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Everything posted by pStyl3
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[Fallout 4] Settlement Building Tests
pStyl3 replied to pStyl3's topic in General Fallout 4 Discussion & Support
Test #14 The top Wall Lights still need to be taken care of. One way would be to use the "Power Conduit" that is facing downwards mounted in a higher position. And while it works, it get's unnecessary 'complicated' if the player wants to light up Wall Lights above this position, which brings us finally to the final step. Test #15 All 110 Industrial Wall Lights are finally shining, while only using: - 1 Small Generator - 7 Power Conduits - 5 "Copper Wires" as connections The light actually shines through the Shack Walls and thus can be seen from the other side of the "wall". Important: This connection between the 1st and 2nd pair of "Power Conduits" is important! If it wouldn't be there, the copper wire that connects the 3rd pair of "Power Conduits" (the one near the top of the wall) wouldn't get any "power" from the 2nd pair .. and thus not all Industrial Wall Lights would be lighting. This happens if the mentioned wire connection isn't set. What this means: If we have lots of pairs of connected "Power Conduits", there must be every second step a wire connection between two pairs of connected "Power Conduits". If this is the case, the "power" will be correctly passed on. Test #16 Is there any difference between the upwards, downwards and horizontal facing "Power Conduits", aside from the aspect of how they are mounted on surfaces? Observation: All three "Power Conduits" equally pass on the power to the Industrial Wall Lights in a full circle, with pretty much the same radius. Therefore I would conduct, that all three "Power Conduits" behave pretty much the same. Actually, this further reinforces the theory, that the wire between the Small Generator and the "Power Conduit" passes on the power to the Wall Lights, and not the "Power Conduits". So with other words, we could say that the single purpose of "Power Conduits" is to lenghten the copper wires they are attached to, so that these copper wires reach "further into the settlement and can light up different items". -
[Fallout 4] Settlement Building Tests
pStyl3 replied to pStyl3's topic in General Fallout 4 Discussion & Support
Test #10 Observation 1: The width of buildings and constructions is only limited by the actual width of the specific settlement. Observation 2: The barriers, which are enclosing the area that the player can use to build his settlements, are vertical. That means, that if I am building things at the very edge of my current settlement, I can go up and stack things on top of each other until I have reached the heigth limit to build things. Just like everywhere else in the building area aswell. The image above shows that the width of Sanctuary Hills right there was equal to 312 Lightboxes put side by side. Test #11 For this and the next few following tests a new testing environment had to be built and the building process is documented here. - 25 "Floor and Roof" elements - 25 Shack Walls - 110 Industrial Wall Lights The ultimate goal of the following tests is to light up all 110 Industrial Wall Lights in the most efficient way. ----- Let's begin with stating the obvious. A single Small Generator, that is placed right next to the Wall Lights - but not connected to anything - will not light up anything. Placing a Power Conduit next to the generator - also not connecting to anything - will not light up anything, aswell. So far so good. Connecting the "Power Conduit" to the "Small Generator" (with copper wires) will now finally light up many of the Industrial Wall Lights! Note: The Industrial Wall Lights that are light up now are forming a semicircle, that seems to emerge from the wire that connects both the "Power Conduit" and the Small Generator. So with other words, in order for those lights to light up they need to be in range of that wire. Let's see how close the "Power Conduit" must be to the Industrial Wall Lights in order to light up at least one of them. As it turns out, it equals pretty much to 4x the width of the "Small Floor" element. Notice the small amount I moved the "Power Conduit" between images A and B. Test #12 Now starting from the point of the previous test (as it is a nice and clean position), we could place a new "Power Conduit" and connect it to the first one. Again, quite a few Industrial Wall Lights light up, just as expected. Notice though, that some Wall Lights left and right did not light up. A way to continue now could be to place a few more "Power Conduits" left and right of the 2nd