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eni819

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Everything posted by eni819

  1. Do you know if there is a way to edit the grid size and rotation values to allow wall mounted items to have more leeway in where they are allowed to snap? it seems like the x,y allowance is within 10-20 positions, but the z grid size seems to be dead set on being the standard wall height around 250... The rotation of items also seems to be limited to 45 degree angles with this setting enabled.
  2. Has anyone figured out if it is possible to get the game to recognize furniture as a stackable surface through use of record flags or PRPS values? For example, placing a small container on top of a couch using the workshop menu without using modpos or "place-in-red."
  3. Hiyo, I'm the author of the Destruction mod. The mod itself currently enables nearly all vanilla settlements objects to be destroyed. Expansions are in the works to make as much of the FO4 world destructible as possible. I'm looking for anyone who would like to contribute to the mod by making custom models for objects that have been destroyed. This can involve anything from modifying vanilla models in Nifskope to creating all new models from scratch. Any level of experience is acceptable. Thanks!
  4. Hiyo! As some people may or may not be aware, there is currently a limit on crafting menus that cause a number of compatibility issues between mods. To put it simply, there are roughly 200-220 available "keywords" that can be used as menus both for settlement building and workbench crafting. Once the limit is reached, mods start conflicting and over writing each other. One ambitious project has been in the works to try and fix this by setting up a framework to cut back on the number of menus while maintaining an organized menu structure. I'm not the author but I would recommend looking at the mod itself to get an idea of what its doing and what mods are involved: Settlement Keywords: http://www.nexusmods.com/fallout4/mods/7259/? I also have a forum topic in the mod troubleshooting section with some more details on this subject with feedback from other people as well. It's not highly technical, but can shed some light for the average mod user: http://forums.nexusmods.com/index.php?/topic/3604490-crafting-mods-game-limitations-and-you/ In an effort to make the SK framework better I've put out a straw poll to give a more localized place for everyone to weigh in on how many objects they would like to scroll through on any given menu. This will hopefully work to strike a balance between having too many menus and having an over-saturation of objects localized in one menu. Straw Poll: http://strawpoll.me/6457958 Thanks to those of you who participate! :laugh:
  5. So just an update for people following this. The Settlement Keywords project is gaining momentum and is significantly clearing up menu space for other mods. So far there's a total of 4 mods supported, with the potential for... just about all of them. The mod authors involved are doing great work and I'm thrilled to see the progress. Currently, however, the way the SK works causes a number of conflicts with other crafting mods (mainly just the settlement mods). Stuyk (the author of the SK) has offered services to port mods over to make them compliant to the system. In most cases this is not too hard of a process and once done will make future updates by the original mod authors quite easy. Currently there are only 14 new menus (keywords) that have been added, and the major mods are causing some significant bloat in the amount of objects in certain menus. This is an issue that's being discussed and finding a nice happy medium between too few and too many menus is a high priority. To see the mods currently supported I recommend going to the SK page directly: http://www.nexusmods.com/fallout4/mods/7259/? I also have setup a straw poll to help figure out where the menu balance should be. This will help the mod authors a great deal in making the mods the way you want them to be. If you could take the time to go and throw in your input it would be greatly appreciated! http://strawpoll.me/6457958
  6. It looks like we have some potential fixes in the works that might get rid of this problem entirely. As I've stated before, some modder's have already made mods that avoid this problem entirely, but two new possibilities have come up: https://www.reddit.com/r/FalloutMods/comments/3yrd04/fo4_hey_i_mighta_fixed_the_pesky_menu_limit_bug/ http://www.nexusmods.com/fallout4/mods/7259/? If you're a mod author I suggest keeping an eye out on what these guys figure out. For the rest of us, let's keep our fingers crossed.
