=== Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins. * __Fixer_Q.esp:__ 5 deleted base records
Yes. Those records are unused developer references. I can also remove the deletion but it should not harm. As for deletion:
Spoiler:
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The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things.
Non of the deleted record will be deleted instantly if these are referenced, afaik. There are many steps to make first till the game will finally delete a record eventhough a record is marked/flagged "Delete". It will probably crash mid game if its a misc item you had in your inventory or else. But of all i know and had experienced the crashes on my end where almost always not related to deleted objects... Why use wyre bash, use xEdit and see for yourself, has the same filters. Not saying wyre bash is bad, just if you really want to know use xEdit. Everything else is watching a glass sphere and wish for the best.
Also note, that any scrapped item in the workshop mode is set to "delete". Just imagine you scan your save with wayrebash or else what a firework of "deleted references" this would give you ... ;)
Removed junk related leveld list from the death loot of animals, creatures - why? Simple because there is discrepancy in both vanilla and DLCs some creatures have some have not added junk LL > i consider this bad game design and a fix not a tweak to the overall game. If you love to get a toaster from a dead molerat or else well delete the changes i did then.
THIS is an example of what we were discussing months ago, changes you're making that, YES, are "tweaks" but I can also agree are fixes!
Again, well ******* done, sir! Thank you again for all the amazing work you are putting into this!!!
Yeah, that is some serious weird **** here. YOu can see there is a HUGE discrepancy across all the LL for the actors, like with many other things. Im not sure it was done on purpose and it might not be fully polished when shipped. Since again, many actors dont have all that stupid junk LL content.
All the WorkshopBar furniture items use Preview Transfom workshop_PicnicTable. All the other workshop stores use workshop_VendorStore01 or workshop_VendorStore03 for the transform.
Im not trolling i just dont see why Aluminum must be used. Its not about Britain vs US here. US is not the center of the world concerning thre language used. If you say the game must use North American English, there is more to translate which i dont name here ...
Addendum, and why im using it, which is neither US or British spelling, its latin like i said and the correct term since chemical elements end with the suffix -ium like: - Potassium - Titanium - Platinum - Chromium - Neodymium etc. since the game is heavly based on science, ... do the math. :))) The founder of Aluminium was British chemist Humphry Davy. Paradox. ;)
Even more Addendum ... YOUR entire language is based on Latin. Latin is pure math language and later mixed with all kind of celtic tribes. Today you call it whatever language of your country call it. But in the end. Its mathematics and logic. And therefore, Aluminium.
The only thing I want to add to this is that name changes like this, can make Complex Sorter users, like myself have missing tags on some items, like that of Aluminum. Not a big deal, just something that I had to patch for myself.
This is going to be a dumb question for most of you all: I've yet to update my game to the Next Gen (therefore I am not using a "downgraded" version) and have been running version 037 of this mod, can I update (**edit** update this mod in particular, not the entire game to NG/downgrade) with no issues, or do the updates take into account a downgraded version of the game itself?
I know, a lot of you will think this is a bad question, I just don't want to irreparably mess my load order
You can simply override the old file and still use it, im pretty sure you can also swap mid-game in this regard. Its not recommended but the changes from OG to NG arent so game breaking like most of the audience is telling you. There is a huge shitstorm against BGS itself but dont overrate it. Its easier to destroy something than to maintain it. In this case most people dont like BGS and especially the new update. But objectively spoken what is really wrong with it? So skip all that s#*! and just do it. Worst case, start a new game.
What is really wrong with it? F4SE cannot be used, therefore most mods cannot be used. Its pretty bad because alot of good mods use F4SE but also alot could be done to not use F4SE but find a way to make the mods using it, not to use it. Its tied to more work(load), to generate a way using only Papyrus or else almost impossible most of the time. If so F4SE wouldnt be needed and OG mods could simply be portet to NG. I think thats the biggest affector when saying "why NG is bad ..." because the NG update will force OG mods to adapt ... and maybe there is no adaptation because the people who generated the OG mods arent present or interest to do so anymore... so those mods are lost in space ... as long as nobody is finding a way to make them work for NG. I really love the NG weapons and hope there is more stuff like this.
Possible to add this mod? Endlessly emitting radiation within settlement borders is stupid. Barnacles are scrapable but the one in Kingsport is hard to find and requires TCL.
Pretty easy, i can have a look in the CK in a few minutes.
EDIT: This, Disabled TrapBarnacle01 "Barnacle" [ACTI:0011E7AC] in DLC03DaltonFarmExt04 [CELL:03000CCC]i can also see to add some keywords to remove settlers being affected by: BarnacleRadiation "Strong Radiation" [HAZD:00128C71]
019 Nick Valentine's Day by SephDragoon = Similarly implemented, instead of changing Nick's race, Fixer adds the Additional Race flag for Nick to all armor mods, which was done only for power armor by default for no reason
it wasn't for no reason. synth gen 2 uses a different naked body mesh than human/ghoul, so the textures don't match. the uv map is all different, not to mention it's missing the synth-specific shapes where the pieces connect. while it won't be visible on the full body-covering armors, those with short sleeves and other more revealing ones like the bathrobe will show pretty ugly texture corruption on the body when equipped. both synths gen 1 and 2+valentine would require new race-specific meshes and new arma records for those outfits to make the body under the outfit look properly. nick's race was added to the power armor to allow him to equip one without it turning invisible.
