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Kesta

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Everything posted by Kesta

  1. While this indeed work in an easier way, and make the game load faster, there is currently no proof that I'm aware of that this setting doesn't prevent some resource management optimisation to take place. Though the same is true for modifications to the sResourceDataDirsFinal. I'm not refuting your point, just putting a little emphasis I consider appropriate in those early modding times. I've opened thread to discuss those things both over AFKMods and Bethsoft, but sadly there hasn't been much answers :/
  2. From a strictly technical point of view, no (except maybe a few millisecondes when launching the game). However, this allow for a way "cleaner" load order, which is more often than not synonym of ease to customize, maintain and enhance. (Pretty much the same as MO allow you to keep your whole install much more organized than other mod managers).
  3. I'm glad to read this as this is somehow what I aimed to lead this conversation to :) I started a sandbox to celebrate it : https://wiki.step-project.com/User:Kesta/flare Feel free to edit them / add news / modify code for something more optimized (idk if using #vardefine switch is the best way to do something like this).
  4. @Kelmych : Yep, already looked at your flags and stole some of them. Though I converted them using Proton's template instead of the default Indicator, so there is no line-return :P But you're still writing in plain text : {{Indicator|8|16|#006666|#669999|#A8C9A7|Core }}Where I'd like to be able to write {{Indicator|Core}}The styling of the indicator template being handled in the template's page itself (i.e. pre-defined Indicators). I know, this is just lazyness but a bit of wiki-code readability as well.
  5. I wasn't asking why they're aren't used, but why they aren't implemented. I fully understand than updating the whole wiki with those would take time and require tests. The question was "why is there no code". Basically it can't even be used as a template for now (you have to copy-paste the source, which is using Proton's template from his user page).
  6. Hi ! Me again :) Is there any specific reason why those two templates : https://wiki.step-project.com/Template:Indicator/HQ https://wiki.step-project.com/Template:Indicator/LQ Aren't actually implemented ? (is it better to use the images ?). I'm a lazy person and I'd rather like to only write in {{Indicator/HQ}} than [[image:HighQuality.png|18px]] (plus, it's easier to remember).
  7. Neo isn't using a template, he's writing everything down. But I could somehow manage to have a similar look now that the template itself is set. (That's the purpose of a template, being able to alter the look of the whole guide just by editing a few lines). But I don't think it'll end-up looking like SR:LE. Available tools and global modding capabilities are expanding, and I expect some part of mod management to be far more complex with FO4 than it used to be with Skyrim (1st reason being MO2 not managing .BA2 as MO1 did with .bsa, and the new ;ba2 caching), so using "old" layout might present some clarity issues at one point.
  8. Excellent, nor sure why I didn't think of that. Array are completely new to me, maybe I was a bit shy with it. Working like a charm.
  9. Hello ! I'm trying to put together a template for my user-made guide for FO4. The objective is essentially to make it easy to maintain for me, and ensure visual-consistency between every listed mod. Basically, I need a header for the mod (its name with a link to download it), its version and author, and the list of files to download on the mod page. That part was easy. However, I'd like to split the list between the 5 different sections you can find on nexus mods (fyi : main, update, optional, miscellaneous, older). To get one sorted properly, it's okay. However, if there is files to download in two different sections, things get tricky to put in a template, and I'd like a bit of help with that. Here is