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Everything posted by Kesta
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FALLOUT4 Fallout 4 Default Values for All Valid INI Settings
Kesta replied to DoubleYou's topic in INI Tweaking
So we can somehow assume that they moved the setting to Fallout4.ini, or made it multi-ini valid ? That's awesome. Thx for finding this out, sounds like i'll finally move up to the Beta :3 Btw, i'm linking your afk mod post here, as I find it really awesome : https://www.afkmods.com/index.php?/topic/4316-fallout-4-useful-ini-settings/ (And DY might be intereseted to have a look at your other findings/recommandations). Edit : Just re-reading your post... fallout4custom.ini overwrite settings from both fallout4.ini and fallout4prefs.ini ? I always assumed the "custom" could only overwrite settings from falout4.ini, not from the "pref". At least in previous game, I didn't even bother to try with FO4. Edit2 : Why is everything gone ? :'( -
Mod Organizer 2 Discussion and Feedback
Kesta replied to TechAngel85's question in Mod Organizer Support
Haven't visited your github in depth yet, but is there a place where you documented a bit more how to write plugins ? (I remember some people asking this on the sourceforge forum). I'm have my personnal ENB/ReShade manager and was thinking about re-coding it with a nicer pattern, so most of the actual functions would be in an external dll, and then re-code the interface directly as an MO plugin. -
Is there a mod that... (Mod Detectives)
Kesta replied to rootsrat's topic in General Skyrim LE Discussion & Support
https://www.nexusmods.com/skyrim/mods/64948/? Not that I'm aware off, and would be extremly tricky to implement (reason why no one made it most likely). -
ACCEPTED Deathbell HD - All-New Textures (2K-1K) (by fadingsignal)
Kesta replied to JawZ's topic in Skyrim LE Mods
I'm pretty sure you're talking about renthal's textures : https://www.nexusmods.com/skyrim/users/5851384/?tb=mods&pUp=1 In particular, his nightshade retex, which is 8K : https://www.nexusmods.com/skyrim/mods/70002/ -
Mod Organizer 2 Discussion and Feedback
Kesta replied to TechAngel85's question in Mod Organizer Support
Bad news for modaholic with small HDD :/ Looking forward to Tannin's reply on this, I'd like to know if the feature have been removed for technical issue or by design. -
You're just asking for spoilers... :P I can't say for sure about the minutemen as I didn't do anything with them, but I can confirm you that the storyline is designed so you can only fully support one major faction. And you're most likely going to destroy the others at one point or an other. Carefull, major spoiler :
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Bashed patches can handle things merged patches doesn't, and vice-versa. The merged patch functionnality of xEdit never got completely finished, so it handle very few things, which explain why your merged patch had so little content. Keep in mind that what both of those tools does is actually just automation for conflict resolution. Learning the concept behind it and how to do it by hand (which could be vulgarized at "looking at what you have to drag n drop in xEdit") could help you a lot. And wouldn't take muore time than trying to understand how to use those tools without knowing what they're actually doing behind the scene (which become limpid once you understand why you need them).
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FALLOUT4 Fallout 4 Default Values for All Valid INI Settings
Kesta replied to DoubleYou's topic in INI Tweaking
Note that this isn't true anymore with the Beta version, as this one ignore the bEnableFileSelection setting. -
Also WB isn't really suited for "tweakers". If you modify one of the files it installed, then it won't uninstall it when you remove the mod the original file belonged to. This is great because it allow for some manual installs, but if you tinker with your mods then you might lost track of some files. That's the biggest issue I have with it.
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I'm pretty sure it's dovahzul. I've been using this mod for ages, it's awesome. TBH I thought it was already on STEP (which means it's one of the fews I always add on top of the official setup...)
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Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Yeah default timescale here. But i'm not roleplaying yet, just shooting and exploring. No CTD yet in roughly 60h of play. For nights, there is already a mod to darken them. Perfect with a ReShade preset (Cinematic Excellence is the best one I've seen yet) -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
This is for PidgeyPrince : https://www.afkmods.com/index.php?/topic/4136-nifskope-20-dev/?p=158077 Just a teaser man, just a teaser :P -
[Fallout 4] Modding and Mods Wishlist
Kesta replied to Genius384's topic in General Fallout 3 Discussion & Support
Have a look at this thread : https://www.afkmods.com/index.php?/topic/4304-wip-fallout-4-controlmaptxt-aka-controlmap-customtxt I haven't time to do much testing yet, because I'm still playing a lot. But if we can get it to work somehow, it could solve a lot of things. As for the wishlist : - Survivalism (weapons/armors damages, need mod, more trooblesome injuries, diseases, cigarrettes, less easy-to-avoid radiations, ...) - Vehicles (But I'm pretty sure it's planned for a future DLC. No actual infos, just a guess, but it'd be the perfect element to make people want to absolutely buy it). Especially motorbikes =D - Alternate Starts, and new races (play as ghoul, mutant, synth, ...) - New house parts (there will definitely be a lot of those though). Right now, I'd just like to be able to put some ammo case in my storage room. But new kind of buildings would be awesome. - A gigantic quest/dungeon mod which take place in a labyrinthic subway. - Better looting... just found 7 plasma cells on a feral ghoul... wtf ? -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Here is a heads-up about what I know : 1) Since it's your field, have a look here : https://www.nexusmods.com/fallout4/mods/842/? Not much interesting things (cf Millenia's comment in the post tab), but you might still read something interesting for you. 2) Nifskope most likely won't see an update as soon as we'd like to. The reason is Jon, who was the dev for nifskope 2.0 afaik, is the one who made B.A.E. : https://www.nexusmods.com/fallout4/mods/78/? More info on his progess over the AFKMods thread : https://www.afkmods.com/index.php?