Modern Sidearms Fallout 4

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Edit: it should be noted that Modern Sidearms requires Modern Firearms as a master file, and should follow MF in your load order. I may just go in there and say hey. I absolutely love the mod, best weapon mod for Fallout 4. Star Dust Moonasaku. Modern sidearms fallout 4, modern sidearms fallout 4 pc, modern sidearms fallout 4 xbox one, fallout 4 modern sidearms mod, fallout 4 modern sidearms weapon list, modern sidearms fallout 4 download fallout 4 vending machine mod The vending code is found in Puesta del Sol. So the mod no longer requires Modern Firearms for the PvM to properly. There are two files in the downloads section, one is for Modern Firearms the other for Modern Sidearms. If you have Modern Sidearms then download BOTH files, if not then just the Modern Firearms file. New Weapon Mods: In v1.1 I started adding new weapon mods, I will list them here as I add more. Feel free to make requests. AR-15:-6.8 SPC.458 SOCOM.

01.03.2021 Uncategorized0

DTO Vest, all 3 Holsters, and the BDU camos should work fine though with the exception of the DTO Vest CADPAT Arid not working. The missing categories should magically reappear. E.g: The KwK 36 tank cannon will slow you down if you are not in Power Armor.If you have a bipod equipped and aim, the bipod will greatly stabilize your weapon, just as it would in real life, but only if you’re prone/crouched and/or are “mounted” on a surface. Not to mention, at the time of implementation of certain weapons (i.e shotguns), proper anims literally didn’t exist. Just started a new playthrough and downloaded some mods, including the modern firearms mods. You can find the armor package here, named Modern Armors – Downloads. Our Leveled Lists are script-injected, so there is no concern for LL conflicts with other mods. Meaning, if you have a Deliverer … Home; About Us; Services; Referrals; Contact Re: Texture quality & size. We just finished a massive update, figured making a thread would be easier than sending out a ton of PMs and hoping people find the link from the FAQ thread on BethNet. 2.6 is already a massive leap forward in quality, with improved meshes, textures, anims, sounds, etc. You can let us know on our Discord in the #questions-and-answers channel. As things currently are, it appears Fallout 76 will never receive mod support. If it is still not working after trying the troubleshooting steps mentioned above, then do let us know via our Discord and we’ll take a look. Use a mod manager if you like, … 41 29 ValdacilsItemSorting-ZY-DLCAutomatron.esp. If you have any weapon/armor suggestions, feel free to ask about them in our Discord in the #questions-and-answers channel. Along with realistic weapons, comes realistic damage. The size of the mod was too big and we didn’t know how to shrink it until recently. 'After much discussion and testing it has become apparent that mod managers that use virtual filing systems are hella buggy with fallout 4. Modern Firearms version 2.6.7 is now live! We have no interest in supporting VR at any point. We have plans to host Modern Firearms on the Nexus once we have more existing assets replaced with newer, better stuff. (This was recorded with the first 900MB version of Modern Firearms. PC: The latest version on PC is 2.6.6. That is ONE FIFTH (1/5) OF THE FILE SIZE alone. First … He’s been working ever since the game came out to overhaul all landscape textures including roads, rocks, bridges, and even concrete to make them look sharper and more realistic. Rest assured, as time goes on, the LLs should hopefully improve. If it is still not working after trying the troubleshooting steps mentioned above, then do let us know via our Discord and we’ll take a look. Note 2: If you would like to help us out with armor, head over to our Discord and ask us about it in the #questions-and-answers channel. fallout 4 modern firearms ammo crafting. If they don’t, drop or scrap any others in your inventory and then try again. 2 MF Custom AR-15’s), though. Posted on February 19, 2021 by February 19, 2021 by I do not know if .. 