what I've done so far : https://wiki.step-project.com/index.php?title=User:Kesta/CustomFO4Mod Now, since the number of potential categories is predefined, I'm pretty sure I could do a big ugly thing like this : [spoiler=includeonly code] <div><span>[{{{2}}} {{{1}}}] - {{{3}}} - by {{{4}}}</span><br> <span>'''Files''' : {{#switch: {{{5}}} | MAIN = MAIN - {{#arraymap:{{{6|}}}|;|%|''%''}} | UPDT = UPDATE - {{#arraymap:{{{6|}}}|;|%|''%''|}} | OPT = OPTIONAL - {{#arraymap:{{{6|}}}|;|%|''%''|}} | MISC = MISCELLANEOUS - {{#arraymap:{{{6|}}}|;|%|''%''|}} | OLD = OLD VERSIONS - {{#arraymap:{{{6|}}}|;|%|''%''|}} | #default = ''{{{6}}}'' }} {{#switch: {{{7}}} | MAIN = MAIN - {{#arraymap:{{{8|}}}|;|%|''%''}} | UPDT = UPDATE - {{#arraymap:{{{8|}}}|;|%|''%''|}} | OPT = OPTIONAL - {{#arraymap:{{{8|}}}|;|%|''%''|}} | MISC = MISCELLANEOUS - {{#arraymap:{{{8|}}}|;|%|''%''|}} | OLD = OLD VERSIONS - {{#arraymap:{{{8|}}}|;|%|''%''|}} | #default = ''{{{8}}}'' }} {{#switch: {{{9}}} | MAIN = MAIN - {{#arraymap:{{{10|}}}|;|%|''%''}} | UPDT = UPDATE - {{#arraymap:{{{10|}}}|;|%|''%''|}} | OPT = OPTIONAL - {{#arraymap:{{{10|}}}|;|%|''%''|}} | MISC = MISCELLANEOUS - {{#arraymap:{{{10|}}}|;|%|''%''|}} | OLD = OLD VERSIONS - {{#arraymap:{{{10|}}}|;|%|''%''|}} | #default = ''{{{10}}}'' }} {{#switch: {{{11}}} | MAIN = MAIN - {{#arraymap:{{{12|}}}|;|%|''%''}} | UPDT = UPDATE - {{#arraymap:{{{12|}}}|;|%|''%''|}} | OPT = OPTIONAL - {{#arraymap:{{{12|}}}|;|%|''%''|}} | MISC = MISCELLANEOUS - {{#arraymap:{{{12|}}}|;|%|''%''|}} | OLD = OLD VERSIONS - {{#arraymap:{{{12|}}}|;|%|''%''|}} | #default = ''{{{12}}}'' }} {{#switch: {{{13}}} | MAIN = MAIN - {{#arraymap:{{{14|}}}|;|%|''%''}} | UPDT = UPDATE - {{#arraymap:{{{14|}}}|;|%|''%''|}} | OPT = OPTIONAL - {{#arraymap:{{{14|}}}|;|%|''%''|}} | MISC = MISCELLANEOUS - {{#arraymap:{{{14|}}}|;|%|''%''|}} | OLD = OLD VERSIONS - {{#arraymap:{{{14|}}}|;|%|''%''|}} | #default = ''{{{14}}}'' }}</span></div> I don't know for wiki content editor, but as a programmer, this really hurt my eyes. Since I know there is some pretty skilled wiki editor arround, I figured I could just ask for advices :) The final objective is to be able to write something like this ;[spoiler=Wiki content] {{User:Kesta/CustomFO4Mod |A mod name|A mod URL|VersionNumber|Author name(s) |MAIN|File 1; File 1 bis |MISC|File 18; File abcd}} {{User:Kesta/CustomFO4Mod |Another mod|its URL|OtherVersionNumber|The other author |OPT|Patch for XYZ}} And have everything layed out nicely.
  10. Great :) Le me is not really good with tagging recently... couldn't add the cute "resolved" green flare.
  11. To check a companions outfit value -> Equip them with a PA. Then you'll be able to see (or even pick) their defautl outfit in their inventory. As for equipping them, it kinda depend on what you need. I tend to be the boom boom kind of person, so I don't give them any melee weapon, or I'm just going to shoot them. However, I've found out that giving them grenade is pretty efficient as they're very accurate, and ennemy seldom think about dodging it. Of course, this means that you should avoid close combat as well.
  12. Here is a simple example : https://wiki.step-project.com/Immersive_Citizens_-_AI_Overhaul As you can see, the mod have no "baseline" entry, and thus the forum link is displayed next to the "Baseline", leaving the "Link" part blank. While this one : https://wiki.step-project.com/Skyrim_Project_Optimization do have a baseline entry, and have everything in order.
  13. It look like all those with the "u" prefix are referred to as "unknown type". These are "unsigned integer", i.e. integers always positives. (make perfect sense for uGridToLoad for instance). Not sure why the getini function spit it out as "unknown".
  14. I also use custom. But I like trying new toys. I mean, it kinda feel like I'm modding windows instead of TES/Fallout :P
  15. Papyrus log would make sense yes. Way more than checking conflicts in xEdit (since a good thing to do, but record-related conflict usually generate inconsistencies, and in few cases repeatable CTD, seldom random ones).
