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Everything posted by Kesta
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Just noticed MO2 got updated. Also enbseries is now kinda "real". And several good updates / mods came up recently (don't miss the new icons for DEF_UI). So lot of updates to do :P Though I might wait for the next build of the game to be out of beta. But that's a busy weekend for me so it's gonna have to wait ^^ -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
The way pre-combined objects are handled is still a bit of a mystery, what is sure is that the game's occlusion culling is highly dependent on this mechanic (and thus, the performances). If you experience performance issue in conflicted areas, then that's probably the problem. If not, you're good to go. The CK tend to shuffle the lists even if none of the pre-combined objects are edited (which is definitely the case here since it doesn't edit a single reference), or it's xEdit that doesn't sort the list while it should (though I'm pretty sure zilav looked into it, so xEdit is probably displaying it correctly). If you really want to switch for EI, consider its edits on XPRI/XCRI records as wild edits and drag'n drop the actual ones from vanilla/UFO4P. But overall I wouldn't recommend this over Fr4nsson's light tweaks (though the two aren't incompatible, try to use both and the brighten the visuals if too dark using your enb). Fr4nsson's just remove fake skylighting in interior cells, that's pretty basic and just avoid to have illuminating roofs. Interiors enhanced does take care of the interior fog in several areas, but is far from covering the whole game, will most likely never be finished, and soon enough be made obsolete by an actual lighting overhaul. Edit : Side note when dealing with conflict. While the whole plugin system is pretty similar to what we're used to with skyrim and older games, there is several new things such as pre-combined refs, and thus FO4Edit is still labeled as pre-alpha for a reason). -
Fallout 4 Mod Contest
Kesta replied to TechAngel85's topic in General Fallout 4 Discussion & Support
Lol. We're not allowed to ask for any kind of remuneration from our modding hobby, but we can participate in a contest organized by nVidia to win uber GPU and up to 5000$ #Illuminati I'm not falling for it anyway, not interested in rushing a mod to get it released in the given timeline. Except if I do get motorbikes running in the wasteland before then. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Re-installing F4SE won't do much, as long as you've got the 3 files in your skyrim FO4 folder, it'll always be the same. If you're using the new beta that popped on steam a few days ago, that might be the source of your problems though. To be honest, if you don't have a weird keyboard/game-language match like mine, you can skip f4se for now, as it's only really useful for looksmenu, which you only use once to create your character. -
Discussion topic: Locky Bastard by Kesta Wiki Link Hey boys. I know there isn't much people playing fo4 around here, but figured I would still share my last creation. Locky You (actual name actually have a swear in it, but IIRC STEP forum automatically censor them so... ) This allow you to bypass the lockpicing mini-game in several ways such as kicking into doors to open them, detonate them using grenades/mines, or simply shooting them with your weapon. All of the new options have downsides to balance them and prevent abuse. https://www.youtube.com/watch?v=pnR5d4zSQoI (screens are from my testing/dev setup, sorry for the quality)
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Just noticed that acronyms still show-up in "code" like so : STEP Not a big issue, but if there is an easy setting to turn that off, it'd make the forum slightly better than it already is :)
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I haven't been wikiing as much as the week when I posted the OP since then, but the few times I've edited the wiki during the "hours of doom" I didn't experience the crazy lag I used too, so it's looking good. Probably going to wiki a lot those next 3 days (long weekend ), so I will hopefully confirm this soon :)
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Fallout 4 (CK) Elevator Script Creation?
Kesta replied to GamerPoets's topic in General Fallout 3 Discussion & Support
There is a few elevator-specific settings here and there, look at how its implemented in ArcJet system. But you shouldn't need actual scripting, maybe re-using vanilla script at best. Look at how darren made his craftable elevator mod, I think he handled this all in the nif (at least for the moving part) -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Guide's state is frozen again following MO Beta1 release. Long story short, I actually did move to MO, though it seems there is several issues that prevent the complete setup from working properly (especially with ReShade, and it seems there is an issue with lookmenu's presets). Plus, INI files handling is clumsy at best, and the install instruction can be a bit tedious since there is multiple problems with the installer. Hopefully, it won't take long before a hotfix is released to address those since Tannin announced he was back on MO's development for may. In the meantime... well, I spend more time in the CK than in FO4 itself, like it used to be with Skyrim =D -
Mod Organizer 2 Discussion and Feedback
Kesta replied to TechAngel85's question in Mod Organizer Support
Seems like there is an issue with INI profiles ? Gonna test this ASAP, hopefully we can start modding fo4 seriously soon enough :P -
Look like you found the spINI thread, so better ask for support there. Make sure to check if you can start a new gzame, maybe your older save got corrupted by broken INIs (typically uGridToLoad) For enblocal.ini configuration, check the guide about ENB on STEP : https://wiki.step-project.com/Guide:ENB And especially the enblocal.ini configuration reference : https://wiki.step-project.com/Guide:ENBlocal_INI I don't have time to provide personal support on steam, so no, sorry. Maybe an other time :)
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Thanks We'll see of this work :P It wasn't the latency the main offender. The day I posted the thread, The whole wiki kept gaving me 504 errors for more than two hours ^^ (thankfully, it don't do that everyday, but this time was really awful).
