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yerude

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Hi all,

 

i created my gameplay full convert mod for half a year and use ~100 mods i found and changed almost all of them and created also several own mods as own .esp files.
To make all this work fine, i spent weeks to create merge patches etc.
Now my mod is fairly done. I only need very few changes and some help. First i wanted to figure out how it is done best to make this mod available for everyone.
I guess installing a modcollection of 100 mods is not very popuar.
I dont want to use a fomod installer because the intense feeling of gameplay changes should be varied so much. I havent found out a way to transform all my mods into geck and save it all up together. This way of merging would be great, but it is bugged and doesnt work.

Also geck has issues with the ids of objects. I thought about creating my mod step by step all over again with geck only.

Do you have tipps how i can do it in a very efficient and fast way?
Also i need a better way to tweak the containers. I use weapon mods and additional ammo types and the container tweaking was one of the most time consuming work.
I want my mod to be great in balance. Getting the best weapons/items very early is something i want to avoid as good as possible.

Is there a way to set some general settings somewhere if a weapon can be found or not depending on the charackters level?
Editing all containers is not comfortable at all.

And i have another problem with Geck. I have my weapon files as their own .esp files. If i load them with geck and change them, geck doesnt overwrite my files. It always saves a copy. but this copy has different ids. I want geck to overwrite my files.
I use fo4edit most, i only know some basics of geck so far.

I also need help with the following:
- create comsumable item to save, e.g. make nuka cola save the game. (no discussions about WHY i want this pls, there are reasons for it).
- I like vertibirds for fast travel. But i dont want the player to be forced to follow the brotherhood of steel. All fast travel mods i tested so far are way to cheaty.
In my opinion vertibirds for all factions would be a fair solution. I could add the signal grenades to all vendors but how do i force vertibirds to stay peacefull even if bos is hostile to me?


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You can't publish mod collections that include the work of others without their permission. That's an instant ban on this site (and some others).

 

Instead of tweaking individual containers, it sounds like what you want to do is tweak the leveled lists that determine what goes into containers. Leveled lists (as you can guess by the name) are based on character level, perks, etc.

 

If your changes are not being saved to the esps, then you probably aren't loading them correctly. When you first open CK, go to File, Data, Check whichever master esm files the mod requires and check the esp you want to edit. With that esp still highlighted, at the bottom select "Set as Active File" that will make all your changes happen in that esp.

 

I strongly recommend watching some tutorials on the basics of using the CK, editing leveled lists, etc. If you intend to publish your own work that involves changes to leveled lists, you're going to want to learn how to script inject your changes so that your mod will be compatible with other mods.

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Sorry for my English . Half a year ago I deleted the game for their own reasons.Installed it Yesterday again.The game itself modifies the line: bEnableFileSelection sResourceDataDirsFinal to default and modification do not work. Configuration Tool does not help ,it changes the lines of the file,but when the game starts they again down to default. No one mod is not working.

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Sorry for my English . Half a year ago I deleted the game for their own reasons.Installed it Yesterday again.The game itself modifies the line: bEnableFileSelection sResourceDataDirsFinal to default and modification do not work. Configuration Tool does not help ,it changes the lines of the file,but when the game starts they again down to default. No one mod is not working.

Why did you post in this thread? Your issue doesn't seem to have anything to do with the original topic. That is not the right way to do things on this site.

 

But to answer your question, follow the instructions on this page to enable mods: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation. Make sure you're using the latest versions of the mods you previously used, the game engine has had many big changes over the past year and older versions of mods may not work.

 

The latest versions of NMM are really bad about not properly installing and activating mods. Unfortunately they've also stopped supporting it while they work on a new one from scratch. I suggest either switching to a somewhat older, more stable version of NMM or switching to Mod Organizer 2 which has recently started receiving support again with a new developer.
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