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JASPM 1.0

 

What it is, how it happened

 

JASPM stands for "Just Another Stash Pack Merge". Well, it started out as one.
The 4 packs' plugins are obviously screaming to be merged, so that's what I did at first, for myself, but due to the packs' use of record injection, simply merging invites incompatibilities with mods that alter the items etc, so I duplicated the formIDs to mimic the same thing.

 

While I did that, I noticed just how completely sloppy the stash pack system was made:
- You get spammed with 4 messageboxes.
- FalloutNV.esm continually checks which packs you have installed, every 5 seconds throughout the game session, although once on load would be enough. It uses a silly script too ;)
- Each of the packs' quest scripts continually run, every 5 secs throughout the game session, to add the items if checking with the FNV handler quest determines you either run the pack for the first time, or un- and reinstalled it. Again, once would be enough.
- Not only does the vault canteen script spam you with the notification that you're drinking from it, every 5 minutes in the game, but it also runs this quest script whether you have the canteen on you or not.
I'm not even talking about, or touching, the fails with stats and weapon mods for the weapons.

 


What it does

 

There are other mods that change how these items end up in your game. Me, I don't go for adding them to the world or in levelled lists - these are after all only useful in the beginning of the game, and I don't like cluttering my wasteland. Others simply give you a message menu so you can decide which one you want, or all, but then you can never get the others if you change your mind later.

 

When JASPM first loads, you also get a message menu, you can choose either one, all, or none. Whichever ones you don't choose get added to the wardrobe in Doc M's bedroom.

 

There are 2 versions here, one 'vanilla' that can just replace your stash pack esm's, and one that's compatible with YUP by copying Yup's edits as well (these are Yukichigai's own, which he says are permissions-free). The one for YUP relies on YUP to inject most of the items so its fixes get loaded with that, the other one does it himself exactly like the stash packs did.
.
They both:
- disable NV's monitoring quest
- don't spam you with "shit you just installed is installed" messages, don't add them to your game either
- don't run the individual packs' quests because without the pack esms present and these plugins not adding them they don't exist
- only start the canteen quest when it is added to your inventory, stop the canteen quest if you no longer have it next time it runs
- remove the canteen message spam

 

Install

 

- remove the stash pack esms
- make sure you have some way of loading the bsas, either by renaming them similar to vanilla's, renaming them to start with "JASPM", or let MO handle them if you use that
- pick the JASPM you want
- if you have the one for YUP, load that after YUP

 

Issues, incompatibilities, headaches, heartaches, heartburn, indigestion, constipation...

 

Existing items should still be in inventory after changing, they kept the same FalloutNV.esm formIDs so to the game you should be good. You will get the choice menu anyway.

 

Other mods changing anything about the stash pack that have either or all of the stash packs' esms as a master won't work (missing master). That's on them - since the packs use record injection, they should've too.
Will be incompatible with other mods depending on FalloutNV's monitoring quest script to know if you have a pack. That's on them too. IsModLoaded is your friend. Luckily I don't think many mods look that up.

 

If you don't have all stash packs, picking an option that gives you the items of one you don't have will give you items without assets (meshes, textures, statics) because you don't have the BSAs. Picking that option is on you. Not picking ones you don't have will end up adding such items to Doc M's wardrobe. If you're raiding it later on, don't forget you don't have the BSAs.

 

If mods editing the unique items refer to the falloutNV.esm formIDs, then whichever conflicts you see are the exact same as if you either had the packs installed for the vanilla version, or had both the packs and YUP installed for the YUP version. Figure it out. The only exception is the weathered pistol - YUP adds a duplicate to your inventory with better weapon mods, my YUP version adds the same thing.

 

Permissions stuff : feel free to do whatever you like with it

 

For the cheaters

 

To run the choice menu again after you already have, type
set "xx000DBB".iInit to 0
startquest xx000DBB


 

Posted

I like your idea, but missing master issue is a real pain here.

 

How about including empty ESMs with the same name of original ones? With these empty ESMs, not only missing master issue is solved, but also calling BSAs is solved, too.

 

Only downside of this method is, I think, possible overwriting on manual installation without install script like fomod script...

Posted

Providing empty ESMs defeats the purpose of a merge, no? Because the originals use record injection, formIDs starting with 00, and this or the YUP one do too, switching out the masters in FNVEdit should be a breeze.

 

Either way, I made this for me as a private mod, and because it took a bit more doing than I thought, I figured I could just as well upload it. I don't consider it a 'true' mod, don't intend to develop it further, and people can do with it whatever they want.

Posted
So... I disable CaravanPack, ClassicPack, MercenaryPack, and TribalPack...

Then I rename their associated BSA's, like this:

TribalPack-Main.bsa 

becomes 

JASPMTribalPack-Main.bsa

Then I activate JASPM, and it handles everything?

Posted

Probably. Maybe it needs a little space behind JASPM in the name, like vanilla's BSAs have - I let MO handle loading my BSAs these days, which means I'm rapidly forgetting anything about loading them the old fashioned way.

Posted

Tried renaming them a dozen different ways. Nothing worked.

Downloaded MO, set it up there.

Everything works fine now.

 

Thanks for this... the message spam was always a little irritating at the beginning of the game, but I had no idea that the scripts were doing such terrible things.

Posted

Thanks for this... the message spam was always a little irritating at the beginning of the game, but I had no idea that the scripts were doing such terrible things.

 

Well, it's not like they break shit, just that I couldn't stomach the whole approach.

 

  • 2 months later...
Posted

Oy vay. I spotted 2 wild edits in the YUP version (how'd those get in there?), so I got rid of that in version 1.1

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