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lapdragon

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Posts posted by lapdragon

  1. I had a user from our Rebuilt Series complaining today that we'd gotten rid of the workbench at Kingsport, but he also found this thread that had re-discovered it over at the fishpacking plant. I did a bit of digging and confirmed that it is indeed the Settlement Expansion All-in-One mod that's done it, and posted the fix for our users, but I figured I'd post it here too.

     

    The best way to fix the issue is to delete the wonky reference in the CombinedExpansion4.1.esp - just search for 001654B8 in xEdit and delete the entry from his mod - it's the only workbench he's moved so I have to assume it was an accident.

     

    If you're not an xEdit user, to fix the missing workbench at Kingsport use the following commands in the console.

     

    prid 1654B8
    setpos x 90560.85
    setpos y 60331.66
    setpos z 1246.81
    setangle z 162.51
    modpos x 0
    Save and exit once you're done, and once you reload the game should be happy with the restored workbench. You don't technically need to be in Kingsport when you run the commands, but it might be helpful in confirming that the workbench is back where it's supposed to be.
  2. In response to post #39470550. #39471095, #39485805 are all replies on the same post.


    Everlive wrote: Literally, my only problem with mods on console (other than the theft going on) is a user problem. If a mod breaks or breaks your game, you can't just go into the files and try to fix it. That could make console modding a nightmare. Plus not being able to use third-party software is a huge limit (SKSE, Script Dragon, FNIS, ASIS, ect).
    BUT, I am happy people can finally mod on console to a degree.
    matortheeternal wrote: This isn't "my only problem", but I agree 100% on this being a huge issue. For me (and many others), modding is a lot more than just downloading mods. You manage load order, install order, patchers, and extenders, and it's only when you have the power to manage these things that high-level modding becomes maintainable. Consoles don't (and won't) ever allow this, because then they would be no longer be consoles, they'd be PCs.

    No matter what, console modding is going to be a "dumb" version of PC modding. Honestly, modding + consoles is like mixing oil and water. It doesn't (really) make sense.

    Things you can't do with console modding:
    - SKSE
    - SkyUI
    - MCMs
    - Engine-level bug fixes (See Crash Fixes and Lip Sync Bugfix mods from meh)
    - Cleaning plugin files
    - Automated patchers
    - Automated load order sorting
    - Merging plugins
    - Extracting BSAs/BA2s
    - Managing install order
    - FOMOD Installers
    - Any kind of modularity
    - Building mods
    - Editing mods
    - Debugging CTDs
    - Debugging load order
    - Use the developer console to test things
    - Use FNIS or other custom frameworks
    - etc. ...

    My point isn't that console modding shouldn't exist, but that we shouldn't break our backs trying to make it work.
    Arthmoor wrote: Minor point: Cleaning mods isn't something users should be doing even on PC. That's entirely within the realm of the mod author to handle. So consoles not being able to isn't a valid point IMO.

    Neither should users be extracting BSA/BA2 archives for stuff. So the inability to do so on a console is also an invalid point IMO.


    The biggest (and so far unanswered) question about Console modding is how are they able to handle asset duplication between similar mods? Three quarters of the reason I use NMM in the first place is because it lets me intelligently choose which files in a file conflict actually make their way into my data directory.

    I realize that there's limits on the texture and mesh mods that they get to use, but even simple mod decisions like installing the UF4P will involve installing meshes and textures, if they load another mod after the UF4P that uses the same mesh, it could very well break UF4P and nobody'd be the wiser.
  3. Use 3DSMax and Fo4Edit to make yourself a milk crate to stand on, that can be picked up and dropped down - there's actually already crates and such ingame, you'd just need to figure out how to convert one into a MISC item and give it a collision mesh. At that point it's just a matter of dropping it from inventory and using the grab option to move it around (which can be admittedly tricky sometimes).

     

    You could even easily make a recipe to make them craftable in the chem station, so you could make them into single-use items if required.

  4. Like it says on the tin - I'm contemplating a mod that makes an "ownership override" against an enemy-owned power armor frame that you've managed to extract the owner out of.

     

    Normally, I'd just open the console and select the frame, then run "setownership" and the frame is mine - but I'd like to be able to make a craftable "power armor hotwire kit" or something to that effect, so that it minimizes console use.

  5. I just did the same research, but apparently did a bit better.

     

    Here's a fairly good writeup on how to make a scripted installer - it doesn't get into actually telling you how to use radio buttons and checkboxes until part 6, but everything up until then is decent enough knowledge to have also.

     

    http://zumbs.wordpress.com/2009/11/08/fomm-and-fomods-for-dummies-2/

     

    I read through the whole thing, and then used the script sample on page 6 to make a functional installer.

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