Jump to content

dreadflopp

VIP-Supporter
  • Posts

    1,408
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by dreadflopp

  1. Thanks, the patch works fine. The best thing about making guides and patches official is that others can do the testing for you You're welcome :) I know how you feel. It feels nice to play some games and let others do the patching for awhile. I'll be back to patching Skyrim as soon as the script extender is released I guess. You are making a tremendous job with these patches. Are you using scripts or are you patching everything manually (not thinking about the worldspace patches).
  2. I'll check it tomorrow when I wake up. I'm using your latest worldspace patch, 4.4a. It's not that I don't want support, I meant I'm not expecting it :) i don't have that much time to put in investigating the things that don't work in the game so i do not expect you to do that either. I'll let you know tomorrow when checked everything. My ini:s are included in the zip. Sent from my Nexus 6P using Tapatalk
  3. I'm having issues with Concord in the worldspace. Stuff/world flikcering in and out. Attaching an archive with screenshots and all other info you might need. This is to help you, I'm not requesting support :) https://www.dropbox.com/s/ga6p3cue04uukc3/Bug_report.7z?dl=0
  4. Thanks, I'll let you know if I need more help, very kind of you. It didn't help to recreate the files in appdata/local/fallout4. I realised that the game actually starts, even if f4se throws an error. I don't know if the script extender actually works. I'm still thinking of switching mod manager, probably to WB which i have used in the past. I'm worried that a windows update will break MO2 completely and I'm thinking I might as well make the switch before it breaks. Or hope it works until the new NMM comes out.
  5. I'm having a problem, probably with MO2. I've been planning to switch to WB or NMM because of the instabilities of MO2. It has worked though with an occasional CTD, until now. Whenever i try to launch F4SE through MO2 F4SE crashes with a component failed error message. Launching F4SE outside MO2 works. Any ideas? Sent from my Nexus 6P using Tapatalk
  6. I give feedback as soon as i reach Concorde. I'm playing a survival game, takes a little time to get there. I had one issue previously with missing walls around the entrance to Diamond City. I did not investigate it but the walls are there now. Another issue I've had is stuck effects from grenades. If i died during an explosion the explosion effect would survive a game reload and stay frozen floating in the middle of the room. An exit to the main menu and load game from there removed the effects. Not sure if this issue is fixed for me. Sent from my Nexus 6P using Tapatalk
  7. What I meant was that, if your intention is that you want to use Immersive Maps, Immersive Maps needs to be installed after the Pip boy texture mod or you could just skip the map in the fomod of the Pipboy texture mod. Not a big deal, just for the sake of clarity and if someone less experienced modder tries to figure out why Immersive Maps doesn't work.
  8. Thanks, that makes it clearer. Very helpful. Grasslands is most definitely in your guide, in the Original Landscape Texture and LOD Replacements subsection.
  9. There are issues with deleveling for sure, hence the skill level requirement. I haven't decided on this yet though. It may be better with a levleled level list. I am being very careful when I'm editing the llists for this reason, no leveled lists are deleveled yet and I have kept all original levels, or true orcish levels actually. Going really off topic here...
  10. Well kinda. Morrowloot is cool but I felt I needed more control since the authors added features that I didn't want. I'm also looking for something that isn't conflicting with as much as Morrowloot does, which conflicts with everything basically. I'm making a mod in which I'm making sacrifices to get it as conflict free as possible. I'm editing the leveled lists by hand. All leveled lists (not sublists) are split into two. I'm only keeping low level loot in the original leveled list and adding my sublists to these, which contains the original high level loot. This way I can control the chance of getting high level loot. As of now, a normal level list have 30% chance to reach high level, a 'best' list have 50% chance and a boss list have 75% chance. The high level list are split equally (~26% chance each) between dwemer, elven and orcish making it compatible with (or without) WAF true orcish. You have 15% chance to get glass and 6% chance to get ebony. Taking into account that there is only 30% chance to reach this leveled list the chance to get ebony is ~2% and the chance to get glass ~5%. In those leveled lists that have daedric, like best and boss, the chance to get daedricis half that of ebony. Dragonbone is removed. I allow more daedric than Morrowloot does, which I believe is lore friendly. There has been an invasion of daedric creatures in the past after all. On top of this, the leveled lists will be completely unleveled, meaning all items are spawning with the same probability from level 1, giving the illusion of a static world even though the creatures level up. To balance things there will be an optional module that sets skill level requirements to use weapons and armors of a certain material. No cell, worldspace, container, weapon, armor or creature records or anything like that will be touched. The only conflicts will be in the leveled lists, making it easy to patch.
