A question. I'm just now discovering there was a WRAR update, and I'm wondering if BSO is a hard or soft requirement. I already have a Leaning Tower of Mods, so I'm trying to avoid adding too much new stuff.
It is not. Without it, you just don't get any WRAR radios swapped with DCR radios in the wild. If the WRAR BSO file is installed, it will just be ignored.
I mean it with the upmost sincerity that out of the 300 or so mods I use, this is one of my favorites and something I always keep installed. Thanks for the update for 2024.
****************************** RadioActive Radio VERSION 3.6.0 IS UP****************************** This will be the "Invasion of the WRARs!" release. The main new twist, and principle reason I went through the pain of restoring my modding environment, is an implementation of the Base Object Swapper that changes some of the radios found out in the Commonwealth to the WRAR alternative. I also added about 24 minutes of new music and one new DJ Interlude.
Relearning how to mod (one can forget an awful lot in a year) also allowed me to fix a number of small bugs and make a few minor tweaks to a handful of sound files.
Between some errors I found with the previous implementation of the ban list, and a little file re-ordering, users of the the ban functionality may want to reset their list (either via the XRC or the console command). Otherwise, this is a safe upgrade from v3.5.
That's about it for this time. I hope everyone enjoys the new music!
In case you were wondering, I'm not dead yet. I'm cooking up another update for you folks. Here's a small taste of a new DJ interlude I'm still mastering. More to come!
@c0c0c0 : Hey, I was pointed here by two friendly folks on the steam forum who replied to a "cry for help" I posted; I am looking for a way to skip tracks on the radio -for all stations- and hotkey that; i figured if there's a way to do it in the pip-boy (hold E) there must be some command(s) I can batch/hotkey too. But from the looks of it it's a bit more complicated, saw on the description page you accomplished this with some sort of quest specific to your mod, right? Question is, could I patch that in xedit to another station? I would really only need the skip 1 track functionality, is that something I can easily achieve on my own in xedit?
Yeah, this is not really an xEdit kinda thing. What I've done is created a global integer variable for the song to play. I then wrote a script that advances the radio "quest" stage to the song at that integer. I wrote another script that will add 1 to that integer (or set it to 1 if > song count). So the "skip" functionality is just a call to both scripts: Add 1 to "current song". Advance quest to "current song".
Extending this functionality to other stations is probably not going to be possible, because they are not governed by the magic "current song" variable.
You can get an idea about what I'm doing by looking at my custom console commands. And all my scripts are included in the source.
Yeah, looking at those commands made me think it might be possible. Did a little more diggin since I posted my ask, I know it ain't that simple now. Thanks anyway.
AFAIK, it's still a thing. I have certainly not heard of a solution, or even a cause, being found. Kinggath, who is still quite active, still has Canary Save File Monitor up on Nexus, so he certainly thinks it's still a thing.
From my understanding, this can affect any mod that has a plug-in and runs scripts. So, a more simple mod like a texture swap, or one that just loads a BA2, or a DLL that doesn't use papyrus scripts - all those should be fine. Here's a video that describes it better than I do.
In the 5 years of playing Fallout 4 with mods, I never had issues with save data getting lost. Maybe it happens with lots of plugins and lots of plugin loadorder shifting?
Hard to say what causes it - that's why they wrote Canary. And, in full disclosure, I don't think I've encountered the issue, either. I just respect Kinggath and wanted to support his efforts to fix the issue.
****************************** RadioActive Radio VERSION 3.5.0 IS UP****************************** Let's call this the "In a Nutshell" release, as the primary feature added here is the addition of an all-in-one FOMOD file. The hope here is is to simplify the installation process for those who haven't been able to make sense of my file descriptions. The FOMOD is now the primary distribution file, and all others move to "Optional" or "Miscellaneous". This is also the last version to have all 3 components available separately.
Also added are 6 new tunes to, hopefully, make this worth a re-download for returning customers. Had some real challenges normalizing the volume on the new ones for some reason, so I need you to really enjoy how they don't burst your eardrums.
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I saw your mod when you first uploaded it but your post here prompted me to update the reference in the Description and add a link.
This will be the "Invasion of the WRARs!" release. The main new twist, and principle reason I went through the pain of restoring my modding environment, is an implementation of the Base Object Swapper that changes some of the radios found out in the Commonwealth to the WRAR alternative. I also added about 24 minutes of new music and one new DJ Interlude.
Relearning how to mod (one can forget an awful lot in a year) also allowed me to fix a number of small bugs and make a few minor tweaks to a handful of sound files.
Between some errors I found with the previous implementation of the ban list, and a little file re-ordering, users of the the ban functionality may want to reset their list (either via the XRC or the console command). Otherwise, this is a safe upgrade from v3.5.
That's about it for this time. I hope everyone enjoys the new music!
But from the looks of it it's a bit more complicated, saw on the description page you accomplished this with some sort of quest specific to your mod, right? Question is, could I patch that in xedit to another station? I would really only need the skip 1 track functionality, is that something I can easily achieve on my own in xedit?
Extending this functionality to other stations is probably not going to be possible, because they are not governed by the magic "current song" variable.
You can get an idea about what I'm doing by looking at my custom console commands. And all my scripts are included in the source.
Good luck!
From my understanding, this can affect any mod that has a plug-in and runs scripts. So, a more simple mod like a texture swap, or one that just loads a BA2, or a DLL that doesn't use papyrus scripts - all those should be fine. Here's a video that describes it better than I do.
Let's call this the "In a Nutshell" release, as the primary feature added here is the addition of an all-in-one FOMOD file. The hope here is is to simplify the installation process for those who haven't been able to make sense of my file descriptions. The FOMOD is now the primary distribution file, and all others move to "Optional" or "Miscellaneous". This is also the last version to have all 3 components available separately.
Also added are 6 new tunes to, hopefully, make this worth a re-download for returning customers. Had some real challenges normalizing the volume on the new ones for some reason, so I need you to really enjoy how they don't burst your eardrums.