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回報翻譯問題
1st rule: some mods are required to be placed on the topmost to be loaded first (master plugins), then put the mods that are dependent on these master plugins AFTER them.
2nd rule: some mods are suggested to be placed at the end of load order so that all the records in the mod plugins shall override other conflicting records from other mod plugins and be the winner during the override.
the load order can be manually or automatically customised:
1. navigate to appdata/local/fallout 4/plugins.txt and manually customise the order which is not recommended,
2. use mod organiser of your choice e.g. nexus mods manager and organise the order yourself (for instance in nexus mods manager, on the plugins tab)
3. use LOOT to automatically organise them for you which is not recommended if you have more than 100 mods.
00 Fallout4.esm
01 DLCRobot.esm
02 DLCWorkshop01.esm
03 DLCCoast.esm
04 DLCWorkshop02.esm
05 DLCWorkshop03.esm
06 DLCNukaWorld.esm
other esm mods
other esp mods
If you have the same dlc as I and that is the only mod you have then your form id is 07xxxxxx
http://steamcommunity.com/app/377160/discussions/0/1520386297698187757/
Nexus Mod Manager, (NMM), has two tabs in top left of its window. Click the mods Tab and look in 'weapons' category (right at bottom of list). Expand the weapons tab, you shold see the weapon there. If there is no green 'tick' symbol next to it, click it and then click the big green tick symbol in left toolbar of NMM. Your downloaded mod is now installed.
Looking back at the two tabs in top left corner of NMM, click the 'Plugins' tab. This shows your load order. As cfs111 describes, you'll see your weapon in the load order and it has designated number by it in the list.
In game, open the console with the tilde key (USA is next to number one key, UK is the @ key) Now that a dark gray pane appears at bottom of screen; you can type:
This, as you may or may not already know, gives you the ID for the item. It will be prefixed by WEAP: [followed by the ID]. When typing in commands, use space bar as shown in the commands' line of text. Use either pg up or pg down keys, or mouse wheel to scroll up/down the pages of text that appear in the console.
Then, once you find the ID for the RU556, (you'll see it), you type in console again, adding where I say 'the WEAP ID' with the ID which you see for the RU556 in the console;
The load order aspect of this becomes apparent as you add items and see that the orders change. But your primary actions will be involved with spawning stuff in-game and testing it. Using the two console commands above will achieve what your primary goals are here.
CONSOLE COMMANDS FO4[fallout.wikia.com]
but it works fine for me.
Really, i run dozens of mods for many diffrent things,
weapons, crafting etc. I have NEVER done ANYTHING about load order.
Then again i DO use nexus mod manager. This is free to use from the
nexus site. It works for dozens of games besides fallout as well.
I have NEVER botherd with load order and all my mods work
first time, EVERY time.Really if you do not use NMM, you should.
hexadecimal is 1-16. so 64 is 4 16 or 40
whereas 100 would be 1x16x16 or 256 which is outside the load range.
and 100 would be 6 16s and 4 or 64.
I guess that is what you said but it felt wrong.
basically load order only goes to 255. after 255 its an issue.
100 will never be used for form id memory location form id's are not set up that way.
Load is from 00xxxxxx to FFxxxxxx for 256 slots, 00 to 06 are the dlc if owned. FE is esl and FF is used by the game for dynamically created id's. So if all dlc are owned there are 247 available plugin slots for non-esl.
The first two numbers determine the place within memory the mods are stored, for non-esl the last six are the record number.
The records and assets are loaded according to plugins.txt and the .ccc file for creation club esl.
For esl the id FEyyyxxx. yyy is the location within FE memory that the records are stored 000 to FFF. And again xxx is the actual record number. So FE000xxx will be your first esl or esl flagged plugin to show in either the .ccc file or plugins.txt.