The main menu comes up then I get a CTD when attempting to start the game with this mod. I have the prerequisites upgraded (Address Library and Baka Framework). My game starts and runs fine without this mod.
I was (probably) the first to download it when the new version was released, but I didn't want to be the first to post. A whole day has gone by now, and no one else has the issue, so it must be a "me" problem; right?
Are there any known incompatibilities (some other dll I am running perhaps) that makes BOS not work? Thanks.
edit for clarity : version 2.0 of the mod and 1.10.984 of game
Yes indeed. Your testing was more thorough than mine, because it never occurred to me to disable the .ini files of certain BOS mods. Thank you for the comment.
Question: I'm playing on a downgraded version of the game, but the Baka Framework I use has a NG patch because one of the mods I really need doesn't work otherwise. In my case should I use an older version of this mod or an NG one?
I'm totally being THAT GUY in the comments - but hear me out - I've had a few situations recently where a base object placer would be super useful.
For example, being able to say "at every form ID of XXX place down XXX i.e. a radiation hazard" so one could make, say, all of the glowing fungus be radioactive without placing down thousands of hazard refs, or using Papyrus script on the base forms to do so.
Found this today, i will later play around with it. Man this is huge! I did a MSTT to MISC replacer a while back but compared to this its just a primitive approach
You may highlight in red replacing any STAT object has a 95% of braking Precombines!
Moveable statics too? I tried swapping MSTT 00024843 TrafficCone but only result was errors in log: failed to process TrafficCone|TrafficCone,TrafficCone02,TrafficCone03,TrafficCone04|scale(0.8/1.2)|chanceS(100) (BASE formID not found) By my log I assume that base object swapper does not swap MSTT items?
Edit: I tried a different method which does work, it replaces the MSST moveable static TrafficCone with three custom MISC item traffic cone variants from another mod on nexus: 0x24843~Fallout4.esm|TrafficCone02,TrafficCone03,TrafficCone04|scale(0.8/1.2)|chanceS(100) i'll test this in my current game for a while and report back if i see any errors i could just extract base game vanilla trafficcone01 mesh and textures then create another custom trafficcone01 MISC item to add bit more diversity
All objects with original base ID in location will have the same chance of swapping (or not). This is useful for say, fences, where you want all the fence pieces to swap in the same way.
WhiskyTangoFawks made this mod to swap two objects, but, as they explain in the description, it wasn't so simple and required a short script to be preformed during the swapping. This method might be able to do what you're looking for, but it's beyond my understanding and the script they wrote, too. You'd have to reach out Whisky to get a better idea.
Can you please tell me if it works when using different swapping mods by a certain percent for vanilla items which swaps these items for added items (mainly collectibles: "BookBurnt", "ToyCar", "ToyTruck", "ComicBurnt0X, "ComicBurnt" and so on)?
I mean, using an example, would all of these work together?:
As you can see, some of them swap the same items (2 for "BookBurnt" and 2 for "ComicBurnt0X"). OR only a single mod swapper affecting one type of objects works?
Much appreciated for anyone claryfing this for me 🤤
Yeah, it should be fine. It'll be loaded in alphabetical order based on the file name, so the first in line would have the 10% chance. Then the next would have a 10% chance with the remaining 90%. So on and so forth.
Which files are loaded alphabetically? The .ini files for BOS from all my BOS mods? They're all ranked alphabetically by their file names and files closer to A are overwritten by files closer to Z? Is that what you mean? cheers!
Since 2.0 has new capabilities but is NG-only and a fully modded/capable NG setup is looking to be at least months if not a year away, it might be good idea to call out that other authors using this as a dependency now need to more carefully check and specify to their own users if their dependency requirement ^2.0 or what. That is, users not using 2.0 will be far more common than is the usual situation.
159 comments
I was (probably) the first to download it when the new version was released, but I didn't want to be the first to post. A whole day has gone by now, and no one else has the issue, so it must be a "me" problem; right?
Are there any known incompatibilities (some other dll I am running perhaps) that makes BOS not work? Thanks.
edit for clarity : version 2.0 of the mod and 1.10.984 of game
For example, being able to say "at every form ID of XXX place down XXX i.e. a radiation hazard" so one could make, say, all of the glowing fungus be radioactive without placing down thousands of hazard refs, or using Papyrus script on the base forms to do so.
Just throwing the idea out there. Cheers :)
Does this NG version work with VR ?
You may highlight in red replacing any STAT object has a 95% of braking Precombines!
Moveable statics too?I tried swapping MSTT 00024843 TrafficCone but only result was errors in log:
failed to process TrafficCone|TrafficCone,TrafficCone02,TrafficCone03,TrafficCone04|scale(0.8/1.2)|chanceS(100) (BASE formID not found)
By my log I assume that base object swapper does not swap MSTT items?
Edit: I tried a different method which does work, it replaces the MSST moveable static TrafficCone with three custom MISC item traffic cone variants from another mod on nexus:0x24843~Fallout4.esm|TrafficCone02,TrafficCone03,TrafficCone04|scale(0.8/1.2)|chanceS(100)
i'll test this in my current game for a while and report back if i see any errors
i could just extract base game vanilla trafficcone01 mesh and textures then create another custom trafficcone01 MISC item to add bit more diversity
That means, if you visit a location again, the chance will be recalculated for that location?
Even if there was no cellreset?
I mean, using an example, would all of these work together?:
https://www.nexusmods.com/fallout4/mods/68063
https://www.nexusmods.com/fallout4/mods/68061
https://www.nexusmods.com/fallout4/mods/68069
https://www.nexusmods.com/fallout4/mods/72665
https://www.nexusmods.com/fallout4/mods/68115
As you can see, some of them swap the same items (2 for "BookBurnt" and 2 for "ComicBurnt0X").
OR only a single mod swapper affecting one type of objects works?
Much appreciated for anyone claryfing this for me 🤤