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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
Yep, but that was before family decided to take me on an unexpected weekend ^^ and also because I expected the CK release last week, and the tools updates following quickly after from the euphory that should emerge from it ^^ -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Yeah, saw that even almost before the nexus release because I'm hanging around afkmods, but this is is a beta patch made with a beta tool for a beta version of the game, gonna wait a bit :P Not before modding is "officially supported" (that should be after the next official update of the game and the release of the CK), nor before MO2 is fully functional (just have a peak at how to install the optional files from Langley's workshop with NMM... a full blown guide with this kind of instructions is just not maintainable). And of course, not before I've completed everything and played enough with it, which will also take time :P -
It's just a placed object with glow properties. Editing the nif to remove the emissive color should do the trick without further need to edit the plugin itself.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Allow for proper rebinding of the control keys. The vanilla configuration is extremely restrictive, and buggy for non-qwerty users. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Back on FO4 Modding. Currently updating, it should take me the week to have something at least up-to-date with the current official version. First focus is the UI, then finishing optimisation/post-processing (the ENB+ReShade combination currently needed make it a bit complex). I also wanted to state that I spent the day reviewing mods releases I "missed" during those last months and I really don't regret I went back to Skyrim... I hope CK's release will lead to mods that aren't vulgar copy of mods from older games or random (usually skimpy) additions to the armory. Only decent upload from past month was the cigarette smoking mod and a buggy cover-system overhaul :/ -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
xEdit should register itself at its first launch for auto-opening of .tes5pas files (and other assimilated gamescripts like .tes4pas, .fo3pas, .fnvpas and .fo4pas if tes4edit, fo3edit, fnvedit, or fo4edit are started instead) in the registry, so you can find its path under HKEY_CURRENT_USER\Software\Classes\TES5Script\shell\open\command -
STEP guide missing misinformation on moding ENBlocal.ini
Kesta replied to Gethal's question in Post-Processing Support
Can you link the "given quote" you're talking about ? I'm just relying on programming logic and general observation of how the whole enbseries work (i.e. for everything else but a single exception it follow the programming logic I'm relying upon) : For everything, you have an on/off toggle. When toggle is off, the whole feature is disabled, when the toggle is on, parameters are used to configure this feature. -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
(following up on a two or three days old suggestion, which was about being able to regenerate LOD per area like X/Y cell range or blocks/sub-blocks) Yes, it was about static LOD. The main idea was to be able to generate a whole area of the game without having to wait too long (with tree and dynamic lod disabled). For lazy troobleshooting (i.e. : Got a bug in a mesh that's used in the whiterun tundra, I just regenerate the tundra-area LOD instead of pinpointing a specific cell). The user I was helping at the moment I wrote the post seemed to have trouble understanding how to find a specific cell where a specific reference is used (I think the popularisation of the Shift+Click OK "trick" at xEdit startup did more harm than good...) to just rebuild this one. The suggestion came up essentially because I thought it shouldn't be to hard to implement (relatively speaking, in comparison to the whole mod, and given you can already generate for a single cell). As for other use-cases, the only actual one I can think about is switching between city overhaul while using Open Cities, but I don't know how much people go into the trouble to make their city overhaul compatible with OCS... ^^ Edit : Or maybe being able to do a per-area generation. Not 100% sure about this, but I'm pretty sure there is area that could be generated with high settings while others with medium ones in order to better balance the quality/perf ratio. Would need to test some stuffs about it and make sure dynamic lods are globally consistent, but the tundra, the volcanic area, and the snow area could be high, while areas with forest just medium, when using the ultra trees option for instance). -
STEP guide missing misinformation on moding ENBlocal.ini
Kesta replied to Gethal's question in Post-Processing Support
As long as you have EnableUnsafeFixes=false, DataSyncMode and PriorityMode are ignored anyway. EnableUnsafeFixes is set to false by default. If not written in the enblocal.ini at game-start, it'll be considered false and added as such to the enblocal.ini under [Thread] like you'd expect. So long story short : Nothing to worry about, everything is properly disabled with the default file. -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
Request/Suggestion : Being able to select only blocks/sub-blocks to generate (or to set a min/max x/y), instead of just a single cell or a "band". -
There is a very small chance that the lack of seq prevent proper quest initialization, but this shouldn't happen on regular setup. Not sure what could be causing it. Seq are essentially required for new dialogs to be registered, but scripts should still be processed normally as far as all the testing I did about it go.
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Archives disabled after profile switching
Kesta replied to compleCCity's question in Mod Organizer Support
This is a known issues that haven't been addressed. For now you have to re-tick .bsa after switching profiles. -
Wearable Lanterns 4.0.1 contains no scripts folder?
Kesta replied to Maddin's question in Guide Support & Bug Reports (retired)
They're packed inside the .bsa Neo advise to auto-unpack bsa to easily make this kind of tweaks. Just unpack the bsa (and then get rid of it). -
Lights flicker when changing directional view
Kesta replied to jonnrev's question in Guide Support & Bug Reports (retired)
If your backup is sorted, you can compare the files easily using Notepad++ and the Compare plugin (Btw, using the compare plugin and carrying over interesting changes from the INI you're analyzing to the one you're using is the only way you should edit your INIs. Using premade INIs or automated tools is overall a bad idea as you loose controls on a large part of the settings). -
Get To Know Your Mod Author - Great live stream
Kesta replied to darkside's topic in Step Banter Inn
The SKSE guy is Expired (RaceMenu, EFF, NiOverride, ...) aka ThePurpleLunchBox (officially integrated in the xSE team with F4SE, though he's the one who made most of the SKSE updates starting at v1.7+). -
SR: ORM-Arvak.esp - LOOT: 1 ITM records?