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Not if you don't provide your current ones ^^ For Skyrim.ini and SkyrimPrefs.ini, Delete/backup your current ones, and just use spINI, it's a fairly seasonned utility and will take care of everything for you. For enblocal.ini : The configuration guide isn't exactly complicated. Try to play with the following settings to see which one work best for you, there isn't an universal rules for those that i'm aware of : DisableDriverMemoryManager EnableCompression WaitBusyRenderer FixLagFor what I've seen, their impact on performance, stability and stuttering vary from a system to another.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Haha, that's just to keep the visual consistency of True Storms intact, because re-overriding its rain drops with yours, then checking all storms under day/night/sunrise/sunset to make sure there isn't any weird artifacts would take more time than I'm willing to put into it for now ^^ I promise I'll revisit my judgement when I can focus on this kind of details a bit more (just check the list of mods currently planed for testing... ) :P As for the script, I'm not sure, are you saying that the increase number of references could slowly degrade performances ? For what zilav said (though he's no pure expert on this either as far as I know), the big issue seems to be with OC. Maybe once Boris get back to FO4 (if he do... finger crossed) he'll have an implementation that doesn't care about those. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
All right boys and girls (there is girls on STEP right ? RIGHT ?) BABY just hit v0.1.5 This isn't 0.2 (no kidding sherlock), since there is no proper MO2 yet. However it have been completely updated to work with the latest versions of the game, and all the mods are treated as their latest versions. Potentially game-breaking mods have all been hidden (so there is nothing gameplay or crafting related, and no new content) until I can review them in-depth and compare their obsolescence against the latest DLCs and newer mods. Plus, I'm expecting most of them to get serious updates - or be replaced by new ones - in the upcoming times since the CK got released, so there isn't much point spending hours in testing to redo it all in a few weeks. I'll probably maintain an "under testing" page as well in the meantime since I know several people are more interested by a "cool mods list" than an actual guide. For now, main focus are Armorsmith extended, Homemaker, Conquest and Tactical Weapons. (the first 3 are most likely going to constitute the foundation of the guide). So for now that's essentially about configuration, optimisation, bugfixes, and visuals. That's still some Gb of mods, and probably a few hours of installation ;) Feedback on instruction's clarity and purpose (aka the "how" and the "why" of each line) are more than welcome. I completely lost the notion of what's complex and what's easy for a non-seasoned mod user since... long ago :P The guide sure is not aimed at beginners and never will, but I guess a few more clarity can't be wrong. -
Archive2 Guide Archive2 is the official tool from Bethesda to package mod-archive (.ba2). Especially interesting since it allow to package archive optimized for textures. Wiki Link Currently looking for knowledgeable people to improve the guide. Or potentially just testers willing to spend hours comparing the data stored in archives with similar files but different settings :P
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I know Darth matthias also mentioned this one day, but there is a moment of th day, every day, when the wiki is ridiculously slow. The slowdown isn't that much of an issue, except that you need 3 minutes to load a page. However, trying to have changes accounted for on a page at this moment is a real struggle. Needless to say that this is usually the time when I go back home and update a few pages while eating kellogs before actually playing... ^^ Any idea what could be causing this, and if you can solve it on your end ?