38 26 Modern Firearms.esp. Maybe. No. Missing textures gives you solid, bright pink meshes. K-L-EO (Kill or Be Killed in Goodneighbor). Also fairly sure you're only supposed to have one or two plugins total, for Live Dismemberment and Better Locational Damage. B: You have an outdated patch installed that is affecting the weapon and its modifications. Using BAE to extract the textures.ba2 has shown that the textures are present in the folder TexturesSHEEPWeaponH&K UMP or TexturesSHEEPWeaponMP5. We’ve actually already done this! You can find that here: Patch Policy. Note: Without BCR, the shotgun anim will “reload” 5 shells every time you reload. They will conflict the same way. As of now I currently have invisible H&K MP5's and UMP's. NO! 4 4 DLCWorkshop02.esm. Sony does not allow external assets to be used in the modding of Fallout 4 on PS4. IF Fallout 76 ever does receive mod support, we will not support it. Some of the guns have pink skins, .. Never completed fallout 4, hated bullet sponge npcs. If you think 1-2 GBs is big and you still want us to add high-res textures? But we still have perms from some of the bigger names in the field to use their work. Some weapons will make you move slower while equipped to simulate their weight. We have reached out to all of them for help with rigging anims, but so far, all of them (Aside from Fiddler Green) have declined to help us directly as they’re busy with other projects. Re: Mod/File Size. Unfortunately for Xbox users, there is no mod that we are aware of that accomplishes this. You have more than one of the same weapon in your inventory when trying to use the toggle scripts. Activating one of the scripted functions or just bashing whatever’s in front of you will work too. Should you manage to find MS somewhere and install it, any issues you encounter using MS alongside 2.6 or any future updates are null and void, so please do not report them. Factor in all of the accessories (the MP5 SD barrel and mounting rails) and we’re looking at roughly 62 megabytes of space for two guns worth of texture sets. I had similar issues. Reinstalling the mod and redownloading it has not yielded any results. If the damage is too much, please consider using the MCM Menu or Settings Holotape, both introduced in 2.6.1, to reduce the damage to a level you feel comfortable with. Prior to the Great War, they were manufactured by Circle G and sold with 20 cartridges in a box. There is thankfully a workaround. Solved a conflict with PipBoy replacers that would result in backpacks not equipping properly and permanently increasing carry weight. Yes. Press J to jump to the feed. We have pretty much any animation we’ll need for the time being. This update is out for Fallout 4 on Xbox One and PC. To simulate that, the bipod reduces your movement speed down to 10%. It is entirely standalone. Head on over to the Downloads page and grab it! Not everything can be super-fancy 4K res, hyper-realistic detail, especially not if you want to keep file size anywhere close to reasonable. Home .. meshes, so the mod no longer requires Modern Firearms for the PvM to properly show. Yes! The missing categories should magically reappear. No. And that will only continue to grow larger. The mod description or Version Log was changed/updated. It’s a well-known issue that we are slowly working on fixing, but it is a painstakingly slow and tedious process. Find and remove the troublesome patch. The mod size is actually incredibly small for all of the content we have. Changelog. modern firearms 2.6 is out. If at any point in the weapon modding process, you have categories disappear, back out of the bench then equip your half-weapon & re-enter the bench. The armor package currently is just the armors from 2.5-1.4 split off into its own mod. We have a full list of the weapons that are in MF. 13 NEW HANDGUNS! There are some modern type body armours included too, and more customisation options for everything than it would even be possible to list. There is also a Settings Holotape for all of the same options available in the MCM Menu, excluding the Hotkeys Feature. Shotguns whose mag-tubes exceed 5 shells will need to be reloaded twice to fully refill the mag-tube. Likely something either being overwritten, or not installing correctly. Downloads - Fallout 4 Non Adult Mods ; Modern Firearms (Tactical Edition