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pStyl3

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pStyl3 last won the day on February 25 2018

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Thane

Thane (4/12)

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  1. LOOT should now support C&PD natively, or at least quite a bit better than before. If there are any more issues, please feel free to post them (preferably on our issue tracker).
  2. We have this issue open in LOOT's fallout3 masterlist repository, it's for adding the userlist of Clear & Present Danger to our masterlist. I'd like to work on this, so question is, has someone already used LOOT 0.14.5 with C&PD (and it's Groups feature, which superseeded Priorities)? If yes, I might be interested in that person's userlist aswell. In any case, some findings regarding the actual guide. The link for DarNified UI doesn't work anymore. And Fallout Character Overhaul - NPC Edits GOTY got removed from Nexus, so this url is entirely dead.
  3. How are you guys and girls doing over at STEP? LOOT has been worked on continuously and it's current release version is 0.12.4 (changelog) On important occasion (GitHub dropped old TLS standards) I want to note, that Windows 7 (and possibly Windows 8) users now additionally need to enable TLS 1.2 support in order for LOOT to continue to work. It will likely also help to update Windows. It would be great if STEP could adjust it's recommendations accordingly to refelct this. It would probably also be good to mention, that users that install LOOT manually (that is, using the preconfigured archive and not the installer) need to make sure, that the MSVC 2015 x86 redistributable is installed on their system (the installer automatically installs this, if it isn't already installed on the users PC). Thanks.
  4. Not that it is my job or place to say anything, but is all this "(f)uck, dude, broo, zzzzzzz, OKOKOKKOK, :D, yawn" really necessary? This is the step forum, not Skype or something else. I get it's fun to create a guide like this, and it's great that you guys show such enthusiasm, but a bit less of the above would definitely be great aswell.
  5. I've released a 100 percent savegame (base game + all DLCs) for Fallout 4 and intend to come back to this in the next couple of weeks. I'm especially eager to use the Contraptions Workshop DLC with everything that belongs to it. So yeah .. finally.
  6. It's --single-process, and that argument was only advertised as a 'fix' for LOOT being blank if run through MO 1.3.11. If Tykune is using LOOT 0.9.0, this particular issue (LOOT being blank) shouldn't happen anylonger, because wrinklyninja was able to fix the bug on his end during the development of v0.9.0. Tykune should follow GrantSP's advice for now.
  7. wrinklyninja released LOOT 0.9.0 Fixes Redate Plugins attempted to redate plugins that were missing, causing an error.LOOT would not launch when run by a user with a non-ASCII local application data path.Sorting processed priority value inheritance throughout the load order incorrectly, leading to some plugins being positioned incorrectly.The conflict filter displayed only the target plugin when enabled for the first time in a session.The behaviour of the search functionality was inconsistent.Duplicate messages could be displayed under certain circumstances.Opening the metadata editor for one plugin displayed the metadata for another plugin under certain circumstances.Changing the current game quickly could leave the UI unresponsive.Applying a filter then scrolling the plugin card list would display some cards with no content.Plugin cards would disappearing when jumping to a plugin card near the bottom of the load order using the sidebar.Clicking on a disabled element in a dropdown menu would cause the menu to close.The UI font size was too large, due to a misunderstanding of the Material Design guidelines.Attempting to build native Linux and 64-bit executables produced errors. Such builds are unsupported and no official builds are planned.AdditionsSupport for Fallout 4.A warning message is displayed in the General Information card if the user has not sorted their load order in the current LOOT session.An error message is displayed in the General Information card when a cyclic interaction sorting error is encountered, and remains there until sorting is next attempted.ChangesImprove sorting performance by only reading the header when loading game's main master file.References to "BSAs" have been replaced with the more generic "Archives" as Fallout 4's BSA equivalents use a different file extension.The sorting process now recognises when the sorted load order is identical to the existing load order and informs the user, avoiding unnecessary filesystem interaction.The metadata editor has been reimplemented as a single resizeable panel displayed below the plugin card list instead of a separate editor for each plugin card.Editable table styling has been improved to more closely align to the Material Design guidelines.Minor UI changes have been made to scrollbar and focus outline styling to improve accessibility.UI interaction performance has been improved, especially when scrolling the plugin card list.The PayPal donation link now points to the PayPal.Me service, which has a more polished UX and lower fees.LOOT's settings file handling has been reimplemented, fixing crashes due to invalid settings values and allowing missing settings to use their default values.Plugin version string extraction has been reimplemented, improving its accuracy and maintainability.Plugin CRC, file and version condition evaluation has been optimised to use cached data where it exists, avoiding unnecessary filesystem interaction.The French and Danish translations have been updated.The installer now only creates one shortcut for LOOT in the Start menu, following Microsoft guidelines.A lot of code has been refactored and improved to increase its quality.The Boost (1.60), CEF (3.2623.1401.gb90a3be), libespm (2.5.2), libgit2 (0.24.1), libloadorder (9.3.0) and Polymer (1.4) dependencies have been updated to the versions given in brackets.
  8. Make a backup of your MO folder (package a .rar archive for example). Then delete everything in your MO folder, with the exception of the "downloads", "mods" and "profiles" folders. Install MO 1.3.11 fresh into a new & seperate folder, once that is done, copy the three remaining folders from your current install over to the new installation of MO. Additionally, I recrently found out, that MO has problems logging into your account, if your Nexus password contains a + If that's the case, I would suggest to change your Nexus password, so that it doesn't contain a "+", and then also to change it within MO (for auto-login).