placed one. It's working as it should and nice to look at. However, there is a more efficent way. Test #13 Eighth on the "Power Conduit" in the foreground. It is moved a tiny bit towards the wall, which results in one more Industrial Wall Light to light up (now two are lighting). This is important for the next step .. for some reason it didn't work when the "Power Conduit" wasn't pushed forward this tiny bit, and thus didn't enable the 2nd Wall Light to light up. Note: The pair of "Power Conduits" that can be seen in front of the Wall are not connected yet! Now the pair of "Power Conduits" right in front of the wall get's connected. Notice how many Industrial Wall Lights are light up, even though this pair of "Power Conduits" isn't connected directly to the Small Generator. Some more images that show the situation from more angles. Note that the horizontal positions of the pair of "Power Conduits" were worked out precisely for this setup. If moved slightly, if they are moved out of reach, the outer Wall Lights will stop lighting. This is to mention, so that it is clear that the "Power Conduits" do not have endless horizontal range in which they can light up Wall Lamps. -
[Fallout 4] Settlement Building Tests
pStyl3 replied to pStyl3's topic in General Fallout 4 Discussion & Support
Tests Test #1 In this first test I will analyse, how the order in which the different gadgets are connected to the terminal, will affect the displayed order of the different terminal entries. Connection Order Terminal Entries ---------------------------------------------- 1 2 3 [ > Switch Control ] [ > Lightbox Control ] 1 3 2 [ > Switch Control ] [ > Lightbox Control ] 2 3 1 [ > Lightbox Control ] [ > Switch Control ] 2 1 3 [ > Switch Control ] [ > Lightbox Control ] 3 1 2 [ > Lightbox Control ] [ > Switch Control ] 3 2 1 [ > Lightbox Control ] [ > Switch Control ] Derived Rule #1 The order in which the terminal entries are displayed is set by the order the equivalent gadgetry is connected to the terminal. Test #2 Observation: If only one Lightbox out of a 10x10 grid of Lightboxes is connected to a power source, and was not connected to any other Lightbox, only the one Lightbox connected to the power source will light up. Test #3 Derived Rule #2 If Lightboxes are connected in a line-structure, the Lightboxes that are closest to the connection to the power source will light up.Derived Rule #3 A ring-structure of copper connections is not needed in order to light up multiple Lightboxes, a line structure is sufficient.The large power generator produces 10 energy points, the terminal needs 1 energy point and then the nearest 9 Lightboxes will light up (they are using the remaining 9 energy poits). Test #4 The following test setups will all have the Lightboxes be connected in a grid to each other. Green Lightboxes will be connected to four (4) other LightboxesOrange Lightboxes will be connected to three (3) other LightboxesRed Lightboxes will be connected to two (2) other Lightboxes----- Observation: If a power source is connected to an edge of a quadratic grid of Lightboxes, which themselves are connected in a grid to each other, the lighting up of the Lightboxes that are nearest to the connection to the power source will equally spread out. Test #5 Test #6 Test #7 Observation: Items, that have a lightning symbol as an energy requirement without an accompanying digit (Screenshot) .. so like e.g. the "Switched Power Pylon" .. do not seem to decrease the overall amount of generated energy available. They need a power source to function, but do not add up to the overall power comsumption. Test #8 https://abload.de/img/test_08_audzez.jpg https://abload.de/img/test_08_bgky3x.jpg https://abload.de/img/test_08_ceaaab.jpg https://abload.de/img/test_08_d0sblm.jpg https://abload.de/img/test_08_eauxot.jpg https://abload.de/img/test_08_fk9a2q.jpg https://abload.de/img/test_08_g0nr8s.jpg https://abload.de/img/test_08_h74q58.jpg https://abload.de/img/test_08_iuco14.jpg https://abload.de/img/test_08_jt0oz0.jpg Observation: Items, that have a lightning symbol with an accompanying digit as an energy requirement (Screenshot) .. so like e.g. the "Construction Light" .. do seem to decrease the overall amount of generated energy available. In Test #8 more and more Lightboxes will start to light up as more and more Construction Lights are removed from the system. The order in which they light up is: Test #9 How many individual connections can a Terminal have and can I use them to power Lightboxes? As it turns out, it is possible to have at least 500 Lightboxes individually connected to a single Terminal. This is not the upper bound .. if there is one .. however, if you