Cyberlazy Posted June 24, 2012 Author Share Posted June 24, 2012 (edited) Well, the next major feature im working on is more dynamic mod making. Sadly this will most likey require loading of the users load order and this will take about 20~ seconds due to falloutnv.esm being 230megs. I mean I could skip falloutnv.esm but thats most likey where most of the dynamic mod data will come from, if not already overridden by some other mod. On the plus side, I can most likey generate most of what fnvedit calls a 'merged patch' while im at it. <update> Today I rewrote a large portion of the internal code to use less memory while loading falloutnv.esm. Now down to only 890 megs to load my entire load order into memory... Down from over 2900megs -_- Edited June 25, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
NikoofDeath Posted June 25, 2012 Share Posted June 25, 2012 What mods are currently supported? Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 25, 2012 Author Share Posted June 25, 2012 Classic fallout weapons gave permission for me to make an install script.Mission Mojave - Ultimate Edition will have a modfusion install version.And my mods currently included with the modfusion download for testing:CASECraft PackCraft MasterLeveled List organizerImproved LOD Noise TextureAnd a new mod im making called AVPApocalypse Variety Pack, a mod containing 33 ESP's that all merge into modfusion.esp, where you can select exactly what features you want and even configure most of them, without bloating your load order. This mod will really show off modfusions post processing abilities. Feel free to suggest to any mod authors that they should consider using modfusion, particularly those that have DLC patches. Link to comment Share on other sites More sharing options...
NikoofDeath Posted June 25, 2012 Share Posted June 25, 2012 And how do I install CFW with modfusion? Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 25, 2012 Author Share Posted June 25, 2012 You don't yet, I have not yet writen the script to do it. He only gave permission yesterday. MMUE I suspect is waiting for the offical release of modfusion on the 30th. Link to comment Share on other sites More sharing options...
pippinstrano Posted June 26, 2012 Share Posted June 26, 2012 The awesomeness never ends! :-) Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 26, 2012 Author Share Posted June 26, 2012 (edited) Well I got my object replacer code working now. It can only replace objects* with.. other objects, But its a start and its fully scripted. And it scans your whole load order and even can replace objects in other mods/DLC's.(Objects means: Containers, Statics, Activators, Lights, Food, Weapons, Armor, etc) Edited June 26, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
reznorms Posted June 26, 2012 Share Posted June 26, 2012 Classic fallout weapons gave permission for me to make an install script.And I just came here to ask something about CFW support, I guess I will wait a couple of days for the official release then. Modfusion is really becoming something I love already xD Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 27, 2012 Author Share Posted June 27, 2012 reznorms: Thanks. LLO/etc currently supports CFW, but i'll try and put togethor a CFW modfusion install as well. Link to comment Share on other sites More sharing options...
reznorms Posted June 27, 2012 Share Posted June 27, 2012 reznorms: Thanks. LLO/etc currently supports CFW, but i'll try and put togethor a CFW modfusion install as well.Yup, but I noticed the LLO patches dir has only a deadmoney file while CFW has patches for all dlc (plus a merged one for all them) and wanted to ask if you can add support fot those too. Link to comment Share on other sites More sharing options...
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