Latest) 2.5 1.4 by Idlesheep Sign in to follow this . Functions such as suppressors on/off, fire mode, scope zoom/type and underbarrel equipment are all switchable in gameplay by use of the 'Fallout 4 Hotkeys' mod by Registrator2000, negating the need to carry more than one of any weapon type. Re: Animations. Alright so this is my first post here . They will conflict the same way. Since we built the mod to be as realistic as possible, we use real-world data. Posted by 1 year ago. Vivid Fallout – All in One is a compilation of all Vivid Fallout mods by Hein84. It’s simply the most reliable method of ensuring all the files wind up where they’re supposed to be. The full answer/reason from the Lead Dev of the MF Team is far too vehement and expletive-laden to be even remotely appropriate. Fallout 4. As with all large and good things, as time progresses, things will get better. Fallout 4 So the only mods I run are ENB Realism and Modern Firearms beta 2.5, but when I load into the game, the textures are all missing. Modern Firearms is nothing but external assets. Press question mark to learn the rest of the keyboard shortcuts. Again, something that will likely always need improvement simply due to how much stuff is in the mod. However, odds are we already have plans to add it. For whatever reason mods installed through NMM or MO wont always register with the game, and this manifests as missing file bugs ie: purple/pink textures, invisible meshes, missing or muffled sounds. Only the base colors work for the Limb Armors currently. This is my go-to mod whenever I install Fallout 4 for a new playthrough. Then you have no true grasp on the concept of “big”. Replaced with new Elcan SpectreDR assets. 4. You can use the vending machine and Pre-War Money to buy parts if you need to. You can find information on how to donate to us here – Support Us. And the recently re-added M2HB accounted for that much by itself before being resized to 2K res from the original 4K. Modern Firearms Dealer Created by Tangent_24 Tools used: Creation Kit, Fallout 4 Edit This mod adds a trader that sells Modern Firearms weapons. Please do be sure to read the Changelog and the Known Issues and Notes drop-down sections! It does not require MF. Missing textures … Fallout 4. Today we check out a really cool update that came out for the Modern Firearms mod. Our handguns now run on the vanilla Deliverer anims. .. it's missing textures so something is either missing on that mods end or is required but not listed because I get purple textures missing on coupe of sights and the bdu's. None of the Devs have the money or equipment to test it. Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4. A: It’s a game engine bug that we can’t help. MF does have some soft dependencies on F4SE, MCM, and BCR for a few features, however, they are not required for the mod to function properly.The soft dependencies are as follows:MCM Menu – F4SE + MCM. No. Find and remove the troublesome patch. Basic rule of thumb: If there are multiple versions of a mod, go with whatever one has the latest/highest version number or has the most recent “Uploaded/Created” date. Improved leveled lists to include less powerful guns at start of game and more variety on enemies. Now that many years have passed, i'd like to take a crack at it, been looking at horizon. 42 2a ValdacilsItemSorting-ZY-DLCNukaWorld.esp. This a game engine limitation that we cannot fix.To get around the issue, build the Prototype Vending Machine at a settlement & “buy” a [MF Custom] version of the weapon(s) you use. As of update 2.6, Modern Sidearms has been merged into MF. We have verified that we can legally accept donations. Would have to check, but I'm pretty sure it won't affect any of the weapons loading after it. We have too much work on our hands as it is updating and maintaining MF/MA. We know some things are weird, “broken”, or flat-out wrong, but it’s what we have to work with for now. There is no ETA/date. Fallout 4. We’ve rolled Modern Sidearms into Modern Firearms, so no need to keep MS anymore. “Script-injected LLs are harder than we anticipated.” – Lead Developer. Even if we had the equipment/could afford the equipment, we still wouldn’t support it because it would be a