have build and setup 500 Lightboxes, 51 large Generators, 1 Terminal and wired all that together, you will be very close to the max. building limit of your settlement (and that, if you cleaned up that settlement beforehand). Not that this is practical in any way, but nonetheless, it is possible. The amount of connections that can be tied to one terminal also seems to be one (strong) reason, why there is a) a building limit and b) why connections between two objects are not allowed to be overly long (without modding of course). If I pick up that Terminal now in building mode as it is with it's 500 connections and start to move away, my framerate drops instantly into the single-digits. Look at this madness. -
Settlement Building Tests As I am enjoying Fallout 4 quite a bit and I am interested particularly in the new settlement building feature .. - Collection of Power Armors - Fallout 4 Logo built in Sanctuary Hills .. I've come to write this topic. I did a few tests and I want to write them down and document them here, so that in the end perhaps a concise and advanced tutorial can be made out of this. But for that your guys and girls' feedback is very much needed. For the moment, there isn't really a good layout for the thread, as I am just collecting information and thinking of/doing tests that can reveal how the different mechanics work in the background .. so please excuse me if a 'red line' through this post(s) is missing. Okay, let's start with some general information. Tests will be written down starting with post #2 of this thread and onwards. Terminal Overview The Terminal, which can be found in the category 'Power\Miscellaneous', provides the following entries if connected to the specified gadgets: Category Gadget Terminal Entry --------------------------------------------------------------------------- Misc. Lightbox [ > Lightbox Control ] Misc. Powered Speaker [ > Speaker Control ] C & S Switched Power Pylon [ > Switch Control ] C & S Switched Power Pylon Large [ > Switch Control ] C & S Switch [ > Switch Control ] C & S Laser Tripwire [ > Optical Sensor Control ] C & S Delayed Off Switch [ > Delay Switch Control ] C & S Delayed On Switch [ > Delay Switch Control ] C & S Interval Switch [ > Interval Switch Control ] C & S Power Counter [ > Power Counter Control ] Misc. = Miscellaneous C & S = Connectors & Switches [ > Lightbox Control ] Lightbox Control has two options to choose from:[ Set Colors ][ Randomize Colors ]--- Note: In the Fallout 4 - E3 Showcase World Premiere at 24m59s you can see a third option to choose from - [ Cycle Colors ]. I believe that this option was actually cut from the game, or at least a bug is preventing it from showing up, as for the life of me I cannot bring it up in my game. Thoughts? Set Colors then brings up seven different colors to choose from:[ Red ][ Orange ][ Yellow ][ Green ][ Blue ][ Purple ][ White ]Each of these seven colors has three different brightness settings, namely:[ Bright ][ Normal ][ Dim ]So overall Lightboxes have 7*3 = 21 color variations, and together with the 'Off'-State, 22 states they can be in. Although the (possibly automatic) "Cycle Colors" option is missing from the Terminal Entries to choose from, the player still can manually cycle colors. Go out of Building Mode, go up to the Lightboxes and cycle colors manually. [ > Speaker Control ] Speaker Control has the following settings to choose from: [C3] [C3#] [D3] [D3#] [E3] [F3] [F3#] [G3] [G3#] [A3] [A3#] [B3] [C4] [C4#] [D4] [D4#] [E4] [F4] [F4#] [G4] [G4#] [A4] [A4#] [B4] [C5] --- Note: This probably refers to the musical scale. Any musician here to share some insight/thoughts? [ > Switch Control ] Switch Control has 2 different options to choose from:[Turn All Switches OFF][Turn All Switches ON]All connected switches are turned on or off. [ > Optical Sensor Control ] Optical Sensor Control has three options to choose from:[Disarm All][Arm All][set Trigger Target]Set Trigger Target then has two options to choose from:[Trigger on anything][Trigger on hostiles][ > Delay Switch Control ] Delay Switch Control has nine different options to choose from. They are equal for both the "Delayed Off Switch" and the "Delayed On Switch".[1/8 s][1/4 s][1/2 s][1 s][2 s][3 s][4 s][5 s][10 s][ > Interval Switch Control ] Interval Switch Control has two options.[set ON time][set OFF time]Both of these options then have ten different sub options to choose from:[1 s][2 s][3 s][4 s][5 s][6 s][7 s][8 s][9 s][10 s][ > Power Counter Control ] Set number of power cycles before transmitting power:[1][2][3][4][5][6][7][8][9]
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papyrus 200 times BedBunnyScript.psc in save game?
