Jump to content

chucksteel

Premium Member
  • Posts

    2204
  • Joined

  • Last visited

Posts posted by chucksteel

  1. Pixelhate. 

    It's nice see you still here and to be back. 

    Thank you so much for the help The Geck Exender did the trick and solved my issue. I can now load woldspaces. 

    Out of curiosity do you happen to know which version of blender people are using with windows 11? I was still on Win 7 when I dropped off the face of the earth so I'm having to do some catch up to figure out what I need to get now that I'm back. 

    Thanks again for the Geck help I'm truly grateful!  

  2. I've been away for some time and have been reinstalling all my games and modding tools.

    I'm having an issue with the NV GECK where it crashes when loading a world space. I do vaguely remember this issue happening when the game and GECK first released but I don't remember the fix. 

    I've tested on a vanilla  game install with only NVSE, the 4GB patch and GECK PowerUP. The GECK crashes when trying to load any world space.

    I am assuming the issue is a .ini setting that I need to change, any help would be appreciated

    thanks

    chuck 

  3. You do now there are a lot of mods ported to Xbox. I have created and ported over 250 mods myself.

     

    What specifically are you asking for? I assume you have seen something here that is not available on Xbox but depending on what it is and the authors permissions it might be possible to get it ported.

  4. To link your account go to Bethesda.net and log in. In the top right corner of the window you’ll see your username, click on it and go to linked accounts. This is where you should be able to do your steam link. Mine shows steam and my Xbox live accounts.

     

    Xbox mods don’t use the PC archives so keep your assets loose and

     

    1. Go to upload file/XB1

    2. The ckit will look for assets needed for the mod and open a new window listing them

    3. Check the list, once you feel everything is there hit the pack button

    4. The ckit will convert the assets to Xbox format and pack with the correct compression.

    5. You will get the upload window to add file name and description

    6. After uploading is finished go back to Bethesda.net to add images and publish your mod.

     

    Pro tip: after the upload completes the ckit progress window will turn into a link that takes you directly to the mod page for editing and publishing.

     

    Feel free to hit me up if you have any other questions.

  5. You have to go to Bethesda.net and log into your account there. Somewhere under your profile there is a place to steam link your game. I don’t remember where I was in the ckit beta and just don’t remember where now.

     

    It verifies your using a legal version of the game, after that’s done you should be able to upload mods to Bethesda.net

     

    This was added because people were using pirated versions of the game, stealing mods and uploading them without permissions.

  6. To the best of my knowledge, I've never been banned by anybody on Nexus. That being said, it does kind of suck that being banned means that you can't even download updates to a mod. It would be nice if a banning simply kept you from posting to the mod page. I've never posted a mod though, so maybe I'm missing something.

    The author can choose to ban from just “posting” on the mod page or from “posting, downloading, and PM contact” all together. They can include all their uploaded files too.

     

    I’ve only had to ban one person in all my time here and only because it was an extreme situation.

  7. There was a somewhat recent Bethesda launcher update that has caused the ckit to not run when launched from it.

     

    There are some threads about it in the ckit forums over on Bethesda.net

     

    For best results just create a desktop shortcut to launch the ckit and avoid the Bethesda launcher unless you are trying to update or reinstall it.

     

    This is the first link I found but there are more.

    https://bethesda.net/community/topic/334097/lastest-update-broke-my-fallout-4-creation-kit?language%5B%5D=en

  8. Anybody feel free to correct me if I'm wrong, but my understanding is that all those door-loading-screens are basically just a way to make the game play smoother. The computer only loads the data for that worldspace if you go into it, otherwise, it doesn't. That takes a load off your processor. If you wanted the game to load every possible interior in every cell you enter, I imagine it would seriously slow down your entire game.

     

     

    For the most part you are correct.

     

    If you have played FO3 or FNV think about downtown DC or the Strip, both locations were broken up to reduce the load on the system.

     

    FO4 on the other hand does have allot in the open world with its vertical dungeon crawls but even locations like Goodneighbor is broken away from the main world for the same reason.

     

    Now think about game performance (especially on console) if everything was in one worldspace.

  9. Every load screen Interior would have to be rebuilt in the main worldspace. It is unlikely that anyone would even think about attempting it and if they tried it would be extremely difficult requiring new custom meshes for many buildings.