lot of time and resources we do not have. However, the game engine occasionally will lag out & the speed reduction will still apply for a few seconds after you drop out of ADS. This is subject to change. No products in the basket. If we can find and/or afford legal assets for it, then maybe. MF and MA do not, and will never, require any DLCs or mods to install. If there are problems with the install, we recommend a manual installation. Thankfully, a few users of the mod have stepped up and are helping us out anim-wise. Close. NO. Note: The armor package is heavily WIP. Not user error. Sort of. Yes. Absolute earliest estimated is once 2.8 is done and stable. A: The weapon somehow spawned without a Caliber Conversion Kit (CCK) applied. Therefore, Modern Firearms cannot, and will never, be ported to PS4. Also updated Realistic Ballistics to the new improvements and latest New Calibers patch (download link below). It is literally impossible. No. E.g: You have 2 AR-15’s in your inventory. The above-linked mod is available on PC only, as it requires Fallout 4 Script Extender and Mod Configuration Menu. MF contains 80+ weapons, so balancing LLs and getting a good variety of weapons to appear consistently without repeating the same weapon over and over is difficult. These will probably always need improvement in some aspect, simply due to the sheer variety of content in the mod. The ‘AnimTextData’ alone weighs in around 240 MBs. It is an optional feature, so no worries to our non-F4SE users. You should already know the answer to this, but we’ll explain it again. Note: Donations are entirely voluntary. Additionally, there are very few animators in the community right now. You can either wait it out for a few seconds or if you need to get up to speed right-the-hell-now, start sprinting. It’s been 4 years now. Be angry at Sony, not us. The Leveled Lists are heavily WIP right now. We no longer support MS as standalone. If you are an Xbox user on 2.4 or 2.5-1.4, a search on BethNet should get results for Xbox damage patches from Dukman for 2.5-x.x & from Wolfdie for 2.4 & under. Iterative updates are more difficult to dish out to Xbox, so once a build is uploaded and stable on Xbox, we don’t push any further updates until the next big update/release of the mod is ready. Note: The features in the MCM Menu are available by other means or mods. Those both need to be a lot lower in the load order to do much, can't remember if the Boston FPS Fix had any issues with BTI, but might wanna look at that, and adjust which loads first accordingly. No. Limb Armor (Arms and Legs) camos showing as missing/pink/purple textures is an issue within the mod itself. Uncategorized fallout 4 modern firearms no sound. 21 15 Reverb and Ambiance Overhaul.esp, 22 16 ValdacilsItemSorting-JunkBetter+DEF_INV.esp, 34 22 Remove Interior Fog - All Dlc.esp, 41 29 ValdacilsItemSorting-ZY-DLCAutomatron.esp, 42 2a ValdacilsItemSorting-ZY-DLCNukaWorld.esp, 43 2b ValdacilsItemSorting-ZY-DLCFarHarbor.esp, 44 2c ValdacilsItemSorting-ZZ-DLCArmorByClassOverride.esp, 45 2d ValdacilsItemSorting-ArmorByClass.esp, 46 2e ValdacilsItemSorting-ZZ-DLCWeaponsOverride.esp, 47 2f ValdacilsItemSorting-Weapons.esp, 48 30 Better Locational Damage - DLC_Automatron.esp, 49 31 Better Locational Damage - DLC_Nuka_World.esp, 51 33 Better Locational Damage - DLC_Far_Harbor.esp, 53 35 InteriorsEnhanced-All-In-One.esp, 55 37 The Deadly Commonwealth Expansion.esp, 56 38 Better Locational Damage - Valdacil's Item Sorting - Patch.esp, 57 39 SuperMutantRedux_WeaponsmithExtended_Patch.esp mr Loot Logic and Reduction.esp, 60 3c Better Locational Damage LD.esp, 68 44 SuperMutantRedux_ArmorSmithExtended.esp, 69 45 ValdacilsItemSorting-AidReducedWeight.esp, 74 4a DD_bleu_Ump_Extreme_Lore_friendly_edition.esp, 78 4e CCOFO4 - Traits and More Perks.esp, 79 4f WSE2 - Alternate Weapon Names.esp, 92 5c ClassicSniper.esp Z_Horizon_WeaponPack01.esp, 101 65 AnS Wearable Backpacks and Pouches.esp, 102 66 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp, 103 67 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp, 104 68 Arbitration - Button Lowered Weapons.esp, 107 6b BetterSettlersNoLollygagging.esp, 108 6c BrighterSettlementLights_ExtraBrightv1.1.esp, 116 74 