  7. This is an on-going issue that is still being figured out. For more information see my thread here: http://forums.nexusmods.com/index.php?/topic/3604490-crafting-mods-game-limitations-and-you/
  8. It seems like Bethesda may have allocated a single byte (255) to hold the keywords for menus and such, with some stuff dedicated to vanilla and behind the scenes stuff. This would be rather insulting if Bethesda thought that's all we'd need... As for a "modder council", there are a number of modders who have been working together trying to alleviate this problem (some have already made or changed their mods to have complete compatibility) but it would require a load of work to actually accomplish this on a grand scale and there's still some hope that this limit can be bypassed or changed before everyone goes and re-organizes their mods. And then there are modders who just don't care and refuse to help at all... Yes, I know who you are... :ninja:
  9. That 200 didn't include workbench menus... I just took a look at those menus and I had 14 distinct categories (the 10 vanilla ones and 4 from mods) and an additional 7 categories with the wrong name that had multiple menu items merged into them. Disabling a settlement workshop mod that had a total of 54 menus resulted in my workbench menus changing to a total of 54 distinct categories (with 10 vanillas and 44 from mods) with 3 using wrong names and merged items. I then removed all workbench mods and managed to squeeze another 6 settlement menus into my game, that I wasn't able to before (this may have been a load-order issue). I then re-enabled all workbench mods and 3 settlement menu's popped out (I assume this is because it enabled brand new workbenches and the game had to take menu space from the overall pool to have at least 1 menu per bench). So, although we have a relationship between menus across the two system, they don't match up 1 for 1. It appears that settlement menus take priority in the game, but even when workbench menus get all bunched up they handle it better by simple merging objects into a single category per bench if needed. TL;DR:We have about 200 menus to use that get split between all crafting systems (vanilla menus follow their own rules to an extent and I'm not counting them).Custom workbenches are required to have 1 menu at a minimum, otherwise settlement building has priority over menu usage.Workbenches seem to be more bug proof with dealing with menu conflicts possibly due to that 1 menu requirement.If you want to maximize settlement building mods, put them before all workbench mods.
  10. Technical Update: I counted the number of workshop menu categories I currently have (counting both vanilla and mod added menus) and added more mods using various load orders until I hit what appears to be the limit... 200. Once 200 has been exceeded everything just goes bonkers in a variety of different ways depending which mods you use and which order you have them in. This magic 200 number may not be the case for everyone in every situation, but it at least gives a rough idea of what we're dealing with.
  11. Disclaimer: I'm not a modding guru so this is more of a layman's Public Service Announcement. I'll use a few technical terms (which may be the wrong ones), but hopefully this will help shed some light on an on-going issue for people using crafting mods. TL;DR: Don't use a lot of big crafting mods. If any of you are like me and like to build massive settlements and have the ability to craft everything imaginable, then you've run into a frustrating problem. Fallout 4 has a limit when it comes to crafting menus and objects. This includes both settlement workshop menus as well as crafting station menus. Depending on who you ask the general opinion is that too many keywords and categories cause mod conflicts that flat out limit how many crafting mods you can use without issue. That issue being: missing objects, missing menus, category name overwrites, and probably a few others I haven't experienced. Various fixes have been made and proposed, but like all Bethesda games your load order is a big factor. Until we get the GECK or someone manages to stumble on what exactly is the cause of the limit, we all basically have a choice: prioritize which crafting mods you want the most and stop adding more once you hit the "limit" and you start missing objects. I'd like to share a basic load order for, strictly, my crafting mods to give an example. I've highlight settlement specific mods in orange, item-crafting specific mods in cyan, and combination mods in green. (I apologize if these colors don't show properly on your screen). ================================================= Fallout4.esmHomemaker.esmHomemaker - Unlocked Institute Objects.espWorsins-Immersive-Garage-T45-Bundle.espWorsins-Immersive-Garage-T60-Bundle.espWorsins-Immersive-Garage-X01-Bundle.espDDP_Elevators_mark1.espDDP_Bridge_mark1.espDDP_Ramps_mark1.espSummonerOnlyBots.espOCDecorator.espAlternateSettlements.espALTSET-OCD-CompatabilityPatch.espArmorsmith Extended.espLegendaryModification.espLegendaryModification2LM.espLegendaryModificationCSA.espLegendaryModificationMisc.espCraftable Armor Size.espSettle-SRR.espExpandedSettlementBuildings.espEferasShoulderBag.espCrafting Workbench.espCrafting Workbenches - Ammo.espCrafting Workbenches - Ammo Special.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Pre War and Manufactured.espEli_ArmourCollection.espArmorsmith Elianora Extended.esp================================================= Using this current setup with this load order results in my settlement building menus to be flawless. No missing menus, no missing objects. I do, however, have item-crafting menu glitches were some categories are overwritten by another mod (I find this annoying, but not game breaking in any way since all the objects I want to craft are still there). Most every mod in this list is at its current release version as of the moment I'm writing this, and different versions can change results drastically. Just as drastically as incorrect installation procedures (ALWAYS, ALWAYS READ INSTALLATION INSTRUCTIONS!) My hope is that this issue is resolved sooner than later, but until then I hope this post can shed some light for people new to modding, or just don't know why their mods are "broken." Best of luck to everyone out there and a big thanks to all the modders who make games more enjoyable for the rest of us! :nuke: :kiss: :nuke:
  12. Ditto to this... all of my ini settings are as they should be, however: About 25% of the time NMM simply does not active a mod when I tell it to. Deleting the mod from the NMM list and then re-downloading (or adding a downloaded file) fixes that problem when it comes up. Then, about 10% of the time NMM doesn't install all the files for a mod and I have to do it manually.
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