  16. Aah, thx for pointing out my English mistakes. I can't remember how to get Chrome use the English auto-correction so my writing is awful (everything is underlined in red whenever I'm writing shakespearean sentences :/ *this is a desperate call for help* And yes, PidgeyPrince stay. No matter how tough you want to look, I know you're a sweet pidgey deep inside, not a spearow ^^ Edit : found English auto-correct in chrome... it wasn't that hard >_
  17. Yes, that's what I meant by "it doesn't work with win7", sorry, It was clear only in my head >_
  18. Yep, reports on github indicate that it doesn't work with win7 (by the look or your screenshots, you are using it). Same issue for me, so back to NMM until alpha 3 ^^
  19. Hey ! Just wanted to share this cool little utilitiy I found a while ago on Skyrim Nexus. This allow .dds files (textures) to be previewed as other regular format images in windows explorer. Very usefull for some non-technical comparisons/analysis. Note that new normalmaps format from FO4 doesn't seems to be supported (sadly :/ ) Download link : https://sourceforge.net/projects/sagethumbs/ Not sure if this work with w10 though (not mentionned in the download page, and I can't test as I'm still on win7). Screenshot (in case you still don't understand what it does ^^) :
  20. Sooo... Boris made it. ENBSeries is here. Bye bye ReShade ^^ Thanks a lot for the files, I'll have a look as soon as I can :)
  21. He just released an other one, for combat shotgun/rifle : https://www.nexusmods.com/fallout4/mods/4046/? Now the question is : If he's as productive as he was in previous game, should we only have one big "Millenia" thread, or make a new one each time he release something ? ^^
  22. It'd seem they made card-specific apps actually. I don't have Radeon settings, but FirePro settings (using a pro-card instead of a gaming one). Also, what are your feelings about this new "Gaming Evolved" thing ? (I think eveyrone has it). Seems rather decent for recording, and it is offering automatic game optimisation (although I have no idea what they mean by that...)
  23. They potentially are, although I still have to experience any issue with those I put in the guide in their current version. All of this is the reason why I put the paragraph about FO4Edit. Basically, you should open all the mods you install (or at least, have a look), see what they're trying to edit, and decide whether or not it sounds ok. Sharlikran posted a list of records that shoudn't cause issue, provided they've been edited with the right tool : Every mods editing something else is postentially risky, even if it have been made in FO4Edit. Now, risks seems rather faint with most of those under the "visual" category. Mods adding recipe (i.e. crafting mods) seems safe as well, as far as I see it for now. If you really want to feel ultra-safe, mods currently in the guide you should avoid are : FogOut Homemaker Expanded Settlements Buildings Simple Intersection Because they're editing/adding a wide range of records which haven't be fully decoded. Others should be fine, and even if they'd generate small issues, since they're editing very few things, that shouldn't be gamebreaking. But plugin corruption can have some very weird side-effect which cannot be detected just by looking at the mods in FO4Edit. It's really hard to say as I'm not encountering/noticing any issues myself for now.
  24. Hey there ! Boston Atomic Bomb Yankee v0.1 is live ! You can check it out BABY Not exactly the best one you'll find over STEP, but I figured it's about time I start gathering everything I install somewhere, and keep track of it so I can share it :) Suggestions / editions are welcome, whether it is about instructions, advice, guide-formatting, or mod-content. (And of course, bug report). The guide is aimed at people who already know some basics about beth's games modding. Beginner should follow some more basics tutorial before attempting to follow BABY. No real support yet, basically if you encounter issues with mod installation, you'll need to learn how to fix it ;) The truth is, there is a lot of unknown things about FO4, and you might encounter issues which I just can't reproduce (weird ini tweaks, issues with drivers, your mod manager going crazy with w10, whatever...). @Kelmych : I kinda stole the background from your FO3 guide... I Hope it's alright ? :)
  25. In the left side of xEdit, there is a field to search by FormID. Type the faulty formID in here (00098ba1 in your case) It'll take you to this form. Check which plugin is overwriting it. Most likely one of them is doing funny things with it. You can either delete this record in the plugin, or fix it manually, depending on what look weird and what it seem to be used for, and what you can guess would result of your edits. I can't say for sure, but I'd seem that the issue is that your chest have 5 fields for Closing sound. The vanilla one isn't supposed to have any. I guess it's one of those mod which make vendor's chest visible somewhere.
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