  11. *** lo_sort *** for Skyrim and Fallout 4 Updated 20170320 I made a super simple program in c++ but thought I'd share if anyone wants it. https://www.dropbox.com/s/f8252qbibwa5v93/lo_sort.7z?dl=0 Purpose: I totally respect LOOT. It is a great program for those that like what it does but I don't. I want my load order to be static. With LOOT your load order might suddenly change when the master list gets updated and you have no idea if your patches or mods will work they way you want them too. Resolving conflicts often means that you will have to choose features from one mod or another. By reordering the plugins you resolve the conflicts. This order may change without you knowing it if you run LOOT after you have resolved everything. Therefore I prefer to sort the load order manually and place the mods in an order that makes sense to me. This program makes it easy to share your load order and to let others import it. What it does: lo_sort simply uses a load order file as a master and reorders plugins in another load order file using the master load order. It gives a report of what plugins that the user has that aren't in the master and what plugins that is in the master but not in the user load order. Lines in any of the files that begins with # will be ignores as this indicates it is a comment. In at least Fallout 4 active plugins are preceded with an *, which means that the mod is active. Mods that were active before the files were sorted will be active after the files are sorted. Who it is for: Basically me. I plan to use it when I create my packs for Skyrim SE. If anyone else wants to use it, be my guest. You can use it to share a proper STEP load order without having to create LOOT rules or worry about LOOT updates messing up the load order. You can build on the STEP master load order with plugins from your guide/pack and share. Files needed: * lo_sort.exe - this program * plugins.txt and/or loadorder.txt - plugins.txt manages loadorder in the vanilla game. Mod managers usually uses loadorder.txt to determine load order. This program will sort both if both are present. * master.txt - a master loadorder. This is simply a plugins.txt file or loadorder.txt file renamed to master.txt. You can copy and paste a loadorder that is posted online to a new text-file and name it master.txt. Lines that begins with # will be ignored. It doesn't matter if the plugins in the master file have an asteric (*) in front of them. How: Place lo_sort.exe and the master file in the same folder as your plugins.txt and loadorder.txt files. Run lo_sort.exe and you are done. Your previous loadorder files will be backed and a report named lo_sort_report.txt will be saved. The plugins in loadorder.txt and plugins.txt will be sorted. All plugins the user has that aren't in the master will be placed last in the loadorder files. These plugins needs to be checked for conflicts by the user, which imo is something you should always do if you install mods yourself on top of a huge mod compilation like STEP. Permissions: You are free to redistribute the file. If you want to use it, share it with your load order. Example of a master.txt file Example of a report (for Fallout 4): This program could be considered beta, but I believe everything works as intended. Just in case, manually backup loadorder.txt.
  12. A couple of more things: 1) The following plugins are not in your posted loadorder. Anything that's there that shouldn't be there? 2. HUDFramework contains HUDMenu.swf that overwrites the one we autopatch and put in the DEF_UI folder 3. Some of the files that should be hidden from DEF_UI aren't there. Not a problem I guess? 4. Your instructions says to install the map from Fallout texture overhaul Pipboy which overwrites Immersive maps making it completly overwritten.
  13. Homemaker is active. It was updated 5/3 to version 1.50. I guess some formIDs changed.
  14. Another question, sorry. Could you check formID 00106DA3 in your core patch. Shows as Error:Could not be resolved for me. Maybe it's referencing a mod that isn't added as a master to the patch? Screenshot: https://1drv.ms/i/s!Ailw08x1RB7YnmZkCVBCkVzTlHN9
  15. Excellent, thanks for your answers. Looking forward to your survival section. :)
  16. 1. Am I understanding this correctly, Weaponsmith - VIS Icon Patch.esp should be installed even if you do not use Weaponsmith? 2. I have seen that. First and foremost, I want the game to be stable so I decided to skip 3DNPC. Removing it from your core-patch is easy as it isn't that many records that are patched. Maybe you should move those records to your woldspace patch? The worldspace mods I use are the ones in your guide except 3DNPC: plent o exploration, stumble upon interiors, lexington interiors, beantown interiors, subway runner. Maybe I should skip all of them for now and add them as you have checked it in more detail. They can be added later if you force a cell reset, right? I really need to learn to make navmesh patches myself. 3. Ok, I'll use the one you have shared in the wiki. If you want I can share my little program when it's done. All it does is take a text file as a master and reorders entries in another textfile, putting the entries that weren't in the master last. This way it is easy to find the plugins that needs to checked for conflicts and manually sorted by the user . I really do not like LOOT and I'm planning to use this for my STEP packs when STEP is updated for Skyrim SE. Well, I probably should be working on my Skyrim mod instead of modding/playing Fallout Have you checked these mods, I am trying them atm but just started the game so I haven't checked them ingame: TNR Shoulder Lamp https://www.nexusmods.com/fallout4/mods/17860/? Valentine REBORN https://www.nexusmods.com/fallout4/mods/9568/? Eli's armor compendium https://www.nexusmods.com/fallout4/mods/22431/? Survival quick save https://www.nexusmods.com/fallout4/mods/12593/? The last one is nice if you play on survival and doesn't trust the game to not ctd.
