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Those two mods do the same thing, change "fPlayerOutsideBuildAreaTimerDuration", which you can do via console as well. Though you have to redo it every time, that's what it is, a change to a game setting. It makes sense to have it in mod form, unless you have an autoexec.txt you run anyway; but not simply stating "this changes this one game setting" is just silly, and leads to some people never learning about even the most things, because they're all behind this curtain of being magic cooked up by "mod makers" that mere mortals couldn't possibly understand. That may be true for some mods, but generally, look at it first. If it's really complex, you'll know instantly. If it's just a game setting or .ini change, you'll know instantly, too, and then you'll have learned a small thing about how the game works.
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SetPosition() not moving an object reference
NeinGaming replied to 15gudasc's topic in Fallout 4's Creation Kit and Modders
This threw me for such a loop once, if you'll pardon the pun. And to make everyone it happened to feel better: I then did it again, knowingly, thinking "yeah but I won't need it in this instance because I'm gonna X Y and Z", and then later "oh, crap". (though luckily I could just delete it from the save with ReSaver). The thing is, once the script is in that loop it doesn't matter what changes you do to the script -- the game will take the version from the save, as it probably tells you in the papyrus log, until there's a chance to swap it out, which there won't be while it's in this loop. So you either have to kill it with ReSaver, or start a new game (double check the papyrus log though that it's actually necessary). -
At first, I was just thinking about a really silly little joke mod, where the bombs don't drop, the Vault Tec guy doesn't show up, and it's just being trapped in this apartment filled with boredom until you realize this mod sucks and uninstall it. But something more ambitious would also be cool! Make time progress normally, give it weather, maybe expand pre-war sanctuary or just give it walls, have a workshop and your neighbors as settlers. And then see what you come up with from there? Personally, I am modding my game to be so hard it's getting silly, and if I had something that is always peaceful to go back to, that can at least produce some scrap, water and food, I could keep making it harder and still playable at the same time. I don't care about consistency as long as things look somewhat nice, and pre and post war NPC and assets don't clash the same way deathclaw replacers etc. do. That's good enough for me, I don't need (or even want) an explanation why there is this prewar enclave nobody interacts with or talks about. Just need a cave entrance somewhere that leads to, say, Vault 88, which in turn has exits to the Commonwealth. Though something akin to time travel could also work -- so within Sanctuary, you can "flip" and get put in the same position in the "other timeline". That would also make it quite the "sanctuary" for hard survival, too: if all your settlers are dead and you're about to die, you flip, play house for a bit and heal up, maybe mod your weapon, and then go back to the other timeline. Sadly you couldn't freeze time (I don't think) in the "timeline" you're not in, because otherwise you could do something like flip to safety, then flip back behind the raider that was just about to kill you. Which would be totally OP, but only within Sanctuary, which would make it "balanced" again. But I don't think it's possible, and with the loading times it would be way less cool anyway. Oh well. Because I myself know just so little, both about all the things that happen at game startup and quests in general, what mods would be good to look at? Obviously all the fast start ones, just to see what they change or disable and how they do that, but are there any mods that expand gameplay in pre-war Sanctuary? (Since I barely know where to start and even without getting sidetracked by other things will take ages to ever get something presentable, please feel free to take some or all of the above and make it if you want. IMO that goes without saying but some people are stingy about ideas, and I'm not.)
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Yeah, that's the one! I was looking for "workshop" and "exit" all over the place, but the game setting is "fPlayerOutsideBuildAreaTimerDuration", so you can e.g. type "setgs fPlayerOutsideBuildAreaTimerDuration 60" into the console (or add it to any autoexec.txt file you might have). I just tried moving a workbench from Red Rocket to the middle of Sanctuary and could access the Red Rocket workshop inventory from there. Probably a terrible idea, of course ^^
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You can change the delay, but I can't for the life of my find how I did it. I will reply when I found it. In the meantime, maybe look at the message warning of auto exit and look at anything referencing. It's somewhere... I know for sure because I set it to 60 seconds, and it works fine as long as I place the item down inside the settlement first -- after that, I can pick it up and place it outside the boundaries (when I'm using Place Anywhere, at least). Didn't try anything settler work objects though, I assume at least if the distance to the workshop is too big, things will not work. But for placing the occasional turret, wall or stairs around the perimeter, it's enough. I can move and scrap and repair things after I placed them outside the boundaries, that's good enough for me.
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The files do stay separate. Mods don't actually overwrite anything, unless you literally copy them into your FO4 folder, overwriting files. The mod manager, the moment you start the game, takes whatever current mod list you have, applies it in order, then applies the overwrite folder, and creates the virtual file system the FO4 instance you started sees. That doesn't actually overwrite anything any more than a plugin overwrites a master record it overrides. The game still "only sees the conflict winner", and it works that way with mods and mod managers, too. The moment you remove/deactivate the override/mod, whatever was "underneath" gets used instead.
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Can an NPC be made perfectly neutral?
NeinGaming replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
You could check out the CaptiveFaction [0003E0C8] and expand a copy of it with the additional factions you need. Notice it's set to be friends with everybody, not neutral. Because as you mentioned, neutral is not enough. Of course this means NPC that are set to help friends would help them in combat, but if everybody is friends with them, nobody will be in combat with them, so no problem. -
New names for Codsworth to say
NeinGaming replied to Freeasabird767's topic in Fallout 4's Mod Ideas
But then how do you make Codsworth actually use it? That could be tested with random samples even, but has it been done at all yet? -
Do any of the various papyrus extensions have a function to check the filesize of a local file? If yes, since your stripped fallout4.esm isn't likely to change often, you could just pop a warning when it's N bytes big, where N is the size of your stripped .esm. Failing that, start fallout via a little batch file that does that check, and pauses until you press a key if it's the stripped .esm.
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Does the pagefile actually ever get used, when you have 64GB RAM? I have 24 GB and the answer is no, unless I do something really pathological or have a memory leak (but then having a big pagefile just extends the pain and makes it so much slower, so in that case I would prefer a speedy crash ^^) As a tangent, I added this to my [Papyrus] section, it's NOT recommended but I got too script happy and didn't WANT to restrict myself to keep papyrus from dumping the stack, so I increased it to ~15GB and didn't have a single stack dump since: iMaxAllocatedMemoryBytes=15000000 Don't do this if you just use normal mods! But if you experiment with scripting and get stack dumps and generally are reckless, it does have an effect, FWIW.
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I wanted to take a stab at this but the first thing I found out was that https://falloutck.uesp.net/wiki/PassTime_-_Game But the upside is, since I can't do what I wanted (simply, anyway), I decided to just go the total jank route. I already made something that just spawns random people and enemies and has them travel between points selected from form lists. So when activating (talking to) a neutral, if they happen to be traveling to a place at least 30k units away, they just pop up a message box "I'm going somewhere, wanna come with?", and you can say yes or no. If you say yes, 100 hours pass, you end up *somewhere* (and the NPC isn't there, even though I moveto'd the player to them? I need to experiment with this more), and depending on your survival settings you're either just very tired and hungry and thirsty, or nearly dead. Perfect.
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PapyrusAssembler stopped working
NeinGaming replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Can you tell us more in what way it stopped working? E.g. what is the error message, if any?