/topic/4300-bae-bethesda-archive-extractor/ As you can read there, he had some trouble with some extraction with previous versions. He's also not very optimistic about updated tools to work with those new DX10+ specific normals. 3) There is some hacky things to do to create plugins with old tools such as the CK/xEdit by creating a fake Fallout4.esm and injecting records from a plugin dependant of it. Not very reliable, and we're working in total blindness when doing so. There is also a tool called patcher, available here : https://www.nexusmods.com/fallout4/mods/16/? It allow to produce some interesting things, but is extremly limited. It is producing some rather reliable material (aka those plugins doesn't seems corrupted). This is how "Darker Nights" got created. The only mod I know of which have made something exceptionnal and I can't guess how the author hacked his plugin together is this one : https://www.nexusmods.com/fallout4/mods/798 The first version was extremly corrupted. The "fixed" one still is, but in an other manner. It look like it have been created with a home-coded tool, or hacked god knows how with the old GECK or CK, or even an old version of Snip, or this kind of things. 4) xEdit guys already started to dump stuffs in order to move to FO4Edit. But zilav and hlp are still playing the game for what I know. Sharlikran do have a copy, but not the computer to run it, so he's the one dumping fallout4.esm records. Although we could have a rough draft of the new records architectures in some times, the exact meaning of each data will take a lot of time to be understood. Honestly it's almost impossible without the new GECK. But the records you're proably interested in might be workable in some times, as there is very little reason for things such as statics, texture sets, or waters records to be very different from there skyrim's counterpart. Talking about texture sets, it make me think that Beth made some very interesting things with decals this time (logo on various armors for instance), and what look like texture sets (various paintings for armor). Which make me think... If texture sets for some items can be modified in real time... why not water or even ground ?? Yes I'm talking about an hypotethic possibility to make a really complete dynamic climate mods (with grounds textures going snowy and all). -
FALLOUT4 Fallout 4 Default Values for All Valid INI Settings
Kesta replied to DoubleYou's topic in INI Tweaking
Aah, thx :) What about those settings beginning with a "c" ? Cardinal ? I've never seen such prefix before. Also, any insight on the difference between "s" and "str" ? "str" seems to be a path. Also IIRC, "s" settings for Skyrim used to need quotation marks in order to handle blankspace, which doesn't seem to be the case anymore (correct me if I'm wrong). -
FALLOUT4 Fallout 4 Default Values for All Valid INI Settings
Kesta replied to DoubleYou's topic in INI Tweaking
Note that despite being "valid", bDisableGearedUp=X currently have no impacts in game (tested it, hopping to be able to see sheathed weapons like in Skyrim...). Note that if it is identical to how it worked in Skyrim, sheathed weapons need to have a node assigned to be displayed, so with some skeletons edits and proper meshes, the setting might become unsefull with mods... but for now, it's just a placebo. BTW, how did you get the values for the *prefs.ini file ? I know of the saveini command to get the fallout4.ini, but nothing to grab the *prefs.ini -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Yeah, Skyrim's killmove are actually stripped-down VATS. I found out because FO4 plugins seems to use the same format as Skyrim's ("TES4 file format"), so I could open it in xEdit and check some stuff (Cloud textures are specified in weather records). Didn't know there was a .ba2 extractor yet, thx for the link ! -
What about FTEP 1.0 ?
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Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Yep. -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Hey, wanna ***** about Beth' lazyness and not-so-improved graphics ? Here are the path/name of some of the cloud textures : Sky\SkyrimCloudsUpper01.dds Sky\SkyrimCloudsUpper02.dds Sky\SkyrimCloudsHorizon01.dds Sky\SkyrimCloudsFill.dds I've already seen it somewhere, but I can't remember... Oh, wait ! -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Geared up in that first armor and took the minigun. Started shooting. I can't stop. I don't care for bugs, graphisms, stuttering, dumb AI or whatsoever. I... Just... Keep... Shooting... Sooo.. Goood ! Btw, the sims-like feature is awfull to use... super-time consuming, and very little satisfaction. -
Multiple bashed patches for multiple profiles?
Kesta replied to MeatMarket's question in Wrye Bash Support
Yep, just make sure that LOOT still put it where Bashed Patches Belong, otherwise the name of the bashed patch isn't important. -
Fallout 4 General and Mod Discussion. It Just Works!
Kesta replied to a topic in General Fallout 3 Discussion & Support
Judging by the 1st comparison, I'd say AO is actually turned off somehow in those screens, which result in no shadows. But should be available on other setups (PC Hopefully it's the same with PBR (which seems really lacking, can't deny that... the armor look like a McDonald toy), and PC users will be able to benefit from it with a few ini tweaks. Need more screens to talk about LODs imo. Good points I notice : It'd seem they finally get arround grass texturing. The grass doesn't pop out of nowhere on roads or in rocks like you sometime see it in Skyrim. Models seems to have a lot more poly (look at the wire fence on the same screen than the armor) than they used to. Shadows sharpness look excellent (cf dog picture in the album). However the ultra-flashy green HUD hurt my eyes, I'd love something a bit more "pastel"... -
RESOLVED Issue with BCF Displaying on the Main Guide
Kesta replied to Kesta's question in Wiki Support
Though you found them, I'm answering so others don't have to look for it : In the "Note" column of the Official STEP guide. There is a lot in the 2.K Clutter & Miscellaneous section. -
BCF have been removed, but the STEP guide is still full of dead link pointing to them.