  17. Awesome work with the patches and the guide A couple of questions: 1. I do not want to use the weapons-plugin due to the ammount of weapons weaponsmith extended adds but Weaponsmith - VIS Icon Patch.esp is a master to your core patch 2. Should we use the worldspace patch, the navmesh patch or both? 3. Could you provide a more updated loadorder, maybe share your loadorder.txt file? I made a simple program that reorders my loadorder.txt following yours as a master skipping mods you use that I don't. Several mods that are in the guide weren't in your loadorder.txt. Edit: apparently I can't write proper sentences anymore, fixed that...
  18. No idea if ACE works with SE, but I'd recommend TTRSO. Check it out if you haven't. Sent from my Nexus 6P using Tapatalk
  19. Packs are for Skyrim only. To create a guide, create a wiki page for it. Just navigate to a new page and start editing. * Make sure you are logged in to the wiki * Go to, for example, https://wiki.step-project.com/User:LordDakol/MyFO_Guide * Click PageTools/Create You have now created a new wiki page that you can edit from the page tools menu. Check other guides to see examples of layouts, source code etc. You can check the source code (Page Tools/Edit (don't edit anything!)) for: https://wiki.step-project.com/User:Kesta/FO4PersonnalGuide Here are some templates that will help you: https://wiki.step-project.com/Template:FOMOD_Instructions https://wiki.step-project.com/Category:Notification_Templates When you are ready to share your guide, create a page for it in the forum.
  20. Scarcity, Gold adjustment and trade and barter really helps. Links to the mods are found through darksides link.
  21. Since I wrote the guide LOOT has bee n updated to use a new set of integers to set load order. I'm currently working on the SSE versions of my packs and possibly a new mod to replace Morrowloot. With a little creativity's you can convert my numbers to something that works with the updated LOOT. Sent from my Nexus 6P using Tapatalk
  22. Looks like it. The "duplicate" entries are indeed for mods that have both a Skyrim and a Skyrim SE version. When you add Skyrim mod to a SSE mod list the URL is wrong, it is shown as a nexus SSE URL with the original Skyrim nexus id. Example: https://www.nexusmods.com/skyrimspecialedition/mods/16225/? where 16225 is the nexus id of Apocalypse for the original Skyrim. Guess it is resolved once the bug is resolved.
  23. Like baronaatista, I've been waiting for SSE support. Since it's out now I've started to build mod lists. Still waiting for SKSE to released before any STEP packs gets released and shared. I've seen several SSE mods on mod picker that are duplicates and that are just copies of Skyrim 32- it mods with the Nexus URL changed to point to a non-existing SSE mod. This is for mods that do not (yet) exist for SSE. Sent from my Nexus 6P using Tapatalk
  24. I'm removing most high level items from the leveled list, similar like morrowloot does. I'm leaving some lists, like merchants, untouched. I'm then adding a copy of the original list as a new leveled list and adds it as a sublist to the list that had high level loot removed. This way the chance of getting high level loot is greatly reduced without cluttering the original lists with copies of iron and steel entries. Dragonbone items are completely removed from my new sublists, daedric are left in some lists with the chance of finding it greatly reduced. Finally I'm probably going to delevel everything, add some skill requirements for using weapons and armours and lower the global chance of finding items. What functions I'll incorporate depends on if it's easy to do and if one might just as well use other mods to reach the same result. I'll release it on Nexus or Dropbox for anyone to use however they like. My motivation is doing something like YASH or Morrowloot but very light weight and basic. I'm sacrificing functionality to make it as conflict free as possible. Hopefully a bashed patch will solve all conflicts. Sent from my Nexus 6P using Tapatalk
  25. Thanks Mator, you're the best! Saved me a lot of time!
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.