CROSS_GoreCrits_FarHarborPatch.esp, 118 76 TrueStormsFO4-NukaWorld-FH-Compat.esp, 120 78 DarkerNights-NuclearWeather.esp, 122 7a Dogmeat A True Companion Insanity.esp, 126 7e GatlingLaserAmmoImprovement.esp, 130 82 Immersive Fallout - Movement (DLC).esp, 131 83 Immersive Fallout - Real Recoil (DLC).esp, 132 84 Immersive Fallout - Realistic ADS (DLC).esp, 133 85 Immersive Fallout - Realistic Jumping.esp, 134 86 Immersive Fallout - Vanilla Laser Recoil.esp, 137 89 LeeEnfieldNo4MkI - VIS&AWKCR.esp, 138 8a Loads of Ammo - Leveled Lists.esp, 143 8f MjolnirMKVB.esp ProjectHelljumper.esp, 144 90 MK_CanteensofCommonwealth_VIS Patch.esp, 147 93 No more monochrome - Color setting for the Pipboy!.esp, 148 94 TrueStormsFO4-EarlierSunsets.esp, 156 9c RealisticPurifiedWaterRecipe.esp, 163 a3 True-Frags_v1-2_HiDmg_Knockdown_LongRange.esp, 164 a4 TrueStormsFO4-EarlierSunsetsFH.esp, 165 a5 TrueStormsFO4-FarHarborExtraRads.esp, 166 a6 TrueStormsFO4-GlowingSeaExtraRads.esp, 168 a8 Unique NPCs_SpecialSettlers_All.esp, 169 a9 ValdacilsItemSorting-ZZ-DLCCosmeticsByClassOverride.esp, 170 aa ValdacilsItemSorting-CosmeticsByClass.esp, 171 ab VIS-G We Are The Minutemen.esp, 172 ac ValdacilsItemSorting-ExplosivesSortBottom.esp, 173 ad ValdacilsItemSorting-MiscWeightless.esp, 174 ae ValdacilsItemSorting-NotJunk.esp, 175 af ValdacilsItemSorting-ZY-DLCContraptions.esp, 176 b0 ValdacilsItemSorting-ZY-DLCVaultTec.esp, 181 b5 SVT40-AWKCR-VIS.esp 3dscopes-g67rep-patch.esp 3dscopes-pack1.esp 3dscopes-pack2.esp, 184 b8 ValdacilsItemSorting-Perks.esp, 188 bc Experienced Wanderer - Far Harbor.esp, 190 be SurvivalOptions.esp 3dscopes-pack3.esp 3dscopes-pack4.esp 3dscopes-patchpack.esp, 191 bf Insignificant Object Remover.esp, 194 c2 Be Exceptional - Uninstall.esp, 196 c4 Better Locational Damage - DLC_WWorkshop.esp, 197 c5 Live Dismemberment - BrutalNoHeadshots.esp, 198 c6 Live Dismemberment - LiebermodeNoHeadshots.esp, 199 c7 Live Dismemberment - RegularNoHeadshots.esp, 200 c8 Better Locational Damage - Ghoul Edition.esp, 204 cc Crafting Workbenches - Ammo.esp, 205 cd Crafting Workbenches - Ammo Expanded.esp, 206 ce Crafting Workbenches - Ammo Special.esp, 207 cf Crafting Workbenches - Automatron DLC.esp, 208 d0 ManufacturingExtended.esp ManufacturingExtendedFH.esp, 210 d2 Professional Ammo Crafting.esp, 211 d3 Professional Ammo Crafting Breakdown Addon.esp, 215 d7 Immersive HUD.esp KillTips_by_tooun.esp, 216 d8 Enemies Don't Shoot So Good 75% All DLC esp.esp, 219 db Scrap Everything - Ultimate Edition.esp, 221 dd BetterSettlersCleanFacePack.esp, 225 e1 PiP-Boy2000_Pip-BoyFlashlight.esp. Such is the cost of having entirely custom anims or anims decent enough to fit the guns until dedicated anims come along. When we overhauled the Leveled Lists, we also overhauled who sells and deals in MF weapons. B: It is most likely being caused by an outdated or incompatible patch. Fallout 4. We do this not only to support Xbox One, but also because we realize some users have data caps on their internet, and downloading a 10 or 20 Gigabyte mod would not be possible for them. You can remove attachments from other weapons to attach to your weapon, get parts to modify the guns via scrapping other guns, grab parts from the debug container though the MCM Menu or Settings Holotape, or build one of our custom vending machines in your favorite settlement in the Workbench section, then buy what you need from the built-in shops with Pre-War Money. Known Issues & Notes. Because of the way the mod is set up & how many universal parts the weapons share between each other, it is virtually impossible to break the mod up into different mods for each respective weapon platform. Yes! If you’d like to see a compatibility patch made between X mod and MF/MA, please contact the Mod Author of the mod and ask if they can make a compatibility patch. Yes. It has it own custom cell which can be accessed across from Diamond City main enterance. You should already know the answer to this, but we’ll explain it again. So unless you know of an existing animation set from another Fallout 4 mod that we might be able to use for a given weapon, please don’t bother complaining. They were originally 10 lbs heavier per round. Do NOT use the damage patches from 2.5 with 2.6, they