pStyl3 replied to disi's question in General Skyrim LE Support
Happens. But now that is cleared. Anyway, in the light of forums.bethsoft.com becoming an archive in the near future, let's make sure that post is archived properly - Screenshot. Quote from Sharlikran: -
papyrus 200 times BedBunnyScript.psc in save game?
pStyl3 replied to disi's question in General Skyrim LE Support
Interesting NPCs is, according to Sharlikran, not corrupted. -
No problem kranazoli. Regarding you're language pack .. I can't give you a definitive answer on that, as I do not use such a mod myself. But I would think (may I be corrected in case I am wrong on this) that you are most of the time just fine leaving it on while cleaning. Because after all, if you come across this rare case, that LOOT tells you a certain plugin is dirty but after firing up TES5Edit you cannot find any ITM's, it normally can only mean one of two or three things. - LOOT's informations are old/not correct - The user uses an old version of TES5Edit, which may or may not have something to do with not finding proclaimed ITM's - The master files, to which the plugin in question is compared too, differ somehow (to the master files that were present when the original 'dirty info' was found and incorporated into LOOT's masterlist) If it is latter one, and the master file is one of the official master plugins, it probably means that some records in the plugin does have entries in some other language .. just like in your case. And that I would think is not something 'bad' or 'dangerous'. LOOT tells you there are some ITM records, so "records that does not change something because the same record is already in the master file of that plugin" .. you have those records in the plugin in question aswell, but if you can't find them via TES5Edit it means, in this case, they change the name of something. Which is not harmful, in my opinion. Unwanted maybe, but not harmful. So .. bottom line? In case you cannot find ITM's that LOOT tells you are there .. - check if you have the latest version of TES5Edit - check if you language pack has something to do with it And I also don't think you need to recheck every mod you have cleaned until now. And after all that said, deleted references are either way more important to "undelete and disable" then deleting ITM's. And those, so deleted references, are uneffected from entries in other languages in master plugins.
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Look at the "FULL - NAME" rows of those outlined 3 records in TES5Edit - in the "Remove Interior Fog V2 - Full Version.esp" plugin, not in "Skyrim.esm" - they are yellow (and therefore NOT green), and that's why, via definition, for you these records of "Remove Interior Fog V2 - Full Version.esp" are technically not ITM's, so records that are identical to the corresponding records in the master plugins. The entries in your Skyrim.esm are as follows: That's hungarian, is that correct? These entries do not match the corresponding entries in your mod-plugin, therefore those records are technically not ITM's. What you can do, is to remove these 3 records from "Remove Interior Fog V2 - Full Version.esp" manually, which should resolve the situation. Regarding TES5Edit's "Mark Modified" feature, it just forces TES5Edit to safe the plugin upon closing TES5Edit. For you, this has apparently resulted in a change of the size of the plugin .. therefore the CRC value of the plugin changed, which then resulted in LOOT stopping to warn about the plugin's ITM's. LOOT assigns these kinds of warning on a CRC-based check, therefore if the actual CRC value and the CRC value that is stored in LOOT's masterlist do not match, LOOT has "no way of telling if that plugin is dirty or not" .. expressed very circumscribed.
