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powerofthree

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powerofthree

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176 comments

  1. warriorpoetex
    warriorpoetex
    • premium
    • 117 kudos
    Great mod. :)
  2. SaintVoid
    SaintVoid
    • supporter
    • 9 kudos
    Question: does BOJ recognize "Extra Data:(Item Condition:(0.x)"

    For example, I'm trying to make (00154AC9) "LL_PowerArmor_Torso" spawn with damage the same way it does with the museum of freedom frame (0019DED8) "LL_Armor_Power_T45_Set_A_Partial_Dmg50"

    I know enough modding just to be dangerous, as in- xEdit, some basic creation kit, but zero scripting...

    Thanks for any replies.
  3. Qrsr
    Qrsr
    • premium
    • 299 kudos
    For anyone who is interested, im adding occlusion planes and boxes to the entire game, which will change all to the better for people loving to swap and scrap everything. This way PreVis and PreCombination is disabled and the game will render all in real time, using Occlusion Planes will tell the game which objects to exlude. All objects of interest, almost all statics can now be swapped without fearing to destroxy a PreCombined mesh.
    1. darkklawd
      darkklawd
      • member
      • 6 kudos
      Best of luck with that, that's quite the endeavor your getting into o_o
  4. RedSarge
    RedSarge
    • member
    • 5 kudos
    I swear the precombine system was designed to try and squeeze blood out of a prehistoric engine. It does improve performance, but occlusion zones do it better! But occlusion zones to not render cells in every direction are not a a lazy fix...
    and Bethesda loves lazy.
  5. erlinajabagat
    erlinajabagat
    • supporter
    • 0 kudos
    Ok, thanks for the mod
    Unfortunately I was not able to replace my forms the way I wanted it to do.
    Using the [Forms] section in the INI file I was able to replace all References for a Baseform with something similar.
    But the exchanged form needs to rotate about 180 degree.
    I thought I can use the Rotr feature in the form section but than ALL exchanged references had the same rotation than the Base form.

    I guess It would work if I use the ROTR feature in the [Reference] section, but for now this is a lot of work, since there are a "ton" of references, which than all needs to be handled one by one.
  6. Itismethisone
    Itismethisone
    • supporter
    • 0 kudos
    Sorry to be THAT person but for this do I need to install first the original file and THEN the update? or is the updated file on its own oK? Sorry for dumb question!
    1. RhaevynHart
      RhaevynHart
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      • 42 kudos
      Did you look at the files? The first one is just a dll. The second is a dll and another file. So pick one or the other.
  7. FiftyTifty
    FiftyTifty
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    • 186 kudos
    Edit: I'm a numpty. I was missing half of the swaps in my list lmao. It works now with just editor ID pairs.

    Having a strange issue, with these swaps not being done. I tried using editorIDs for both forms, which didn't work. Then swapped the first to use the FormID, didn't work. Then added the 2 optional suffixes, didn't work. Any ideas?

