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chucksteel

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Everything posted by chucksteel

  1. Removing the teleport isn't enough. You need a new building mesh, You need to rebuild the interior in the worldspace, you need to then rebuild the pre-combined and viability for the cell. This is why Beantown conflicts with so many other mods.
  2. This is a lot more complicated then you may think. Look at my mod The Beantown Interiors project it adds mostly open world inferiors.
  3. Have you tried hiding the gaps with static meshes like sidewalks or grass clumps?
  4. No you want to change the extension back in the file header master list. As you can see here I did the same thing for my optimization patch but to distribute it I had to switch from BTinteriors.esm to BTInteriors.esp in the file header so people using the mod could use the patch.
  5. Making mods that use other .esp mods as a master is a bit tricky. The ckit will remove the .esp master when saving the mod and breaking it. The best thing to do is, 1. Make a backup of the original mod you want as a master, 2. Open the mod in xEdit, (FO4edit) 3. Once loaded go to the file header 4. At the top you will see flags. Right click the empty space next to flags and click edit. You’ll get a warning but just click yes and continue. 5. Check the .esm box 6. Close xEdit and save 7. Locate the mod in your data folder and change it’s extentio from .esp to .esm Now you will be able to use the mod as a master in the ckit without it creating the duplicate cells or removing your intended master. Once your finished with your edits you’ll need to open your new plug-in in xEdit. (You’ll need an older version for this step because the newest version doesn’t allow you to edit the master lists in the file header) 1. Open your new mod in xEdit (older version) 2. Go to file header and look towards the bottom for the master list 3. Right click on the mod you previously converted to an .esm and click edit. (You’ll get that warming again) 4. Change the file extension to .esp 5. Close xEdit and save your mod 6. Replace the backed up version of the original.esp you wanted as a master in your data folder. 7. Activate the mods with the manager of your choice Now you have a mod that requires another.esp mod as a master. Note: do not try to edit any mod that requires an .esp master in the ckit it will break when saving. Note #2: you can test using the converted .esm plug-in but if you are going to publish the patch you’ll need to convert back to .esp master for others to use. I hope that was understandable and not too confusing but feel free to ask any questions you may have.
  6. Try removing the original doors teleport all together, open the form and uncheck the teleport box. ( do the same for your new door for now) save and quit. Relaunch the ckit and try to reset your door again, making sure the new yellow teleport marker is just in front of your door and inside the cell. I’m just grasping at straws here without seeing the mod but it’s worth a try. The blue markers are COC markers, the yellow are teleport markers and associates with a specific door. With a COC marker in the cell if you hit the console and typed COC MyCell you will be moved to that marker. They are dev tools for testing for the most part. Glad you’re enjoying!
  7. Did you place the yellow teleport marker in front of the door?
  8. You have a mod that is breaking visibility in Diamond City. Look at you mods, once you know the cause it may be possible to fix it.
  9. One problem you’ll run into is just editing the meshes won’t make them show. Mesh replaces don’t work the same as they did in earlier titles because of the pre-combined meshes. Basically think of pre-combined meshes like big SCOL’s (for simplicity) For your edited meshes to show you would still need to break pre-combines.
  10. First, do yourself a favor and ignore that thread! It’s full of miss information by the misinformed. The grass that is included in pre-combined meshes are attached to meshes like rocks and cliffs. The grass that is painted on the landscape is proceduraly generated.
  11. That is correct so long as the mod author didn’t change the file name before uploading it for Xbox.
  12. It sounds like you doing it right, what kind of issues are you having? Anyway this is what I do. 1. Open the mod I want to require as a master in xEdit (FO4edit) 2. Go to it’s file header and set the .esm flag 3. Quit and save in xEdit 4. Change the new masters file extension to .esm Make a backup of the original.esp version, this way you will have a master version if needed later and you won’t have to convert it back to an .esp 5. Launch the ckit and select my new master and the plug-in I want as a dependency in the data window 6. Set the plug-in I want as a dependency as active and load 7. Make my edits and save in the ckit (this will add the new dependency) 8. Open my edited plug-in in xEdit (FO4edit) (this will load the masters needed also) 9. In my plug-in go to the file header and locate the master list 10. Change MyNewMaster.esm to .esp Your plug-in will now have an .esp master. DO NOT OPEN THIS PLUG-IN IN THE CKIT AND SAVE! Saving again will remove the .esp master, you can open it for uploading but stay clear of the save button! This will work for Xbox, I do it all the time.
