Blinxys Posted August 12, 2020 Author Share Posted August 12, 2020 TBH, by my reckoning, it will take me at least another 3 months to reach a level of feigned proficiency at anything remarkably functional outside of retextures, value changes, mod merges and load orders. Everywhere I look to eek into is a molerat hole to a bottomless pit, and me without a jetpack. :down: (An incomprehensible lack of documentation for many simple things). Back on topic, I think we are not too far from agreeing, where you mention mod packs, I'm leaning toward patch-ups. Like the Apple Interface Guidelines; "the best interface is a transparent one." I.e. The user shouldn't have to know much about it, just be able use it. Or as Todd would say, "It just works!" (Far Cry 4 and 5, just worked, but were unmoddable) Which was fine for 3months at a time, but not a 3 year journey. SKK50 you are right, There IS plenty more out there to do than nurture OCD. The listed fix mods are just *some* morsels of flavor left out. Combined with other bugs and fixes not even listed here, it does cumulatively become "the game playing you." :dry: From a UX viewpoint (more my angle), both the Library DB and Dr. Goodfeels left me feeling kind of off, like I maybe missed something, but it really wasn't me, it was indeed borked. Much like the Combat Zone Dog-piling for no reason felt amateurish/unexplored from the first time I got there. Somewhere, between "Combat Zone Restored" and "Combat Zone Overhaul," looks close to the intended experience that didn't make it out by press time- neither one is "complete" but "Restored" is kind of fun for a few rounds and worth a late game revisit. (I suspect the code was co-oped into Fusion City, but messier). But we're not talking about monolithic mod undertakings like those right now. Yeah, there are huge game-changers out there that are far beyond me which I'd love to wrangle in, but I'm just looking at small contained content segments and roping in a few stray doggies in a swell foop. As mentioned I have >322 mods tracked in a spreadsheet, successfully installed pretty high density/low impact and overall stable- from best practices provided by de facto experts especially like you SKK50 and MatortheEternal, and a few others, with a whole lot of good tidbits from many others. All while integrating with my own standards/expectations/concept, and current limited scope of understanding the (modding) environment. (That is where I stumbled into Zorkaz's mods). Am all about better solutions for better problems. Overall, was hoping more for a fo4edit/CK method/utlity and/or documentation/reference. Just realized, perhaps a solution would be an MCM toggle for some issues like these if/when consolidated. At any rate, I can admit I won't be up to this for a while yet, from the sounds/looks of things. It's great that you SKK50 and Zorkaz took the time out for this discussion at all, zeroing in on criteria to understand better the good from the bad. You both have mad powerful skills and experience in this and your trusted insights add great value. As i believe a few of these scripts drawn together would provide the same. SKK50 I would be surprised if you took the time out to get involved in this wee project, Zorkaz you seem to sort of specialize and excel at singular function mods with flare. BTW: Both you guys are responsible for much of the fun/interest I've maintained with this game, just so you know that, if you didn' t make some of the things you did, i probably would have gotten frustrated moved on. Instead I have been inspired! You are both indeed "world changers"! :yes: My main point behind the OP I guess is hating to use slots just to fix the game itself, instead of for shaping "my world". I strongly believe you "get that" SKK50 based on the recent mods you've created. E.g. Doc Drumlin and the reasons you gave for wanting it; it fills a need, or fleshes out the game "naturally". Where in it's place I have "Immersive Drumlin Diner" which does not break previs or cause issues. Does Doc take a side re: Wolfgang? that's not too much more impact than "A Peaceful Solution" IMO. In the meantime, thanks for the insights and by all means your great works! Gonna gnosh some simpler plugins together, clear up my LO by a half dozen at least, jam in a few more and tweak around a bit, rinse and repeat until something breaks, before gnawing on this bone more I guess. As I used to say before it wasn't safety standards compliant anymore:"it's not funny until someone pokes an eye out, :pirate: then it's hysterical!" :laugh: Link to comment Share on other sites More sharing options...
Balx2 Posted August 15, 2020 Share Posted August 15, 2020 Been following the conversation and I think SKK50 makes great points in every reply to this thread.Looking at the Cambridge Poly Lab quests I don't think my change is good but it works and in each play through I never enter that building more then once if at all. If you think this method is wonkers and can suggest a better method I'm all ears. I know enough to know I don't know enough. QF_DN015_000284BC.psc inside Stage_0300, Stage_0400 and Stage_0500 I added DN015Puzzle.SetStage(10) and at the very bottom I added Quest Property DN015Puzzle Auto Const QF_DN015Puzzle_0016D8C7.psc Function Fragment_Stage_0010_Item_00() stop() EndFunction Link to comment Share on other sites More sharing options...
