular, remember it has like 3 or 4 versions, same as Conifers. LOD is always gonna be different but I guess you could make files for the top 3 mods. Generally, its best people generate their own, but, of course not everyone knows how.

  18. I have never bothered with this mod on PC. I had it on xb1 but since learning how to use Xedit I generally make a lot of my own changes and merge many small fixes I find into one large patch, if all they are is record changes of original Fo4 data. Such as River Fixs and water LOD fixes etc. plus a few that contain mesh fixes of altered vanilla meshes.

    Looking at FO4UP, it covers A LOT! but is it necessary? for example, are the Location References for every single worldspace necessary? To include these into other mods, like Horizon's optional plug-ins would take days, I would add them to my main large patch for my load order that lives at the bottom of my load order list and covers all my plugins (but requires none as master, its all vanilla record changes so mods can be removed without breaking it) but this would take days of boring editing.. What is the reason for these Location references? Surely they are not game breaking to not include?

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