Odyseus77 Posted June 20, 2012 Share Posted June 20, 2012 @ Jeux: First, your eyes can not see beyond the last edit of his posts! Second, I do not know why you're throwing in my face the work he does. Because a) I already know all that, b) at any time and in any of my posts I have demanded anything from anyone, and c) I'm NOT like 90 percent of Nexus users who believe that the modders are obliged to work for them! Third, I already know of the possible "hiccups" and "corruptions", and I'm helping anyway! Which you can translate to "I'm present during his struggle, without expecting to be present during his success." Got it? So you better not talk about something you do not know because you have not seen the whole picture! @ Cyberlazy: Do you remember the patches that I've been doing to extend the Craft Master filters to other mods? Those same patches you asked me to share with you and I agreed willingly to do so? For THAT I was using those examples in my previous posts!! That's why I used the word EXAMPLES, you know!? And in response I see you commanding me not to touch the files that are on MY computer!! @ pippinstrano: I have no desire to help people who ONLY accepts feedback from the people who donate money to them!! So, good bye and good luck!! Link to comment Share on other sites More sharing options...
pippinstrano Posted June 20, 2012 Share Posted June 20, 2012 Well, that was exciting. Medication can be a good thing. Speaking of which, I need to get off my rump and get the drugs outlined that I want added to Craft Pack so that can be something else Modfusion will be able to offer. :-) Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 20, 2012 Author Share Posted June 20, 2012 Goodbye Odyseus77. Your input was valued. New version of modforge should be going up soon. Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 21, 2012 Author Share Posted June 21, 2012 (edited) New version of modfusion up, same old url, With heavy edits to the AVP mod.Now supports editing of game settings via script and basic math. For example: (only a small section of the file)Apocalypse Variety Pack.ini //---------------------------------------------------------------------------// sets carry weight of the player. Carry Weight=yes// Vanilla is base=150, per str = 10Carry Weight Base=100Carry Weight Per Str=40//---------------------------------------------------------------------------// Alter map markers? (Those triangle things that show up when you get near a location, all settings In feet)Map Markers=yes// vanilla is 1000!, less then 200 may cause problems with being unable to find some locations. Map Marker Visible Distance=200//--------------------------------------------------------------------------- install.ini ifinivar=Carry Weight mergefile=Mods\AVP-Carry Weight.esp readinivar=Carry Weight Base setgamesetting=fAVDCarryWeightsBase readinivar=Carry Weight Per Str setgamesetting=fAVDCarryWeightMultendififinivar=Map Markers mergefile=Mods\AVP-Map Markers.esp readinivar=Map Marker Visible Distance multvar=21.3 setgamesetting=iMapMarkerVisibleDistanceendif Edited June 21, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 22, 2012 Author Share Posted June 22, 2012 (edited) Yet another new version uploaded. This one should hopefuly run on windows XP and has support for writing compressed records. If any XP users could confirm it runs, that would be great. If any mod authors out there want some crazy feature, feel free to request it! Currently planed features: fallout INI changes via mod install script. For both mod installs, and making entirely new mods that just change ini settings like draw distance via simpler user configuration ini's. With revert to original values on mod uninstall (Finished) Partial record mods. The ability to make a mod that only overrides part of a record. For example a mod that renames all the weapons while another mod alters the stats of the weapons while yet another mod alters the prices of weapons.This will likely not be automatic but depend on the mod author giving modfusion hints via the install script. (framework 50% done) Setting of game globals via configuration ini, so that in game scripts/effects/options can be easily configured via modfusion. Getting close to making an offical release I think. Edited June 22, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
reznorms Posted June 22, 2012 Share Posted June 22, 2012 (edited) Yet another new version uploaded. This one should hopefuly run on windows XP and has support for writing compressed records. If any XP users could confirm it runs, that would be great. It does work on XP, and the previous version worked too for me on my XP machine. EDIT: Can't remember wich version was, but I downloaded it on june 16 Edited June 22, 2012 by reznorms Link to comment Share on other sites More sharing options...
pippinstrano Posted June 22, 2012 Share Posted June 22, 2012 Awesome stuff! Hey, any chance of a helper program that walks a user through making selections for the configuration ini? Something that is clickable. I am happy with editing the ini directly, and this wouldn't be a priority item, but something that would be nice at some point. Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 22, 2012 Author Share Posted June 22, 2012 (edited) pippinstrano: I think i'll leave that up to someone else. I really hate making GUI programs and I would much rather focus on modfusion and my mods. One of the problems is the ini files also support values too. And comments... reznorms: Oddly enough, the older version would have likey used the function that worked with XP but not Win7 enterprise. Thanks for testing however. It was a recent version that would fail with a dll error after I 'fixed' it to work for win7 enterprise. Dealing with windows is a pain. Uploaded a new version today, did some work on the 'Modfusion Install Script.txt' document. Also now with the new install script command to set vars in fallouts INI files (And automaticly restores them when you remove the mod). this feature requested by iyumichan, author of Mission Mojave Ultimate Edition. Thank you for considering to use modfusion for your mod! Edited June 23, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
reznorms Posted June 23, 2012 Share Posted June 23, 2012 (edited) Should i merge "Leveled List Organizer.esp" and "ModFusion.esp" into merged patch (fnv edit) or deselect them and put them after it in my load order? Actually i merged ModFusion.esp and kept LLO after. Also, thanks for still including Ahzteks patches even if it was taken down from nexus, I still have a copy of v4.1 and like some of the weopons. Edited June 23, 2012 by reznorms Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 23, 2012 Author Share Posted June 23, 2012 LLO.esp should probley not be put into the merged patch. Modfusion.esp likey can be. Modfusion also does some simple merged patch action amoung modfusion mods into modfusion.esp, So if everyone would just use modfusion, you wouldn't need to make merged patches by yourself. :) Link to comment Share on other sites More sharing options...
Recommended Posts