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Everything posted by boycad
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Here is the skeleton I would like to use: anonymous_skeleton_xc_0.4b.rar If anyone could test this for me, I would appreciate it.
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Yes, that's the one. It's because mods often develop as groups. That is, groups of mods develop, even though often different people have made each mod, their relationships cause clumping, which a guide can exploit. Modules makes sense, I think, because this structure is inherent to the original material, meaning the library of all available mods. On what grounds do you advise against this? I should have a full example for illustration. But yes, though I would like to and intend to use as much of the methods and flows built in to the site as possible, 'modules' will probably demand a level of flexibility from that infrastructure not available, except as you say simply by writing it in to the guide. Which is fine. There are other goals. I'm having trouble putting images in, for example. But let's keep following this Mod Module issue: Probably the best thing I can do for that is to use this thread to show off a good example of what it is, and then the question will be: "How best to do this?". ----- I've read everything you've pointed me too, and more. Please do point out more.
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Thanks for the thread My very own thread. Oh happy day! Happy day, indeed! ----- Fallout 4 is more modular than earlier engine versions. Modules were always possible, but never quite seemed to work, and Von Neumanns Catastrophe began to set in. I get the feeling they, modules, could really work in FO4. So, that is one goal of this guide. There are others. Some goals are nested within other goals. Their ordinal relationships are fraught, you see. So, they can not simply be listed. AAF and Sim Settlements 2, are the starting choices. Another goal, one really in the house style, is to embed new objects in the game, always. Also, no crafting station anomolies, like clothes being made at a chemistry station. Yuk. Yet another is a low total overhead, and 150ish plugin cap. Anyways, that's all in the guide itself. Which brings us back to modules. "What are modules?", you ask... I'll be back with skeleton stuff, and the Liveley's weapon module, as I see it, for illustration. Note that there's hardly even any guide there for the nonce, so be advised: **WIP** edit: oh and to have some fun at this. That is a goal. The whole trend of games turning in to work is absolutely and categorically rejected. Sorry, Keeners
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This is good advice, thank you. It almost certainly is a pathing issue, and I although I could try to track down the obsolete entries, I might just as well re-initialize the game and start from a fresh install. I havent done that yet, so Im not sure how much of the whole modded build I will be able to save. alas The game was moved manually from one drive to another about a year ago. I know this is not advised, but I had new storage to organize, so I did it anyways, and things seemed fine at first. Thats the odd part: Because the xEdit files were in the game folder (erroneously?), the whole build continued to function despite being borked. So, xEdit relies on information created by the initial launch of the vanilla launcher, and moving the game mid-build most likely was what caused the issue.
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Im sorry you havent had much help to date. It is a little hard to tell what your problem is. You may have solved the issue already, but fully explaining yourself would allow even amateurs like me to comment. For instance, are you using Mod Organizer (MO), or Mod Organizer 2 (MO2)? Did you alter a file called "custom.ini", or is the full name "FalloutCustom.ini"? Perhaps you believe your pictures illustrate your point sufficiently, but I personally can not see what it is I am supposed to see, if that is where I am supposed to look, if you see my point ;| But most importantly, what exactly is the problem you are asking for help with? Cheers mate.
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DROPPED XP32 Maximum Skeleton SE - Fixed Scripts (by foreverphoenix)
boycad replied to TechAngel85's topic in Skyrim SE Mods
It looks like an important improvement in one of the more complex parts of the game to mod: where behaviour and appearance intersect. -Required for FK's Diverse Racial Skeletons, allowing for races to have more distinct forms, nice. -improved Nemesis compatibility, it says. Nice. -Author is affiliated with a guide website, nice again. -
F4SE Preloaders - Are they worth it?
boycad replied to boycad's topic in General Fallout 4 Discussion & Support
Apparently Buffout 4 also deprecates Faster Workshop (Workshop Lag Fix), as the FPS Fix author Antonix35 says. edit: Furtherly apparent, Private Profile Redirector F4 - Faster Start Games (INI File Cacher) is contraindicated by the Advanced Animation Framework guide author Saya_Scarlett (LL link). Under "Skip/Scrap these Patches (Incompatibilities)" she says: Private Profile Redirector F4 - Faster Game Start (INI File Cacher) [Royally <bleep>s with INI files. Avoid like the <bleeping> plague.] -
F4SE Preloaders - Are they worth it?