     

    Also interior and exterior space tend to be different. Bethesda cheats the scale allot of the time so Interiors are not tiny.

  10. Hay Kitcat hope all's well other then this.

     

    .esl's can only contain 2,048 forms, mods that have more then that cannot be converted to the .esl format.

     

    to "compact" the IDs in the ckit,

    • go to File/Compact Active File IDs
    • Then File/Convert Active File to Light Master
    • Save (this saves the form IDs in your .esp to match your .esl)

    This will save an .esl version in your data folder along side the active .esp

     

    For more information on .esl's

     

    Hope this helps

  11. I'm going with the assumption that you used archive2 to pack your Xbox archives, this is part of your problem. I have never successfully packed xbox archives by hand.

     

    it's best to let the ckit pack your Xbox archive, I don't think Archive2 actully can use the correct file compression but the ckit can.

     

    Delet the xbox archive you've previously created and try this.

     

    1. load your blank empty .esp in the ckit,
    2. log into bethesda.net
    3. go to upload mod to Xbox,
    4. You'll get a message "An archive might not be necessary. Add files by hand?"
    5. click yes and a new empty "Add/Remove files to Archive" window will open,
    6. click the add button in the top right corner,
    7. locate your assets (any meshes and textures you may need),
    8. Ones you have them all added press the pack archive button, a new Xbox archive will be created and places in Data/XB1 folder, it will be correctly named and ready to upload,
    9. When the packing is finished you'll be taken to the Upload mod window,

    This is how I pack Xbox Texture replacer mods myself.

     

    The add button is a little annoying you can add entire folders by selecting everything in them but you can't add multiple folders at a time.

     

    Hope this helps but feel free to ask any questions you may have.

  12. I don't edit anything near Goodneighbor so you don't have to worry about that.

     

    As for your exterior changes you could try to fake it a little by placing buildings in front of the existing one you see from the outside. if you don't break the original Pre-Combined for the cells the performance hit shouldn't be that noticeable. I don't think you'll have much issue with things popping in the area if full of narrow streets and tall buildings.

     

    just a thought and might be worth a try.

  13.  

     

    One thing i am confused about is the fact that when i am outside of the gate to GN, the changes ive made to the goodneighbor interior gate cell, or the goodneighbor alleys cell do not show. Im not experienced enough with how the game handles these cells to know for sure, but I'm guessing that even though the 2 secondary cells are cut off within goodneighbor , they are only accessible through the GN worldspace.

     

    The changes don't show because they are in two different worldspaces, Goodneighbor interior and Wasteland (I assume) To get the changes to show you from the outside you would have to add them there to. this would be visual only and just what you can see from behind the wall, I'm guessing you added some signage or buildings.

     

    Adding the changes to the exterior would give you continuity if you choose to do it.

     

    You would also have to regenerate PCB's and Vis for the wasteland cells you edit.

     

     

     

    Now my question based on the info I've provided is, am i safe to just generate the PCB and previs within those 3 goodneighbor cells, or will they break those in the cells outside of GN as well?

     

    Your safe to generate PCB and PreVis in only the three cells you've edited. Generate the PCB's in all three cells first. Then generate PreVis, you only need to generate PreVis once because PreVis generates on a 3x3 grid by default.

  14. My source scripts are under the optional files. I'm assuming you'll just need to add Workshop Rearranged as a master and then fix up some keywords on the recopies to get them working together.

     

    After that you could start adding sub-Categories I just did this heavy handed.

     

    You should do this all in xEdit also the ckit doesn't like .esp's that use other .esp's as masters.

     

    Edit: I took a quick look and compared Workshop Rearranged and my Crafting Control in xEdit. It is just a simple as adding Workshop Rearranged as a master and then going through all the recipes and copying over all of Workshop Rearranged's edits to Crafting Control.

     

    Doing this would get them working together and then if you choose you could start to add sub-Categories for specific objects.

  15. Take a look at my mod Crafting Control It's not going to be compatible with Workshop Rearranged but you could probably patch it to work. Crafting control adds a setting holotape where you can turn off and on any DLC you choose.

     

    I added xMarkers and use GetDisabled conditions on the recipes, This way I can hide anything or everything accept mod added objects.

     

    Feel free to use it as a base for a Workshop Rearranged patch if you want and if you have any questions feel free to ask.

×
×
  • Create New...