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Remove Interior Fog V2 - Skyrim Nexus Page Screenshots of the 3 ITM's: - Fort Neugrad Prison - Reachwind Eyrie - Abandoned Prison Commit to LOOT's masterlist that added this dirty info: Link Corresponding post in LOOT's thread: Post I downloaded a fresh copy of "Remove Interior Fog V2 - Full Version.esp" (that is, before I wrote my first post regarding this plugin) from the modpage and given that LOOT indeed tells me, that those 3 ITM's are there, I think I do use the 'correct' plugin / version of that plugin; otherwise LOOT wouldn't tell me that it contains 3 ITM's. The CRC value of that plugin is 4FD63CD3 or as LOOT has it stored in it's masterlist 0x4FD63CD3, so this should be the CRC value you see for that plugin in LOOT aswell. If you do not see this CRC value, you are probably not using a fresh and unmodified version of that plugin. As written, I am indeed able to find these 3 ITM's trira posted (see the LOOT thread), so at least two people can find these ITM's, which makes it very likely, that: - these 3 ITM's are 'correct' and thus - LOOT's information about those is correct aswell. Now. All that said, it is indeed very strange why you don't see those 3 ITM's. You use the most recent version of TES5Edit and seem to be following the correct process to clean them, yet TES5Edit does not find them. So I don't really know why that is happening. What I do see is, that there is a little difference in the number of records TES5Edit processes while loading up "Remove Interior Fog V2 - Full Version.esp" and it's masters. Your message log: Processed Records: 1219585 My message log: Processed Records: 1219592 That is a difference of 7 records. Maybe related to different cleaning results of the official master files? But if that should make a difference .. don't really know.
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Which version of TES5Edit do you use? I'm using the pre-release version 3.1.2 of TES5Edit and I can find those 3 proclaimed ITM's! Removing: AbandonedPrison01 "Abandoned Prison" [CELL:00021594] Removing: ReachwindEyrie01 "Reachwind Eyrie" [CELL:000399D1] Removing: FortNeugrad02 "Fort Neugrad Prison" [CELL:0001CE8A]
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When using ENB or ENBoost, there is always that specific text being displayed in the top left corner in the main menu. Is there a way to remove that text / prevent it from being displayed, or would this be something only Boris could do? (although he most likely will never change that)
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I don't know all the exact plugin names you are asking for kryptopyr, but you can check that out here. What I am seeing is e.g. this: - name: 'Weapons & Armor Fixes_Remade.esp' after: - 'Guard Dialogue Overhaul.esp' tag: - Delev - Relev - Stats - name: 'Clothing & Clutter Fixes.esp' after: - 'Weapons & Armor Fixes_Remade.esp' tag: - Delev - Relev - Stats - name: 'Clothing Jewelry & Clutter Fixes.esp' tag: - Stats So Kesta seems to be right, no 'dirty' entries!
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LOOT's warning to not clean GDO has been removed, reasoning is here and here. The plugin is absolutely clean since a long time now, therefore the doNotClean tag wasn't needed anymore.
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YouTube ads have returned with a vengeance for me
pStyl3 replied to GrantSP's topic in Step Banter Inn
Read about that. As of now it seems only Chrome users are affected, I for example use Firefox and ads are still being blocked just as before. -
MO, GPU, Mod or something else? 2 problems :S
pStyl3 replied to DiaborMagics's question in Mod Organizer Support
A few things come to mind. First, you use both mods "ShowRaceMenu Precache Killer" and "RaceMenu", which isn't needed anymore because RaceMenu incorporates the functionality of the precacher killer mod since version 2.7.0. So "RaceMenu" alone is sufficient by itself. Then regarding SKSE.ini, your folder setup for that file is not entirely correct, it should be in: Mod Organizer/mods/SKSE Scripts Only/SKSE/SKSE.ini "The Dance of Death" can also be replaced by "VioLens - A Killmove Mod", it is feature and topicality-wise the mod to go, even the author of TDoD says to install VioLens instead of TDoD. Last but not least, you really should clean your official master files (the official DLCs) and mods where LOOT tells you that they need cleaning. Here are some tutorials: The fact that files get dumped to your pastebin is worrying though, don't really know why that happens. Edit: Which version of MO have you installed, the latest version 1.3.11 ? -
MO, GPU, Mod or something else? 2 problems :S
pStyl3 replied to DiaborMagics's question in Mod Organizer Support
Do you use LOOT to sort your load order? Can you post your load order? Did you clean the official master files with TES5Edit? Did you clean the mods that LOOT reports to be dirty using TES5Edit? Are you using a bashed patch? Are you using the Unofficial Patches? If you are using the Unofficial Patches, in which order did you interlace them between the DLCs within MO's left pane? Do you use ENBoost? Did you setup a SKSE.ini file, in which the 'Skyrim Memory Patch' is activated? -
Just wanted to note, that MO 1.3.9 has been working great for me the last 1-2 weeks, nothing more in particular to report from my side.
