Purr4me Posted February 1, 2017 Share Posted February 1, 2017 The only way I could think of making anything really work is if you never disabled it, and just dragged any items you want removed from a cell 20 thousand leagues under the cell, and put a big occlusion box on them all. But how impractical would that be?you will see posts of this nature on the Fo4 patches threads, we all know about it now.IF your mods are set as masters "false flagged" and upload it for others to use and their mods are not set that way? What do you suppose will take place? you need to test that and find out. Asking every one t o"master update their code? just to accommodate the code you have written? is wrong to do. Loot's team would most likely not list your work in the templates.-------------------Don't give up. we don't delete items in game other mod makers might have or targeting them, if you do? you cause a CTD to take place.What we do is simply by hand drop them bellow the map out of sight, we are careful not to move them in any direction but straight up or down. But, the mods you intend to use...why I asked are not your responsibility. You just needed a heads up in what's going on.The patch teams already know this. IT took a long time for them to learn this too. That's how it's done.Remember, your esp's are master updated...others are not, so that code will not match theirs. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 (http://www.nexusmods.com/fallout4/mods/20803/?) That's quite a read..ya know? kinda like what we have discussed here. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 as far as modding floral goes, or cleaning up that world space? I have had a few trials and fun doing that my self. But I never had issues with elevators or objects disappearing. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 I will show you what I mean. Take the fallout4.esm, I want you to copy it to the documents folder so you can see it's file size in the windows exploer window. look at it and change it to an esp and watch the size change, copy that to the Data directory. run any tool you think will try to write to it.copy it else where and change it back. how Big is it now? Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 This is some of what takes place to a plugin when you flag it as master, you expose fields normally not acted upon and you can see these fields in xedit. your edits associate exposed fields normally hidden. your plugin will react differently in the CK due to that fact. what your doing when you do that is turn those all on so you can edit them and the CK will save them..in that condition..as a master. but a master can not override an esp / slave. It would operate backwards and break the flow. A salve will override a master. But the CK will not save a salve AS a master. So it removes that and it's code. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 Wow thats alot of info, thanks a bunch. I've been studying a bunch of posts from countless forums but this right here is golden. I have one question left though, if I was only flagging the main mod file just for the CK session to do my generating, and flagged it back at the end, should that be okay? I haven't seen any evidence yet per say, but like you said earlier it could haunt me later on? The idea isnt to permanently make the mods esms, only fir the purpose of working with the patch, everything changed back later. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 I figured out how to turn the wasteland into a jungle too, using Summer Overhaul 3. I noticed Bethesda mentions in their wiki about new models and "Clear affected cells for data" to get it going, but thats a useless option anyway. If you have the custom meshes installed, generating the geometries bakes the new trees in. Of course then you have to do it for the worldspace, big problem lol. But sadly, previs can never work with those tree models in particular, the giant fake branches trigger precull to often. It'd need to have proper branches, and that'd break performance anyway. I really feel like I'm walking on a tight rope in this game. Skyrim can at least be cured with super fast CPUs in the future (20 years from now that is), to some degree. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 (http://www.nexusmods.com/fallout4/mods/20803/?) That's quite a read..ya know? kinda like what we have discussed here.Yeah lot of good info there. I have successfully generated this mods precull data, with Eli's Red Recket included. Now that I recall it, Quince done what you sugeested with this mod and moved everything underground. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 To Me: It's highly Unfair for you to miss judge your self..OK. You learn as you go. IF I had any thoughts to discourage you, believe me, I could..That is not whom I am or what I am about, that kind of rep is labeled as a Troll. IF I had thought you were not having much of a problem I would have left long ago.But some of the data "your words posted" and some of the posts you have made in other places..cuz I checked, I stayed here to make sure it sunk in and you had a better understanding of what's going on. yes, we are in for some new data for the game..58 gigs "Compressed babe ! uncompressed? Oh hell ..New hard drive time. PC..better be a massive beast ! yes, ,and after that, we Know dam well they are going to need to update the CK too because none of the new content will work in the current condition it is in now, this we already know from the mods built by US with HD files, we are forced to use xedit because the CK is so darn weak. IF you own Fallout 3? I will prove to you once and for all you do not need meshes and textures to Floralize a game...Just a single plugin is all that's needed. that is a legit statement. I already know some hate me because I don't share it. It's not the user base I keep it from, It's zenimax and Bethesda I keep it from, I keep my stuff off the networks, and I keep any mods I give out right here in the forums berried deep. I fix peoples mods if it suites me. But I choose. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 I appreciate your time, glad you responded :). I don't think I'll continue the downtown cleanup mod, compatibility would require a whole team of people. I don't want to have to ask a whole bunch of people for help. I think I will just keep helping some authors who need that data at best (if they have clean mods of course!). I'm not sure about this new texture pack. I'm finding Vivid Fallkut and sone other custom textures work really well... And yeah my F4 SSD is full XD. That sounds pretty cool that floral mod, I own F3 on Steam but I haven't got it installed atm. Floral system in this game is a janky clippy mess. I do have New Vegas unstalled though, if you play that too Link to comment Share on other sites More sharing options...
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