boycad replied to boycad's topic in General Fallout 4 Discussion & Support
@z929669 Thanks for the tips and information. Yes, I would like to have it hosted on STEP. I'm not the sort of user to finish it quickly though. Whats worse, the last time I loaded in to the game it clocked like 17fps, running only the stuff I mentioned above, which means I will have to consider the hardware component more seriously. I can still write it, but It will be hard to test a guide for mistakes and conflicts with such poor base performance. -
It is not a Steam copy. That is a deliberate choice. Is there a specific reason- such as a check with no other purpose except to determine if the install is managed by Steam, and then to crash the tool if the check fails- which would cause SSEEdit to fail for that reason? I would very much like to know if there is. Otherwise everything is in order. There are no plugins, installed or active. MO2 is up to date and has just updated to 2.4.0. I've noticed now... SSEEdit is actually creating a folder in a different location, a former location of the game. Its a dummy 'Skyrim SE' folder, and then it tries to load from the 'data' folder inside that.
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...I did just delete the default profile in MO2. But I believe it still worked right after I did that. ----- Thanks for the offer. Here we go: I use "D:\Bethesda\SkyrimSE\The Elder Scrolls - Skyrim - Special Edition" for the Game location; MO2 is at \Bethesda\SkyrimSE\mo_base (in portable mode); SSEEdit is at \SkyrimSE\tools_SE\SSEEdit_4.0.3. ...But I think its probably important to repeat that I *used to* have the "SSEEDit_4.0.3" folder *inside* the games folder, and that I just moved it, and that was when it stopped working. I dont know why I put it there in the first place, about two months ago. Lexys guide doesnt give instructions for installing this tool, but a few days ago I started working through the guide again, noticed something, and watched the GamerPoets video on xEdit installation, where he says, specifically, "Dont put it in the games folder"... so I moved it. Strange that it should work when I did the wrong thing, and then break when I correct it.
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Perhaps I am seeing a similar thing, a launch failure for SSEEditt, apparently due to the same document being empty. SSEEdit returns the error "There are no module in the Data folder", whether launched directly from the .exe, or in MO2. The log stops at the Plugins.txt entry: "Loading active plugin list: C:\Users\{me}\AppData\Local\Skyrim Special Edition\Plugins.txt". Oddly enough, it was just working before, but I had placed the SSEEdit in the game install folder and moved it when I determined that was wrong. Ive confirmed the plugins.txt is blank. This is while following the LOTD guide. I'll keep poking around.
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F4SE Preloaders - Are they worth it?
boycad posted a topic in General Fallout 4 Discussion & Support
Hello. Im trying to put together a Fallout 4 guide, and I have some questions. Im looking at these seven F4SE doo-dads, and I'd like to know if they're recommended: xSE PluginPreloader F4 (manual install) PrivateProfileRedirector F4 - Faster game start (INI file cacher) Address Library for F4SE Plugins Baka ScrapHeap-Script Memory Limit Expander Buffout 4 Auto Gamepad Switch and... Canary Save File Monitor ----- They all seem to have tangible benefits. But they also may be difficult to use. Are they stable, or necessary, or effective? Any opinions or experiences would be appreciated. -thx. -
Bump. It seems Im bringing quite a few older FO4 threads back to life these days. My apologies if this is offends. Here i am, about 18 months after the post above, and I have much the same impression and the same question, about enb .inis for Fallout 4.
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Fallout 4 - Crossing the great Wastes (modlist)
boycad replied to theApe's topic in Unofficial Fallout 4 Guides
Hidden for a while, is it? Almost all of the available guides are at a little out of date, but they're still useful if you want to build one yourself. If you used Biraitbec's guide as a base, did do his massive texture operation too? Ive been wanting to ask someone about that: if its necessary and why? If its advisable independent of his other instructions. I mean, hes telling us to re-proc all of the vanilla textures in the game, in the *game files directly*, and thats against my rules. -
oo interesting I tried this game too. Im curious to see what it can be like modded. Come to think of it, I did try one or two mods along with the game. They didnt work very well.
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GUIDE Best/most stable/current FO4 mod pack/guide?