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Issues with MO can't downlod from Nexus suddenly.
pStyl3 replied to secreth's question in Mod Organizer Support
No, not that I would recognize it, but I'm a premium user over at the Nexus, so I have access to the 4 premium servers and thus your experience with downloading mods might be different from mine from the start. -
Issues with MO can't downlod from Nexus suddenly.
pStyl3 replied to secreth's question in Mod Organizer Support
Can confirm that, works for me aswell. -
Issues with MO can't downlod from Nexus suddenly.
pStyl3 replied to secreth's question in Mod Organizer Support
And here I thought the power failure I had last night was at fault for screwing with my MO installation and causing me problems this morning (I had MO opened during the power failure). I'm getting the exact same errors every time MO tries to login to Nexus (and then MO crashes) and nothing until now I have done could fix the issue, which involved: - Installing a fresh MO 1.3.9 install - Clearing cache & cookies in Firefox - Restarting the PC Edit: Apparently many other people are reporting the same issue over at the comment section on MO's modpage on the Nexus. So it appears that it is a Nexus problem, or, Nexus has changed something on purpose and now MO has a problem with this change. -
- Install MO 1.3.9 - Delete, if present, ModOrganizer.ini - Start MO, you will be asked to select a game to manage. Select one. In case that no profile named "Default" was priorly given - or even more simple, that no empty folder called "Default" resided in ..\MO\profiles\.. - the following error message will be displayed.
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"assume that the Skyrim/MO can read the ini even if it is in Plugins" .. yes. SKSE.ini and .ini files from third party mods do not interfere with each other, they work alongside without a problem (they are intended to do so, in the ..\SKSE\Plugins\.. folder). As I said, you really don't need to pay special attention to so called "SKSE Plugins", just install those mods as you do with every other mod aswell, all will be fine.
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You can install SKSE 1.7.3 without any doubts, it's working great. Your analysis is correct too, SKSE's two .dll's and the .exe must be placed within Skyrim's game folder (where TESV.exe is). The scripts, as well as the manually created SKSE.ini file, should be managed via MO, because every single file that goes into the ..\Steam\SteamApps\common\Skyrim\Data\.. folder, should be managed through MO. All "SKSE Plugins" (e.g. the ones you mentioned like Cellstabilizer.dll or DCF_Plugin.dll, etc .. and every associated .ini file) should reside within their own "mods" in MO's left pane. Just install those mods normally like every other mod aswell, they will work just fine! For reference, here is what should be written within the SKSE.ini file: [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=2048 This SKSE.ini file should be placed in the folder ..\Skyrim\Data\SKSE\.., therefore if it is installed via MO the .ini file must be packaged just within the SKSE folder (rightclick on the finalized SKSE folder --> "Add to archive").
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Kelmych, please enable debug logging in LOOT's settings menu, then try to replicate the issue. Once it has occured, go to C:\%LOCALAPPDATA%\LOOT\.. and upload (the content of) the two files CEFDebugLog.txt and LOOTDebugLog.txt (e.g. pastebin.com).