SKKmods Posted August 15, 2020 Share Posted August 15, 2020 If it works for you then that's good enough. The issue is if you want to to publish the change, what that may do to other peoples games with all sorts of content installed. Example: whats the impact on the undercover quest getting password if the player hasn't done it before shutting down that quest & etc. Will any doors get stuck due to quest/trigger dependency networks. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 15, 2020 Share Posted August 15, 2020 ... Link to comment Share on other sites More sharing options...
Balx2 Posted August 15, 2020 Share Posted August 15, 2020 If it works for you then that's good enough. The issue is if you want to to publish the change, what that may do to other peoples games with all sorts of content installed. Example: whats the impact on the undercover quest getting password if the player hasn't done it before shutting down that quest & etc. Will any doors get stuck due to quest/trigger dependency networks. Exactly why I have not published any of the quests I have changed recently. Your example with doors is what I am thinking about for mass fusion. I *think* the quest doesn't close out because the decon chamber cycling scene is in the script and maybe people want to go back into the building and swim in radioactive water. So do I just publish my change that kills the quest and breaks that door, do I move that fragment to the button in the decon room itself (why isn't it attached to that button in the first place?) or do I just not care and instead update/start using/ keynuker so I never see the offending quest tagged key again. Link to comment Share on other sites More sharing options...
Blinxys Posted August 20, 2020 Author Share Posted August 20, 2020 Sorry, let this topic slide, but was self-aware enough to check up on it before too long. :blush: So, I agree with SKK50, mostly about end-user impact. To answer a question i asked previously: So I was in vault 81 (heavily modified with Zorkaz's combined mod, GOAT sequence, door etiquette, security vests the whole shebang), and commenced to kick the wall in without being prompted by hole in the wall. (who knew)? Then I liberated Curie who gave me the cure, left the vault after making myself at home. Curie followed me outside, but let off when i fast traveled back to RR, she was right where i left her outside v81 when i fast traveled back, but then quickly scurried into the vault disappearing ahead of me. Went back inside, and little what's his name was sick, and Ashes got out (but actually never left) cus I managed to corral him down the elevator long beforehand. (Never had that cat leave the vault for me once yet). Was able to hand over the serum, which Triggered Curie's dialogue. And Curie (the bot) promptly volunteered to accompany me). Point being I had way more buggy experiences there with much more vanilla install. IDK, maybe some things are out of sequence, am fairly certain and still testing but I think i can get back Ashes and still get Tina De Luca as a settler/companion. before heading to a heavily modified DC and "Publick Occurrences" to meet and greet them all for the first time. There is a chance some of this all was cut content just as a matter of time spent there, but it aslways seemed buggy and convoluted. Am in no big hurry to "finish the game" anyway, if I was SKK50 has modded a viable solution that can be deployed at any time. :whistling:I just don't want to ruin the Real Estate Value, (I mean suspense) just yet. As to the nature of the original post, de-compiling, deciphering and regrouping scripts is much too arduous for me right now. It all comes down to a skill set I have not yet acquired enough experience to venture into, there is no script for f04 edit that will reconnoiter scripts from one esp to another. So i have been doing some retextures, converting CBBE to FG on a few outfits, Cleaning Mods and hand cleaning out wild edits (that are obvious). Looking into moving around some form ids and master dependencies, and poking inside some un-compiled source scripts. (Thanks Zorkaz - "The Forest" is a good one to look at in my early stage of dev). Oh, and TY for the Combined Vault 81 mod, wouln't have fit in under 254 without it, and with it I got 2 more of your mods in. (Like I'm sayin')... :thumbsup: Otherwise, for certain i want to know better how to control triggers for quest mods. "Out of time", and on leaving the vault triggers, or on game start is just too much all up front (lacks finesse/story telling). Generally, at a certain level, or in area would be better, at the end of a certain quest would often be best. Example: I really like Ada2Human in action, but it borks new games by adding item to inventory, and messes my load order from there on out cause I have to load it last so it don't jigger things. Actually, have NQAS Automatron installed, so its way ahead of itself anyway. Balx2 In your case, couldn't you shut down the quest after x,y,z conditionals and then apply just a small new fragment/property to enable the door from then forward? :confused: In the end it is exactly as SKK50 said last: for yourself it's a tailored solution, for others though; it has to pass muster. BUT... I may also add that the examples I have given (for the most part) remain qualified for consideration as an "Expansion Patch." As for particular preferences, spoliers, or collateral damages I'd defer to FOMODS as the MODerator, and appoint the end user as The Decider between developers and certain solutions. Nevertheless, as often is the case; the "future now" has been postponed due to a lack of interest and/or experience (as the case may be). :down: Well, we're halfway there, the patches are mostly made, and that's really important! Link to comment Share on other sites More sharing options...
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