Kesta replied to Maddin's question in Guide Support & Bug Reports (retired)
This could just be an other case of an obsolete LOOT report that have been fixed since. If TES5Edit doesn't clean any ITM, there isn't any ITM to clean. LOOT reports are supposed to be tied to plugin's CRC to avoid such cases, but this isn't always the case. -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for the update :) You've got an erroneous extra requirement on the nexus page : "File/Mod Name" that link to the fo4 xEdit page. Edit : And forgot to add "updated reference documentation" to the changelog ;) -
Lights flicker when changing directional view
Kesta replied to jonnrev's question in Guide Support & Bug Reports (retired)
No, the shadow caster issue (2nd issue described by Jawz) is unrelated to the mesh-lighting thing (first pragraph) , those are two completely different things. It's 3 shadow caster in the same area, no matter the meshes. Edit : Btw, fixing the mesh-lighting description in the wikipage linked by hishy, I wrote 4 light per meshpartition instead of 6 in there, my mistake. -
Lights flicker when changing directional view
Kesta replied to jonnrev's question in Guide Support & Bug Reports (retired)
For what I read, this look more like the number of shadow caster than the number of lightbulb lighting a same nitrishape. Potentially caused by incompatibilities between the new ELFX 3.0 and the "RS tailored for ELFX" version from SRLE if this one haven't been updated. Or installation error if you installed the full version of RS instead of just the stripped-down version provided in the guide. -
Disabling gameplay-mouse when ENB panel open
Kesta replied to Kesta's question in Post-Processing Support
Small update : Now, holding left shift while the ENB panel is open will prevent the camera from moving with the mouse as well. Helpful when looking at a specific scene like a shadow you're trying to fix so your view stay focused on it. -
Do you have a heavy grass mod per chance ? Those areas you're experiencing drop are around very grassy area if I'm not mistaken, and the random drop could be linked to grass shadows updating.
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Deferred Rendering turning ENB features off
Kesta replied to Ilteatrhunter's question in Post-Processing Support
Deffered rendering is required for almost any "real" ENB effects. This is what tell your drivers "hey, wait a millisecond, don't render the frame yet, instead apply those effect before". Turning this off is only useful when using a fake ENB with only shadow-fix and parallax on (and maybe some other stuff, haven't tested all of them) and use an other post-processing method (sweetFX) or no additional post-processing. If you crash just by turning this on, either some of the methods used in your enbseries are missing associated effect files (wrong installation), or your PC just can't handle them. Edit : btw, I think such "fake ENB" would be a good addition for STEP core, having only the shadow-fix ON in enbseries.ini cost virtually 0 FPS and still fix the shitty skyrim shadows). -
I accidentally installed everything without extracting BSAs
Kesta replied to ImAnIdiot's question in Guide Support & Bug Reports (retired)
The only point to extract bsa when using MO is to have an easy access to files you need to delete/hide or modify. And to have your mods folder take up a few more Gb if you're competing to have the bigger one. For your extracting purpose, BAE is probably the simpliest to use as you can just double click on any .bsa and see its content, and extract it to its current location instantly, completely or just the files you need. See How-to here : https://wiki.step-project.com/Guide:BAE -
Hey guys ! I got fed-up of my character drawing and swinging his sword when I tinkered my ENB settings in game, so I made a quick utility-mod to get around that. This disable player-combats, so if your weapon is drawn, the character will also sheath it. You can still do everything else (moving player/camera, opening containers and stuffs, etc...). Also, while holding the "keyLock" key (left shift by default), camera movement stop following the mouse, so you can have a static camera while tinkering your ENB settings. The "console -> tm" trick was useful, but having the console open prevent you to move the camera, which isn't exactly nice (and require you to do this everytime you open/close your enb menu). You can download it here : Better ENB Controls (actual mod page is my "random stuff" modpage here). Configuration : By default, the mod work for the Shift+Enter combination (ENB's default). If you use modified controls (in enblocal.ini), you have to make a small edit to the mod to work : Open BetterENBControls.esp in TES5EditLook under "Global"Change the value of "KeyCombination" "KeyEditor" to the ones you use.Warning ! The values are not those written in your enblocal.ini, because the enbseries keybinding use a different attributions than skyrim's scripts. You have to know the key you use, and then find it's decimal value on this page. (for instance, enter is 13 in enblocal.ini, but 28 for skyrim's scripts). You can edit the values between game session, the values of the global variables you edit are re-verified when you load the game. If for some reason your player-controls got stuck, use the combination once or twice and they'll be restored to default anyway. This shouldn't happen if you don't have an other mod interfering with player controls at the wrong moment. Happy ENB tweaking.
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Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
Skyblivion ? Apparently, tree LODs are one of the rare case in Skyrim modding where you don't encounter ArrayOutOfBound Exceptions Do you have a rough estimation of how much of them are in this worldspace ? oO

