rayhne Posted October 27, 2017 Posted October 27, 2017 (edited) Thanks. Right now I'm working on getting a nicely working interface tags, tabs, etc. Edited October 27, 2017 by rayhne
Gernash Posted October 28, 2017 Author Posted October 28, 2017 Recommend you do a <!-- Radrose-Continued Ver*** --><!-- <tag icon='n_leaf' keyword='Smoke' hidetag='true'/> --> <!-- Removed --><tag icon='n_Smoke' keyword='Smoke' hidetag='true'/> So that way you are just "Updating" the mod and if there is any hand waving it's stays Legit and backwards compatible. The reason I recommended talking to the other guy is you should set up a formal structure for iconlibs2.swf i.e.0-999 Original Leave original alone.1000-1999 m_armo_**** Armor Icons2000-2999 m_Cloth_ *** Clothing Icons3000-3999 m_weapons *** Weapon Icons4000-4999 m_PA *** Power Armor Icons5000-5999 m_ *** Misc Itemsetc.etc So if there is a few people that want to do it you can all have a Structure/Layout to work from.
rayhne Posted October 28, 2017 Posted October 28, 2017 Ohhhh ..... good idea. I'm doing it slightly different layout for the tags; mainly because the Radrose layout is confusing to me. It's hard to tell what is suppose to be where and there look like duplicate entries.
Gernash Posted October 28, 2017 Author Posted October 28, 2017 (edited) YA, IF your rethinking it all I recommend laying it all out because there are 2 issues with how Radrose is laid out and it's the same problem I've encountered and just now starting to do something about. The limitation of ICONS that are currently availableBackwards Comparability to VIS or BAHL there are quite a few others. I'm thinking the iconlibs2.swf should basically be left alone and the *New* Tags/Icons just be in your esp so everyone is happy and then you are just ENHANCING....Basically start with the Neanka versions from DEF_UI as they are Modders resources I believe Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances Modification permissionYou must get permission from me before you are allowed to modify my files to improve it Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file So you can't use Updated ICONLIBS2 for DEF_UI by Omega as a base With the Modwiki I'm just starting to Update Icons icon the Core To "Modder Resource versions" so it should reduce the QQ and my XML's and TAGS are non conforming. few people here offering to supply icons herehttps://forums.nexusmods.com/index.php?showtopic=4465035 Edited October 28, 2017 by Gernash
rayhne Posted October 28, 2017 Posted October 28, 2017 Hmmmmm .... didn't know you could do that. Have icons in esps. (what have I gotten myself into? :/)
Gernash Posted October 28, 2017 Author Posted October 28, 2017 (edited) Well there are things you can and cant do eg https://www.nexusmods.com/fallout4/mods/22824/? this is a heap of icons it has alot of good naming structure in it. I've sent a Permission of asset usage to valdacil to make sure it's OK as well. So yea it's not Just a Simple SHAKE n BAKE ---------------------------------------- So what it means the file will be the same(Ish) as the Updated ICONLIBS2 for DEF_UI by Omega But will have more naming and Icons so you can have a "New" XML structure for your tags. But if you do this you will not be Adding to Radrose but making a new Sorting mod. and if your doing that then you will be loosing comparability with all mod authors and having to do all that yourself. (If I did this for the Wiki there would be 100+ patches) Edited October 28, 2017 by Gernash
rayhne Posted October 28, 2017 Posted October 28, 2017 So ... urm .. I think I’ll just stick to tagging and hope others work out the icons ...
rayhne Posted October 28, 2017 Posted October 28, 2017 (edited) Maybe. We will see. I’ll work on tag and stuff first then look at icons. Why an egg icon? Are you making those icons? Edited October 28, 2017 by rayhne
MaculaPravus Posted October 29, 2017 Posted October 29, 2017 IS this an old save you are using? if so try using https://www.nexusmods.com/fallout4/mods/22633/? JUST SHOW UNATTACHED INSTANCESAND DELETE INSTANCESnothing more!!!! How to testCopy your MO2 Profile from the management windowSelect your new profilerestart MO2 TEST2 disable Endless Warfare.esm3DNPC_FO4.esp3DNPC_FO4_DLC.espCrimeTown.espPlaneWreck.espUFOCrashSite.espAtomCatGarage.espDeadAirplane.espTrainBar.espplenty 'o' exploration.espstumbleuponinteriors.espsubwayrunnnerdynamiclighting.espBTInteriors_Project.espI ran test 2 by disabling the above which required I also disable the following mods which required some of the above: WorkshopRearranged_atomicRadio_patch.espMODWiki - CORE -Patch.espMODWiki-ModernWeapons-Patch.espMODWiki-WorkshopRearranged-Patch.esp I am still getting the orginal reported errors and now I get errors in Sactuary if I remove a power line anywear. Additionally I CTD if I walk into concord as well. My next step is to try the Hail Mary. I will update you once I do.
Gernash Posted October 29, 2017 Author Posted October 29, 2017 @MaculaPravus you using extended power lines?if so try saving in Vault then disable then load I've had strange issues with extended power lines mods
Gernash Posted October 29, 2017 Author Posted October 29, 2017 (edited) slowly chipping away at the truly important icons I wish somebody else had done this so my face would stop melting........... Edited October 29, 2017 by Gernash
MaculaPravus Posted October 29, 2017 Posted October 29, 2017 (edited) @MaculaPravus you using extended power lines?if so try saving in Vault then disable then load I've had strange issues with extended power lines modsTEST 2 will CTD if I try to load any save files. Could it be because I had to disable some of the MODWiki patches that required the other mods I disabled in TEST2? I'm not using any exended powerlines mods BUT I use these commands in the Auto Execute through the Fallout4ConfigTool: tMta ONtMtrdfl ON tMtr ppldSAM 1thighprocess ongr quality 3gr grid 12gr scale .4cl rim 0.005setfog 1 0setgs iTerminalDisplayRate 1200setgs fWorkshopWireMaxLength 2200setgs fGunShellLifetime 300setgs fGunShellCameraDistance 25600setgs iDebrisMaxCount 1000setgs iHoursToClearCorpses 720setgs iRemoveExcessDeadComplexCount 100setgs iRemoveExcessDeadCount 100setgs iRemoveExcessDeadComplexTotalActorCount 100setgs iRemoveExcessDeadTotalActorCount 100setgs iHoursToRespawnCell 1440 setgs iHoursToRespawnCellCleared 2880 The red one is to extend the range of powerlines. I'll disable Auto Execute (all of these commands) and redo TEST1 and TEST2 Edited October 29, 2017 by MaculaPravus
Gernash Posted October 29, 2017 Author Posted October 29, 2017 if rest 2 is causing CTD then your worlds space is being altered. did you move to an instance i.e. vault save then disable?
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