  9. Tannin uploaded Beta 1 of MOv2. Please also see this and also this comment in order for Beta 1 to be able to start up. It also appears that LOOT now works under MOv2 Beta 1.
  10. If you know of any other videos or mods Kesta, feel free to list them here aswell. Pardon me, what do mean by "BABY guide"?
  11. No further tests as of yet, I am currently focusing on other stuff / waiting for Bethesda releasing more patches / the new Creation Kit / everything around Fallout 4 getting a bit more fleshed out. At a certain point I will continue to work on this. However, for documentation purposes, I will list some videos and mods that have a connection to this stuff: Videos: - - - - - - Mods: - Place Everywhere - Better Settlers - Craftable Castle Wall Patches - Build A Castle -Not THAT Castle Just A Castle- - Craftable Animated Water Wells - CRAFTABLE SPIRAL STAIRCASES - OCDecorator - Static Loot - DDProd AIO HOLY CRAP IT'S ONE ESP - Craftable Tall Walls and Spacers - New Craftable BobbleHead Displays - Shelves and Animated Skulls - Craftable Solar Panels and Fusion Reactors - Craftable Glass Stuffs - Craftable Pillars and Support braces - Craftable Elevator - Craftable Floor Supports - 1x1 Craftable Foundation Pieces - Stackable Concrete Foundations - Functional Weapon Racks - Display your collection - Snap'n Build - The Capsule - Snap'n Build - Wooden Windows - Snap'n Build - The Bunker - Snap'n Build - Roofs - Snap'n Build - Immersive Modular Doorways - Snap'n Build - Industrial bridges - Spring Cleaning - Snapable Junk Fences - Armorsmith Extended - Homemaker - Expanded Settlements - Repairable Sanctuary - Scrap dead things - Repaired Sanctuary Roofs - Workshop Lightbulb Emittance Fix - Crafting Workbenches - Craftable Weapons Armor Clothing Ammo Junk - Build High - Expanded Settlements - Lightbox Floor and Ceiling Pieces - Craftable Ramps and Rails - Simple Intersection - Higher Settlement Budget - Settlement Supplies Expanded 2.5 - Safe SSEx - Scrap scrap - Better Generators - Quieter Settlements - Longer Power Lines
  12. When it comes to the number of plugins, the following applies: - ID numbers consist out of 8 hex values, like e.g. 3F992B23 - the first two digits represent the position of the individual plugin in your load order (so in e.g. aabbbbbb_hex "aa" would be for the plugin (and aa_hex = 170_decimal) - the range, in which plugins are therefore allowed is 00_hex to FF_hex (0_decimal to 255_decimal), so there are a total of 256 'slots' (255 + the "0" one) - 256_decimal is 100_hex --> not allowed, because 100_hex is now three digits long In Skyrim, the last spot FF_hex is reserved for the savegame. Also, the first one 00_hex is always occupied with Skyrim.esm, and the second one 01_hex is always occupied with Update.esm. That means, if you have the vanilla game and no DLC's, you can add a total of .. 256-FF-Skyrim.esm-Update.esm = 256-1-1-1 = 256-3 = 253 .. 253 mod plugins to your load order. In case you own the ultimate version of Skyrim and have thus the three DLCs Dawnguard, HearthFire and Dragonborn, another 3 slots will be not available for you. In this case you would have 250 slots free for mod plugins.
  13. The tcl command wasn't used in any of the Tests until now. I will take a look if, and if yes, how that console command will have an impact on building settlements, next.
  14. Test #31 So I thought .. Test #9 was already quite impressive, but yeah. Seeing as I can bypass the size limit for settlements .. there was room for more. - 32 * 90 = 2880 Lightboxes - 2879 copper wires connecting all 2880 Lightboxes in a line-structure - 1 Terminal - 289 Large Generators - a couple of Power Pylons and one Switched Power Pylon To build this, the trick to reduce/bypass the size limit was performed 4 times, and each time the size limit was reduced to zero. While building this, a couple of interesting observations have been made. Observation: The max. value that can be displayed for the available power is exactly 999. However, if you have 1000 energy or more available, the complete energy will be usable, despite it not being displayed correctly. If you have multiple objects already connected through copper wires and want to add one more wire connection, the existing copper wires will be highlighted. As it turns out, if there are enough Lightboxes (that are connected within only one line-structure), it seems that not all wire connections will be highlighted. Now I used the 'Randomize Colors' option on the Terminal. Observation 1: Despite the Lightboxes being connected in a line-structure, the Lightboxes were not colored in a linear fashion. On contrary, the randomize-function seems to follow a certain pattern regardless of the way the Lightboxes were connected to each other. Observation 2: The randomize-function seems to "split it's work into two parts". What I mean by that is, that the Lightboxes were randomly colorized on "two fronts" the whole time, with the latter one following the first one. You could say, that the "first iteration" randomly colorized the Lightboxes, and the "second interation" then was there to make sure that the colors were really randomly selected and not equal side by side. Observation 3: It took 9:35 min = 575 seconds to colorize 2880 Lightboxes, so you could say that the randomize function worked with (2880 Lightboxes / 575 seconds ) = 5,008696 = 5 Lightboxes per second. However, I did a similar test earlier, where I randomly colorized 276 Lightboxes within 19 seconds .. and that resulted in a rate of 14.5 Lightboxes per second. So this means, that with more and more Lightboxes, less and less Lightboxes per second will be colorized by the 'Randomize Colors'-function. Note: I experienced 2 bluescreens (bluescreens indeed, not harmless CTDs) while doing these tests. While I can not say for sure that Fallout 4 was the cause for this, I cannot rule it out either. It may be that this is simply too much for the game (you will experience noticeable frame rate drops when building so many objects in one settlement, aswell). Test #32 Now a test with a color change (Yellow Bright --> Orange Bright). It took 278 seconds to change the color of all 2880 Lightboxes, which is a rate of 10.36 Lightboxes per second. This means that the process in Test #32 was roughly twice as fast as the process of Test #31.
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