Fallout 4

File information

Last updated

Original upload

Created by

pra

Uploaded by

pra

Virus scan

Safe to use

487 comments

  1. ozymundas1
    ozymundas1
    • member
    • 0 kudos
    Thank you!
  2. Olivier8768
    Olivier8768
    • member
    • 4 kudos
    Ce logiciel est tout simplement génial. 👍
  3. Zillier
    Zillier
    • premium
    • 5 kudos
    Hello first thing is thank you for the helpful automatic patchs

    And I have one small request if posable unless it has been done and I am bilnd to it. Is it possable to make an automatic patch to change protected npcs to be mortal
  4. xbytes23
    xbytes23
    • member
    • 0 kudos
    pls add purified/dirty water and nuka colas to the list, theyre not tagged in vis-g
    1. pra
      pra
      • premium
      • 466 kudos
      huh?
      They definitely should be tagged.
  5. Haha365
    Haha365
    • member
    • 0 kudos
    Thank you so much,  for this! I know it's not flashy but helped me fix some annoying FallUI and Autodoor compatibilities. Thank you and endorsed.
  6. NuckNuck4
    NuckNuck4
    • supporter
    • 2 kudos
    Hello
    I would like to patch mods like the Thuggysmurf mod suite with the Commonwealth Reclamation Project mod which contains its own precombine mesh (mod not present on the Nexus, it is a complete redesign of the world space).

    Can this mod help to do this?
    thanks
    1. pra
      pra
      • premium
      • 466 kudos
      probably not
    2. NuckNuck4
      NuckNuck4
      • supporter
      • 2 kudos
      thanks for the answer :)
  7. SaintAF
    SaintAF
    • premium
    • 0 kudos
    I can’t describe how much I love you for creating this. I wanted to supplement missing tags for Object Modification (gun, armour mods and such) in Horizon. I came across FIS2 and its utility but found it also did not handle OMOD records, even though it’s just the same prefixing of FULL as any other kind of record. I knew I could either do it by hand (oof) or with an xEdit script.

    After half a day trying to guess my way through the included scripts, I found this project, the brightest shining light that ever reached out to me, and it didn’t need a lot of modification to get a first working draft of what I wanted.
  8. muucow
    muucow
    • member
    • 5 kudos
    A feature request, if you may?

    in script Restore Precombines, could you implement a feature which just copies over all found Persistent and Temporary objects. Not just from winning overrides, but from also possible masters?

    Here is an example of what I mean. I have been trying to get this to work like a month by now:
    Spoiler:  
    Show

    {
      Supports Fallout 4 only.
    }
    unit FO4DisablePreVis;

    var
      plugin: IInterface;

    function Process(e: IInterface): Integer;
    var
      r: IInterface;
      wo: IInterface;
      m: IInterface;
    begin
      if (Signature(e) <> 'WRLD') and (Signature(e) <> 'CELL') and (Signature(e) <> 'LAND') and (Signature(e) <> 'REFR') then
        Exit;

      // operate on the last override
      wo := WinningOverride(e);
     
      e := wo;

      // create new plugin
      if not Assigned(plugin) then begin
        if MessageDlg('Create new plugin [YES] or use the last one [NO]?', mtConfirmation, [mbYes, mbNo], 0) = mrYes then begin
          plugin := AddNewFile;
          if Assigned(plugin) then begin
            // SetIsESM(plugin, true);
          end;
        end else begin
          plugin := FileByIndex(Pred(FileCount));
        end;

        if not Assigned(plugin) then begin
          Result := 1;
          Exit;
        end;
      end;

      // skip already copied
      if GetFileName(e) = GetFileName(plugin) then
        Exit;

      // We need to add all masters from all masters.
      // This is because they will be loaded in CK anyways. And if
      // they are not included in this plugin, Version Control Merge will fail.
      // It will "remap", that is renumber, all kinds of records wrongly.
      AddRequiredElementMasters(GetFile(wo), plugin, False);
      // AddRequiredElementMasters(wo, plugin, False);
        
      try
        // copy cell as override, parameters: record (e), file (plugin), AsNew (false), DeepCopy (true)
        r := wbCopyElementToFile(e, plugin, False, True);
        //r := wbCopyElementToFile(wo, plugin, False, True);
      except
        on Ex: Exception do begin
          AddMessage('Failed to copy: ' + FullPath(wo));
          AddMessage('    reason: ' + Ex.Message);
    //      Result := 1;
        end;
      end;

    end;

    function Finalize: integer;
    begin
      if Assigned(plugin) then
        SortMasters(plugin);
    end;

    end.

    As you can see, this script has a "bug" in it. Two actually. 1. It copies only winning overrides, nothing more. This is not enough (test fix in line 53). 2. copying of about 7000 records takes about 45 minutes. I think your script could easily manage to fix/overcome these problems.
    1. pra
      pra
      • premium
      • 466 kudos
      Sorry, but I do not understand what you mean. What are "possible masters" in this context? What do you mean when you talk about something else than winning overrides?
    2. muucow
      muucow
      • member
      • 5 kudos
      Apologizes for a cryptic post. I was on a hurry while writing it, so please let me try to fix that.

      I am going to use Cell \ Block 3 \ Sub-Block 9 \ 000291C9 <GNN01> as for example.

      Fallout4.esm has 7421 records in that cell. Unofficial Fallout 4 Patch.esp has 8 records and ImmersiveGunnersPlazaInterior.esp has 495 records.

      Creation Kit seems to have two “production lines” which can be used to create PreVisibines (that is Precombines and Previs). One is from GUI and one is from command-line.