boycad replied to Gutmaw's topic in General Fallout 4 Discussion & Support
yup gotta love the old school BBS culture. So: Two and a half years later: has anyone had any luck modding FO4 using Vortex? It might just work... -
How to use FNV4GB with non-English version of FNV
boycad replied to rootsrat's question in General Fallout: New Vegas Support
Hello. Im just stumbling about in this account, which I havent used for a while, so even old stuff is new and relevant to me. Sorry to bother you, but your post reminds me of a problem Ive had recently, so... Have you any idea if and how something like this, above, will work with an Enderal install, and even further, with an animation proccer for Enderal? -
Mono's Lore Friendly Equipment Pack - Feedback
boycad replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
Yes, that should be in the guide. The xEdit instructions should be in the guide, as well as a the link to the 'new' plugin. It should be in the 'Lore Friendly Equipment Pack' guide, I think. You used the YUP-WMX-PN-PNEO patch, and that worked for you, correct? I believe I used that patch as well, but I still had the same issue, presumably because I added something that you didn't add. I dont think the YUPetc patch works on all installs, if I understand correctly. I will have to poke around with this. Exactly which guide were you following, and did you follow it exactly? Or did you make some small changes? -
Mono's Lore Friendly Equipment Pack - Feedback
boycad replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
Thanks for the research. Your English is just fine. Mono has been away for a awhile now, but I may be able to help. Where do you think this should be added? To the Fear and Loathing main guide, or to the Mono's Equipment Pack page? I havent edited these guides in a while, but if you could say where in the guide it should be inserted, I can try to find a way to write the change in. Would you mind telling us a little more about the bug you found? It was an 'infinite loading' bug, correct, and not a load failure and game crash bug? The Fear and Loathing forum thread is huge, so a link to Mono's comment in would also be appreciated. I am also have a problem with this module; with one of the Project Nevada plugins used in it. But I understand this is probably my fault, and that I need to use xEdit a little more proficiently. Im using the Fear and Loathing -Wasteland Edition https://wiki.step-project.com/User:MonoAccipiter/Fear_and_Loathing_in_New_Vegas:_Wasteland_Edition#Additional_Equipment -
Mono's Lore Friendly Equipment Pack - Feedback
boycad replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
It all seems very smooth, and I hope to be able to browse all these new weapons in-game soon. In going over all of this material, you have identified several or maybe all of the main problems with added-weapon mods, namely they tend to be over powered or just strangely powered, because each author specs each gun individually and often arbitrarily; and the problem of having nearly identical weapons show up with slightly different names and textures. I hope all the weapon modifications work on these, but I have the sense they will. That was easy. I think it replaces like dozens of other mods. Thanks. I would offer one small criticism, or matter of taste: Renaming Millenia's technically specific gun names is a good idea, but now I feel like the new names are too generic. Most of those guns have real-world common use off-hand names which would go well with their detailed textures, without reading like a manufacturers spec sheet. For instance, the "Browning P35" is usually called the 'Browning Hi-Power', while "Hi-Power Pistol"... i dunno. Yes, I learned most of this from u-toob. -
GUIDE Fear and Loathing in New Vegas - Feedback
boycad replied to EssArrBee's topic in Fear & Loathing in New Vegas
Is that so? The guide can be a little tight-lipped about load order, I've noticed. But thats because its hard to be definitive on this subject. There is a lot a variety between different people's working load orders, I think. So it would be easy to add instructions which arent necessary. But if this could be confirmed, as with any load order issue, it should be added. I havent noticed any DarnUI - PN problems myself, though. If you get a chance, a screenshot would be helpful. -
GUIDE Fear and Loathing in New Vegas - Feedback
boycad replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hello. Ive been wondering about this sort of thing. Are you talking about a function such as the "detailed instructions" links beside most mods in the Skyrim STEP 2.2.9.2 guide? Or do you mean another page being able to link directly to a specific section of the guide? The guide can already link to other pages, or can it? That function could be very useful. But in the Skyrim guide, it seems like you can 'link out', but not back to the guide (from the sub- module- page). This limitation is a mildly confusing aspect of that format: if you can go one way, a link back would be thoughtful. -
GUIDE Fear and Loathing in New Vegas - Feedback
boycad replied to EssArrBee's topic in Fear & Loathing in New Vegas
I pm'd you. There is one question I can ask here though. Isn't it necessary or advised to run Loot *each time* before loading the Merge Plugin Standalone Utility and building a new merge mod? -
GUIDE Fear and Loathing in New Vegas - Feedback
boycad replied to EssArrBee's topic in Fear & Loathing in New Vegas
I dont know exactly where to ask this: As I've been working through MonoAccipter's Fear and Loathing: Wasteland Edition, theres been a few hiccups. For instance, no errors in the 'Uncut Content' merge plugin before being built; and slightly different bash tags generated for it. It seems fine, but there is a difference. Should i be worried? Or should the guide be updated, for YUP 10.9 perhaps? -
GUIDE Fear and Loathing in New Vegas - Feedback
boycad replied to EssArrBee's topic in Fear & Loathing in New Vegas
It seems to be. Its a continuation, and also like a fork, and so far it seems fairly up to date.