    [Forms]
    0x1628B1~Fallout4.esm|AAAFyTy_MovableToItem_50sTargetPractice01|NONE|chanceS(100)
    0x1628B3~Fallout4.esm|AAAFyTy_MovableToItem_50sTargetPractice02|NONE|chanceS(100)
    0x1628B5~Fallout4.esm|AAAFyTy_MovableToItem_50sTargetPractice03|NONE|chanceS(100)
    0xE1CFF~Fallout4.esm|AAAFyTy_MovableToItem_AutobodyDash01|NONE|chanceS(100)
    0xE1CFD~Fallout4.esm|AAAFyTy_MovableToItem_AutopartSeat01|NONE|chanceS(100)
    0xE1CFE~Fallout4.esm|AAAFyTy_MovableToItem_AutopartSteeringWheel01|NONE|chanceS(100)
    0x1B1955~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Arm01|NONE|chanceS(100)
    0x1B1956~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Arm02|NONE|chanceS(100)
    0x1B1957~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Chest|NONE|chanceS(100)
    0x1B1958~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Foot|NONE|chanceS(100)
    0x1B1959~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Hand|NONE|chanceS(100)
    0x1B195A~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Head01|NONE|chanceS(100)
    0x1B195B~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Head02|NONE|chanceS(100)
    0x1B195C~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Jaw|NONE|chanceS(100)
    0x1B195D~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Leg01|NONE|chanceS(100)
    0x1B195E~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Leg02|NONE|chanceS(100)
    0x1B195F~Fallout4.esm|AAAFyTy_MovableToItem_BrokenStatueBits01_Waist|NONE|chanceS(100)
    0x498CC~Fallout4.esm|AAAFyTy_MovableToItem_DeadFlowers01|NONE|chanceS(100)
    0x54BAB~Fallout4.esm|AAAFyTy_MovableToItem_DeadFlowers02|NONE|chanceS(100)
    0x18C1D7~Fallout4.esm|AAAFyTy_MovableToItem_FootLocker01_Lid|NONE|chanceS(100)
    0x1404D2~Fallout4.esm|AAAFyTy_MovableToItem_Gurney01|NONE|chanceS(100)
    0x1404D3~Fallout4.esm|AAAFyTy_MovableToItem_Gurney01Cushion|NONE|chanceS(100)
    0x1C26DF~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsArm01|NONE|chanceS(100)
    0x1C26E0~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsArm02|NONE|chanceS(100)
    0x1C26E1~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsArm03|NONE|chanceS(100)
    0x1C26E2~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsArm04|NONE|chanceS(100)
    0x1C26E3~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsArm05|NONE|chanceS(100)
    0x1C26E5~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsBooster01|NONE|chanceS(100)
    0x1C26E4~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsEye1|NONE|chanceS(100)
    0x1C26DA~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsShell1|NONE|chanceS(100)
    0x1C26DB~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsShell2|NONE|chanceS(100)
    0x1C26DC~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsShell3|NONE|chanceS(100)
    0x1C26DD~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsShell4|NONE|chanceS(100)
    0x1C26DE~Fallout4.esm|AAAFyTy_MovableToItem_HandyPartsShell5|NONE|chanceS(100)
    0x1D412F~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoard01|NONE|chanceS(100)
    0x1D4130~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoard02|NONE|chanceS(100)
    0x1D4131~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoard03|NONE|chanceS(100)
    0x1D4132~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoard04|NONE|chanceS(100)
    0x1D4133~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoardShort01|NONE|chanceS(100)
    0x1D4134~Fallout4.esm|AAAFyTy_MovableToItem_LooseBoardShort02|NONE|chanceS(100)
    0x31D8D~Fallout4.esm|AAAFyTy_MovableToItem_MirrorBarber01|NONE|chanceS(100)
    0x18AE07~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame01Dest|NONE|chanceS(100)
    0x18AE08~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame02Dest|NONE|chanceS(100)
    0x18AE09~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame03Dest|NONE|chanceS(100)
    0x18AE03~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame04Dest|NONE|chanceS(100)
    0x18AE04~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame05Dest|NONE|chanceS(100)
    0x18AE05~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame06Dest|NONE|chanceS(100)
    0x18AE06~Fallout4.esm|AAAFyTy_MovableToItem_PictureFrame07Dest|NONE|chanceS(100)
    0x18765F~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait01Dest|NONE|chanceS(100)
    0x187660~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait02Dest|NONE|chanceS(100)
    0x187661~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait03Dest|NONE|chanceS(100)
    0x187662~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait04Dest|NONE|chanceS(100)
    0x187663~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait05Dest|NONE|chanceS(100)
    0x187664~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait06Dest|NONE|chanceS(100)
    0x187665~Fallout4.esm|AAAFyTy_MovableToItem_PictureFramePortrait07Dest|NONE|chanceS(100)
    0x1BE2B5~Fallout4.esm|AAAFyTy_MovableToItem_Prewar_Locker_Door01Dest|NONE|chanceS(100)
    0x2EE6E~Fallout4.esm|AAAFyTy_MovableToItem_SandBagSingleH01|NONE|chanceS(100)
    0x2EE6F~Fallout4.esm|AAAFyTy_MovableToItem_SandBagSingleH02|NONE|chanceS(100)
    0x24855~Fallout4.esm|AAAFyTy_MovableToItem_Sawhorse01|NONE|chanceS(100)
    0xF676B~Fallout4.esm|AAAFyTy_MovableToItem_SawHorse01Dest|NONE|chanceS(100)
    0x31D8E~Fallout4.esm|AAAFyTy_MovableToItem_ScissorsBarber01|NONE|chanceS(100)
    0x124137~Fallout4.esm|AAAFyTy_MovableToItem_Sign_DontFeedTheBears01|NONE|chanceS(100)
    0x124139~Fallout4.esm|AAAFyTy_MovableToItem_Sign_DontFeedTheBears02|NONE|chanceS(100)
    0x63874~Fallout4.esm|AAAFyTy_MovableToItem_Tire03Hollow|NONE|chanceS(100)
    0x1A4B6~Fallout4.esm|AAAFyTy_MovableToItem_WeedWhacker|NONE|chanceS(100)

    [20:54:07:192] po3_BaseObjectSwapperF4 v1.1.0
    [20:54:07:534] ************HOOKS*************
    [20:54:07:534] Installed class RE::TESObjectREFR form swap
    [20:54:07:534] Installed class RE::Hazard form swap
    [20:54:07:534] Installed class RE::ArrowProjectile form swap
    [20:54:07:534] Installed class RE::GrenadeProjectile form swap
    [20:54:11:998] *************INI**************
    [20:54:12:001] 1 matching inis found
    [20:54:12:001]     INI : Data\FyTyItemsIntoStatics_SWAP.ini
    [20:54:12:001]         reading [Forms]
    [20:54:12:002]             65 swaps found
    [20:54:12:002] ************RESULT************
    [20:54:12:002] 65 form-form swaps processed
    [20:54:12:002] 0 conditional form swaps processed
    [20:54:12:002] 0 ref-form swaps processed
    [20:54:12:002] 0 transform overrides processed
    [20:54:12:002] 0 conditional transform overrides processed
    [20:54:12:002] **********CONFLICTS***********
    [20:54:12:002] [Forms]
    [20:54:12:002]     No conflicts found
    [20:54:12:002] *************END**************

  8. Aldog31
    Aldog31
    • premium
    • 2 kudos
    Simply one of the greatest  modding plugins ever created for Bethesda titles, period. Just wanted to comment and say thanks, this thing is the definition of a gamechanger
  9. RustyXXL
    RustyXXL
    • premium
    • 55 kudos
    Is there a way to negate a loctype? Ie if I wanted to have a rule work everywhere except in Settlements something like:
    [Forms|LocTypeWorkshopSettlement]
    This would set a rule to only work in Settlements, if I understand it correctly. I'd pretty much need a way to say NOT.
  10. Gaznevada
    Gaznevada
    • supporter
    • 10 kudos
    Hi,

    I need some clarification about odds and chances.

    Is a line like this formally correct?
    [Forms]
    Base|Base1,Base2,Base3|NONE|chanceR(80)

    If I understand, given the above line is correct, it means that two times out of ten Base will be shown while eight times out of ten the probability will be uniformly distributed among Base1, Base2, Base3 that is to say an odd of 2.66 each one.

    Is that correct?

    More: is there some sort of log file somewhere just to check that the _SWAP file is correctly parsed and all the forms are correctly detected?
    Edit: Log found.

    Thanks and regards,