      GUI version does excellent job “smashing up” all and every records from any master or an override, so it can actually create Previsibines from all of those 7924 records. But command-line version does not do such thing. It only creates Previsibines from what ever records is presented to it. So, for example, if we only present it overrides, it will create Previsibines from those.

      So the first problem is that we do not want use GUI version of these available “production lines” because it will take years to accomplish anything in it. We want to use command-line version. But at the moment, with available scripts, we cannot give enough information of the CELL while “feeding” the “production line” only with overrides. To actually make it work right, we need to copy every single record, from every single plugin into a new plugin. That means all 7924 records overwritten by 456 overrides and 100 completely unique records (included in 7942, but which are ignored by all of these scripts, because they are not overrides) to be present when generating Previsibines from command-line. Otherwise it will not work right.

      Second problem comes with Version Control. I am convinced that Version Control is only valid way to merge CombinedObjects.esp and Previs.esp which are created when Previsibines are generated and calculated from command-line. Unfortunately Version Controls merge process is little bit finicky. The override, into which CombinedObjects.esp and Previs.esp will be merged, has to have exactly same masters as the masters have. In here I mean masters as plugins from which records were originally copied from.

      For example, Fallout4.esm does not have any masters. Unofficial Fallout 4 Patch.esp has (we all know what these are) and these also have to be masters of the override.  ImmersiveGunnersPlazaInterior.esp only has Fallout4.esm as master, so that is not a problem, because it is already included. These are simple examples and easy to fix. But lets say we copy a record from a plugin named muucow.esp, which has odd masters which has nothing to do with Previsibines. For example CALIBER-COMPLEX.esm and ImmersiveAnimationFramework.esp. Even though these masters has nothing to do with Previsibines, the Version Control will load these up while merging CombinedObjects.esp and Previs.esp. And if these masters are not present in the override, it will recalculate FormIDs of all newly created XPRI and XCRI records wrongly. It will completely destroy the whole process.

      So, basically I am trying to request a feature, which deep copies any (unique, non-unique) temporary and persistent object from any plugin found into an override, in a sensible order of course (overrides last). And also copy any master(s) that any plugins has, from where records were copied, into the override too.

      I have a feeling I just clarified jacksheit. :)
    3. pra
      pra
      • premium
      • 466 kudos
      Okay, I think I got it. Essentially, you want to reproduce going up the overrides of a certain cell up to the master, and doing "Deep copy as override into..." on it. So that, in your patch file, you end up with an override of the cell, which contains overrides of any refs, which the cell's master or any overrides (below thte master, above your patch) introduce?
      I assume this would only affect STATs or SCOLs, because AFAIK no other BaseForm type gets baked into previsibines.

      I still don't quite understand the part about version control. Any time the script is adding an override into the patch, it should add all the masters of the file where it's copying it from? Is that right?
    4. muucow
      muucow
      • member
      • 5 kudos
      ...Essentially, you want to reproduce going up the overrides of a certain cell up to the master...
      Yes. Exactly!
      I assume this would only affect STATs or SCOLs...
      I am not sure, because records in the override are only references to from they were copied from. So STATs and SCOLs should work fine... maybe. :)
      Any time the script is adding an override into the patch, it should add all the masters of the file where it's copying it from?
      Yes. Exactly!
    5. pra
      pra
      • premium
      • 466 kudos
      Okay. I might give it a shot when I find the time, but no guarantee....
    6. muucow
      muucow
      • member
      • 5 kudos
      Absolutely no pressure. You do or do not.

      But I have to note that there is one thing you should be aware of: In the script, please identify, set and order all masters before copying any
      records. Override could get massive, so adding, setting and reordering of masters after copying of the records could take up to a day.
    7. muucow
      muucow
      • member
      • 5 kudos
      This just got complicated. To actually make this work, XPRI and XCRI records needs to be "smashed up" between plugins like some kind of levelled list.

      Forget this request. Too much work. Not fun anymore.

      Have I already thanked for these scripts? If not, then big thanks for the scripts! :)
  9. TheSareus
    TheSareus
    • supporter
    • 0 kudos
    Has anyone tried FallUIifier.pas or FISifier.pas yet? I read through the 17 pages of comments and saw some people having issues with VIS-G-ifier.pas and AWKCRifier.pas already. Just curious how well some of the other scripts worked before getting home and testing it myself.
    1. janb14
      janb14
      • supporter
      • 0 kudos
      I used FISifier and it worked like a charm. Simply select every mod and loaded up a save with ~50% not sorted now 99% sorted into FIS categories. Perfekt.
  10. madpaddy
    madpaddy
    • premium
    • 94 kudos
    Tried the new Restore Precombines but no matter what options I choose it just creates an empty .esp file?...
    1. pra
      pra
      • premium
      • 466 kudos
      what did you run the script on?
    2. madpaddy
      madpaddy
      • premium
      • 94 kudos
      I ran it on the main official esm files and I tried it on a full load order and also on a couple of mods too...
    3. pra
      pra
      • premium
      • 466 kudos
      There is the chance that nothing is breaking any precombines for you...If you run it on the official ESMs, and have them also checked as masters, it should check whenever any of your mods is breaking them, and restore, if necessary.
    4. madpaddy
      madpaddy
      • premium
      • 94 kudos
      Im not sure what the problem was but after retrying this evening it seems to now be working..... What would be helpful would be a script that checks your whole load order for mods that have broken previs/combines etc so you can then run this script to repair them...