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
I've seen some authors advising to use the INI tweak to not use the precombined objects : bUseCombinedObjects=0 But this come at the cost of a big performance impacts in certain area, so for now there isn't a proper workaround. In the future, once things are more stable and decoded, we can envisage some major xEdit script to run at the end of the setup (like dyndolod or skyprocs patchers) that would recombine them properly or regenerate the cells (or whatever there is to do to have them work) based on the user's installation. But that's not going to happen before a while. Edit : Such script would actually be possible, but I don't have time to work on it right now. See zilav's answer on afkmods : https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/?p=160530 -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Not much currently, though he have a few things to do there this weekend. Why ? -
Just use this function : https://ck.uesp.net/wiki/fallout4/index.php?title=AddForm_-_FormList And btw, don't bother with google for scripting : Just open the original .psc files from bethesda, they contains the exhaustive list of available functions, with rather clear name and parameter name that should in most case be enough to understand what they're used for. If you need additional documentation, check the CK wiki, especially those two : ScriptObjects : https://ck.uesp.net/wiki/fallout4/index.php?title=Category:Script_Objects Events : https://ck.uesp.net/wiki/fallout4/index.php?title=Category:Events @PidgeyKing (yes, you evolved since you learned papyrus :P ): This compile and work, but will lead to several compatibility issues in this state if you attach it directly to the abbot NPC (like, every mod editing abbot for whatever reason will need a goddamn patch).
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You won't be able to just change a few syntax stuffs to port this to papyrus, or you'd need to pool every X second to check if you're actor actually is dead. Instead you'll need to make an alias for your quest and fill it with the said NPC ref, then use the OnDeath event (or whatever it is called, maybe OnActorDeath or something along those lines) to actually perform your actions. Associating the script directly to the alias instead of putting it in the quest should ease the whole thing. Something like this shouldn't be too far from the final result (still skyrim based, I haven't checked FO4's scripting changes in depth): scriptname ownScript extends ReferenceAlias int guykilled = 0 Cell Property cellref Auto Event OnDeath(Actor akKiller) if (guykilled == 0) guykilled = 1 cellref.SetActorOwner(Game.GetPlayer()) endIf endEventThougn I'm not sure why you'd want to check for guykilled ?
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FALLOUT4 FO4Edit | External Exception C0FB007E
Kesta replied to knoweyedee's question in xEdit Support
This kind of issue should be posted directly on the github issue tracker here : https://github.com/TES5Edit/TES5Edit/issues Though Zilav is usually around STEP as well, this is a user forum, not a developer one. As for your modified .dll, did you try to restore the original and keep your modified one as a backup ? Just for testing purpose. That'd be a step in the right direction for a complete troubleshooting session. Btw, when do you get the error ? Upon starting the program ? Or when clicking OK ? Or randomly ? -
Almost. You don't need to change the plugin's extensions from .esp to .esm, only to check the ESM flag in the plugin's header (either from Wrye Bash using "esmify", or from xEdit by editing this field and checking the flag). This way, you can do exactly what you describe, except you don't have to change the master of your "patch" afterward, just turn off the ESM flag from the master when you're done. Note that disabling objects in the CK doesn't make them disappear from the CK's UI. If you want to visualize what your game will actually look like, completely delete them, and then run the "undelete and disable references" functions in xEdit. Just don't delete anything that popup a warning when you try to delete it, as it mean it's referenced by something else and the dependency link would be broken.
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ACCEPTED aMidianBorn Book of Silence (by CaBaL)
Kesta replied to EisDrache's topic in Skyrim LE Mods
That's because Tilma isn't an actual companion, so the script isn't supposed to replace her dagger anymore (while it did in older versions). However the script still have the line, just the plugin doesn't link it anymore (so papyrus never know what "NPCTilma" refer to, and thus ignore the function call). That's harmless, just a papyrus error in the log. You can fix it quickly by removing the lines related to NPCTilma in the script and recompile it. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
The improvement by itself isn't as drastic as it was in Skyrim, but Rock On make rocks less "flat", a bit more patterned (vanilla rock look too smooth & clean for a post-apocalyptic environment imo). Plus they look too "bright", I tend to like darkened textures :P As far as meshing goes, what I have seen isn't "plain bad", i.e. they aren't the blocky stuff we used to see without SMIM in Skyrim. They just have several UVmaps issues. The terrain textures... they're pretty decent, except when there is junk or debris scattered on it... Like this : (and that's a picture from Hein's texture pack, which already include a lot of work to make it look more natural). We need cleaned textures with actual junk statics sets placed there instead, but that's a sh*tload of work and would be performance hungry.