Speaking of Nick, I noticed I still can't make him wear outfits other than his default one. I checked Fo4Edit, and noticed your changes were being overwritten by two other mods: F4-111, and X688TrueCourser. I tried changing the load orders, but your mod will only go so far down in the mod list, and those mods can't be moved above it. My next move was to make a patch and replicate your changes on Nick's record. I have done that just now, and am about to test it.
EDIT Doesn't seem to work either. Healing Nick still uses a stimpack, and he still can't wear any outfits other than his detective jacket. The only way I can make him wear other outfits is if I use "Nick Valentine likes your clothes".
Remove all your mods and test again. Best with Mo2. If the changes to the ARMA records are not required im happy to remove them from the plugin. But i have no time to test it right now, so many other things on paper.
300 comments
If you have any questions or come across oversights which should be fixed, let me know.
Technical Issues
If ingame naming do not work, drop the object/item/weapon/armor then take it, this will force the game to update.
My other fix mods
- Real Windows - Interior Distant LOD Fixes
- North Marker Fixes
- Workshop REF Fixes
- Dogmeat counts as active companion
- Optimized Room Bounds and Portals - No PreVis and PreCombines for Interior Cells
Is it safe to ignore it?
As for deletion:
Non of the deleted record will be deleted instantly if these are referenced, afaik. There are many steps to make first till the game will finally delete a record eventhough a record is marked/flagged "Delete". It will probably crash mid game if its a misc item you had in your inventory or else. But of all i know and had experienced the crashes on my end where almost always not related to deleted objects...
Why use wyre bash, use xEdit and see for yourself, has the same filters. Not saying wyre bash is bad, just if you really want to know use xEdit. Everything else is watching a glass sphere and wish for the best.
Also note, that any scrapped item in the workshop mode is set to "delete". Just imagine you scan your save with wayrebash or else what a firework of "deleted references" this would give you ... ;)
THIS is an example of what we were discussing months ago, changes you're making that, YES, are "tweaks" but I can also agree are fixes!
Again, well ******* done, sir! Thank you again for all the amazing work you are putting into this!!!
All the WorkshopBar furniture items use Preview Transfom workshop_PicnicTable. All the other workshop stores use workshop_VendorStore01 or workshop_VendorStore03 for the transform.
I still did not have the time to get used to all of these, but its on my list.
Edit: Included in v046 ;) thanks for letting me know.
Aluminium is even used on wikipedia.
- Potassium
- Titanium
- Platinum
- Chromium
- Neodymium
etc. since the game is heavly based on science, ... do the math. :)))
The founder of Aluminium was British chemist Humphry Davy. Paradox. ;)
Even more Addendum ... YOUR entire language is based on Latin. Latin is pure math language and later mixed with all kind of celtic tribes. Today you call it whatever language of your country call it. But in the end. Its mathematics and logic. And therefore, Aluminium.
CombatZoneExt
Worldspace/Commonwealth/Block 0,-1/Sub-Block 0,-1
LexingtonExt03
Worldspace/Commonwealth/Block -1,0/Sub-Block -2,1
Thanks for your work.
I know, a lot of you will think this is a bad question, I just don't want to irreparably mess my load order
What is really wrong with it? F4SE cannot be used, therefore most mods cannot be used. Its pretty bad because alot of good mods use F4SE but also alot could be done to not use F4SE but find a way to make the mods using it, not to use it. Its tied to more work(load), to generate a way using only Papyrus or else almost impossible most of the time. If so F4SE wouldnt be needed and OG mods could simply be portet to NG. I think thats the biggest affector when saying "why NG is bad ..." because the NG update will force OG mods to adapt ... and maybe there is no adaptation because the people who generated the OG mods arent present or interest to do so anymore... so those mods are lost in space ... as long as nobody is finding a way to make them work for NG. I really love the NG weapons and hope there is more stuff like this.
EDIT: This,
Disabled TrapBarnacle01 "Barnacle" [ACTI:0011E7AC] in DLC03DaltonFarmExt04 [CELL:03000CCC]
i can also see to add some keywords to remove settlers being affected by:BarnacleRadiation "Strong Radiation" [HAZD:00128C71]
it wasn't for no reason. synth gen 2 uses a different naked body mesh than human/ghoul, so the textures don't match. the uv map is all different, not to mention it's missing the synth-specific shapes where the pieces connect. while it won't be visible on the full body-covering armors, those with short sleeves and other more revealing ones like the bathrobe will show pretty ugly texture corruption on the body when equipped. both synths gen 1 and 2+valentine would require new race-specific meshes and new arma records for those outfits to make the body under the outfit look properly.
nick's race was added to the power armor to allow him to equip one without it turning invisible.
I tried changing the load orders, but your mod will only go so far down in the mod list, and those mods can't be moved above it.
My next move was to make a patch and replicate your changes on Nick's record. I have done that just now, and am about to test it.
EDIT
Doesn't seem to work either. Healing Nick still uses a stimpack, and he still can't wear any outfits other than his detective jacket.
The only way I can make him wear other outfits is if I use "Nick Valentine likes your clothes".