Fallout 4

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pra

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  1. gpthree
    gpthree
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    Would you be able to tell me how to remove the happiness bonus from the script in the Horizonifier? I'd like to keep water pumps like Horizon.
    1. pra
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      I don't understand the question
    2. gpthree
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      Sorry, that wasnt very clear. Is it possible to remove this: "A bonus happiness value of twice the water production value is added." from the Horizonifier script? That doesnt seem to be in line with Horizon's edits to water pumps.
    3. pra
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      Oh. Zaw removed that? I guess I should look into it
  2. TheLotusEater725
    TheLotusEater725
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    I LOVE the awkcrifier, it has made a night-and-day difference for me.

    Feature Request-ion: After reading your article on settlement mods, i am wondering -If it is at all possible- if there could there be a way to use xEdit to register a settlement with WorkshopParent, perhaps by using some sort of simple generic quest? My gut feeling is that the CK is needed, but i figured it was worth asking.
    1. pra
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      Maybe, but that sounds rather complicated and risky. There are a lot of pieces which must be present, not sure I could ensure their existence through xedit alone
    2. TheLotusEater725
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      Maybe Talk to SKK about it, at least to bounce the idea around? I recently discovered his workshop utilities, and he seems ( at least to a layman like me) to be pretty ingenious when it comes to modding the workshop and settlement systems. I am just a lowly script-kiddie, so i can't offer much in this department :(

  3. BenRierimanu
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    Feature request for Collect Assets script:

    If SCOL meshes are checked, also grab accompanying .uvd files (Vis/ subfolder, interior files are per cell ID, exterior files are one per 3x3 cell)
    1. pra
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      Er what? What do UVD files have to do with SCOLs?
      Aren't they getting included anyway? I thought I fixed that
    2. BenRierimanu
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      To clarify, for my purposes, PreCombined specific meshes, and no, it does not appear so.
    3. pra
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      Hm maybe I just forgot the upload the version where I fixed it
    4. pra
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      Yes, it seems I actually forgot to upload.

      Edit: to clarify: "SCOL Meshes" means these things the CK generates if you use "generate nif". UVD files and precombined NIFs it should pick up anyway, if there is a cell/cell override in the file you run it on.
  4. SpartanBS
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    You out there, who dedicated your time and effort to make this, you sir/ma'am are a angel
  5. mpjbay
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    Thank you!

    These scripts allowed me to make patches for all my mods instead of waiting for an author to do so. I patched abandoned mods, now they work as they should with VISG etc. THANK YOU!!! <3
  6. S4iS3i
    S4iS3i
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    I'm using simplified sorting & frostifier. Your script tags globally so makes quite a few mistakes (like food & it's subcategories), but overall does the bulk of the work which is great. Except for mods, it tags them as currency {M2CUR} instead of {M9MOD}. I first thought it just wasn't included but when i looked over the script i saw the mod tag in there. I feel like it's misreading these. It happened with Super Mutant Redux, and i quickly looked through some others that add or change mods & it does the same thing.

    Another question i have, is it possible to overwrite tags? I ran into this mod that has tagged everything in it, quite a big mod. I tried running the script on it, in hopes that it would override but it didn't. It would be pretty handy to have a script like that.
    1. pra
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      Some mistakes are expected, it's just heuristics, after all.

      Mods are somewhat hard to detect, but I think I know of a way to improve it, if I find the time.

      As for tags overwriting: I made it not overwrite them on purpose, because of the aforementioned mistakes.
    2. pra
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      There has actually been a bug in regard of mod detection, which should be fixed now. I have also improved that part anyway.
    3. 4estGimp
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      So I'm also applying the Frostifier to Simplified Sorting in an attempt to tag "Raider Overhaul - No AWKCR". It's working great for food,chem, aid, and mods. However, it's not picking up weapons and armor. Is there a way I can add the search and requirements for weapons and armor to add Simplified Sorting tags?

      Edit - OK, I think I got it. In FO4Edit\Edit Scripts\tagging-overrides I make a txt file (does the name matter) and list the editor IDs to be tagged. The note in the Frostifier script plus "example".txt in FO4Edit\Edit Scripts\tagging-overrides made sense. I think.


      ; This is a comment.
      ; Comments only work if the very first character is a semicolon.
      ; The format is "editorId=prefix".
      ; The old name is appended automatically.

      ; like this:
      ;kgSIM_ASAM_Sensor=[Quest]
      ; will result in the item being renamed to "[Quest] ASAM Sensor 2077 Model"
    4. pra
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      Yes, the name matters, it will only consider the file called tagging-overrides.txt in the Edit Scripts directory.
  7. nickodemos
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    Anyway someone could make a video of a walk through on this? As a rank amateur I would love to see how this is done.
  8. vogues
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    wonderful scripts pra, thanks!
  9. Vanguardascendant
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    Is there any chance you could add a script that would add quest tags to creation club and other mods for the Quest Tags - Factions and Radiant and More mod? https://www.nexusmods.com/fallout4/mods/21847

    Bear in mind that I have NO IDEA how difficult that type of task would be, so I apologize in advance if I'm asking something crazy.
    1. pra
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      The most difficult part would be for me to actually get the CC mods in question. I refuse to pay for mods.

      You could use one of my xEdit scripts, or literally just do it in xEdit by hand. It's not much. You only need to copy the form in question as override into a new file, then edit the name to include the tag.
    2. Vanguardascendant
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      Cool. I'll give both a try.

      I think I've only ever paid for one CC mod ever. Some others I got when they were offered for free or with credits they provide when you first get the account.
  10. MisterionMan
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    Hello,

    I have an issue with armor pieces not being sorted by VISG at all, be it power armor or regular armor, even though the category for armors does exist (some very rare pieces are sorted properly). I wanted to try out this tool to make a patch, but armor is not listed under features of VISGifier, does that mean it will not help with my problem?
    1. BinaryMisfit
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      VISGifier will apply to armours. They are handled different and will only show icons when you pick them up or after you craft or rename them at a workbench. Armor, clothes and weapons use INNR records which affect how they are displayed. Any in the world or on you before you install VIS-G will still show without any tags.
    2. MisterionMan
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      Turns out i just had to put visg and every patch related to it at the bottom of my load order. Thanks for the help anyway.
    3. BinaryMisfit
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      There is that too. Gad you resolved it.