  13. Launch game, click the mods tab in the main menu, select mod, hit the install button. You can only get mods that are on Bethesda.net, you can go to https://bethesda.net/en/mods/fallout4 and add mods to your favorites list to make them easier to find.
  14. I can take a look just send me the file. Your more then welcome to send it via PM if you don't want a link public.
  15. I think RedRocketTV has a tutorial video for interior Pre-Combine’s, I’ve only done then in the worldspaces but it should be a similar process.
  16. You might want to generate interior Pre-Combined meshes and visibility instead of using roombounds and portal. In vanilla cells that have roombounds, they aren’t used when pre-combine’s are generated. When a mod breaks the vanilla pre-combined meshes the roombounds kick in but they were poorly done because the system is obsolete. You’ll probably get better performance with the pre-combined system. Just a suggestion
  17. Without mods they can’t die. If you try to kill them they will turn on you and you’ll have an unkillable NPC attacking you. One game I mistook a DC guard for a raider while I had piper with me, she didn’t like that and attacked me. I had no choice but to reload an old save.
  18. I’m on win 7 64 and I had the same problem with the Bethesda launcher. I (oddly enough) had to set it to run in windows Vista compatibility mode. Maybe that will help you too. Glad to hear you got things somewhat working.
  19. I know that in the .ini undefined functions use their default settings, I was wondering if there was a way to find what is undefined? I created a mod for the in game mod manage that increases the displayed mods from its default of 90 mods to 250 by adding the ckit function, [bethesda.net] uiDefaultNumSearchResults=250 This function in the ckit.ini this controls the number of displayed mods in the ckit upload manager, which also has a cap of 90. It works in the fallout4.ini to increase the in game managers displayed mods. I did this for Xbox because I have created, ported or patched around 180 mods and I could not access all of them. (Thank you Beth) Now I am wondering if I can get around the 150 mod cap on Xbox. I suspect this is an undefined function on PC but not on console. I know there is not anything I can do about the 2gb mod reserve but it would be nice help people add more small mods. Thanks for any insight.
  20. Not being able to play in window mode may have something to do with your issues. I’m not sure but that’s a good guess.
  21. When you do get a cell to load are you sure your not selecting an FX? They can get in the way and make it seem like your not selecting anything. Try this when/if you get an interior cell to load, 1. In the cell view window check the “Selected Only Box” and try to interact with something in the window. If you have selected something it will be the only thing showing in the object list. 2. If an object is selected hit 1,1 (pressing the 1 key twice hides the selected object) 3. Rinse and repeat until you select an object you want to edit. Hit the “M” key shows hidden markers which helps because you can see invisible objects. Hitting the “A” key toggles the lightning in the cell. I am not really sure why your having so much trouble to be honest. Try testing on the Sanctuary basement, it is a small cell with allot of FX.
  22. Are you trying to load a workspace cell or an interior cell? How long have you waited? Just trying to brainstorm but if your trying to load a worldspace they can take a long time. Especially in downtown cells. You can try going settings “grids to load” in the preferences to 3. 5 is the default and loads a 5x5 grid of cells, reducing to 3 speeds up loads.
  23. It seems Beth patched the ambush pack on PC today, all they mentioned was fixing the bug that broke the calendar and screwed up servival games. Not sure if that helps maybe firestarter will post more logs or comment on the quality of the patch. I didn’t hate the CC at first but as the prices go up and the quality goes down I see it as a bad joke now. What’s really funny is this content was released for the 1 year anniversary of the CC! Way to go Beth! :P
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