create bugs. We have some bugs to squash on PC first before considering an Xbox upload. It is literally impossible. a Fallout 4 modification. We’re sorry that you feel that way. As of now I currently have invisible H&K MP5's and UMP's. Bullet Counted Reloads (tube-fed shotguns) –, [XB1] Modern Firearms V2.5-1.4 (Temporary). Five 1911 variants, six Berettas, a CZ 75 and an FN Five-seveN. It most commonly means it is the best/latest version. Eg: Settings Holotape for damage adjust, stagger toggle, & debug container access, and aid items for weapon function toggles. No. Same for that. MCM support is now in MF. However, we can’t keep up-to-date on new releases, so if you see an animation we might be able to use, a heads-up would be great. Everything Fallout modding, from Fallout 1 to Fallout 4 and everything in between. No. Here is the in-game names for the weapons. A cleansave update is highly recommended as always, but not required this time around. Additionally, a decent chunk of space is eaten up by animations too. they have patches for texture problems and bugs, now guns show up after lvl 15, modern sidearms and firearms were merged and armors are now in a different file (modern armors), also they use scripts to insert guns in leveled list. We do not expect to get donations, but we appreciate any that we do get. 39 27 WE2MFCombine.esp. No. Archived [FO4] Weaponsmith extended and missing textures. That's more of a mesh problem than textures. Go to a Weapon Workbench and try changing the Caliber. Yes Xbox users, we mean you. There is important info there. And if it is still not working, then do let us know via our Discord and we’ll take a look. I can’t see any of the guns at all and the custom armor uses textures from Bobbleheads when on the ground Or, you can make a patch yourself, if you know how to. If a CCK slot is not appearing, be sure to equip the affected weapon, or remove any others from your inventory, and then check the workbench again. These MF Custom weapons have a different base FormID from the normal MF weapons you loot, and therefore won’t conflict with them when using the scripts. Hey y'all, dev team member/community rep for the Modern Firearms team here. We could not legally access ‘Sheep’s account to make an update and at the time, none of the Team wanted to bother with the CK. More than a few of you have asked if you need to install multiple versions. Update 1.1.0 New update is out. Now double that for the MP5A5, that’s 40 megabytes of space. No matter how amazing of a modder you are, you will miss things. I’ve followed 2 different install tutorials on this mod and both times I’ve ended up with missing textures … We hope you rethink your opinion of our mod and stick around for future updates as the mod can only get better. If you have tried everything above, contact us and we will try to help you. [FO4][XB1] Modern Firearms Pink Textures. You don’t. With a few exceptions, around the year 1950 is our cut-off point for “modern”. The mod will always remain free and will NEVER be paywalled. And NEVER install more than one version. Modern Firearms is nothing but external assets. So yes, a single round of 20x102mm really is that damn heavy & if you think the 88mm stuff is too heavy, be glad ‘Sheep overruled us there. The only mod we are aware of that does this without needing patches or any additional modding, is Working Visible Weapons on the Nexus. Xbox: The latest version on Xbox is [XB1] Modern Firearms V2.5-1.4 (Temporary) 2.6.x has not released for Xbox yet but will release “Soon™”. No. For Fallout 4 on the PC, a GameFAQs message board topic titled 'Missing textures'. All of the in-game ammo weights, with the exception of the 88mm shells, are accurate to within a few grains.

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1. Introduction

2. Overview

3. xEdit Basic Use

4. ModGroups

5. Conflict Detection and Resolution

6. The Method

7. Mod Cleaning and Error Checking

8. Managing Mod Files

9. Mod Utilities

10. FO3Edit FAQ

11. Appendix

12. Cheat Sheets and Quick Reference Charts

13. Scripting Functions

14. Scripting Resources

15. Tutorials

Modern

16. xLODGen

17. DynDoLod

18. xEdit What's New and Version Info

Contents..

• 2.1 Introducing xEdit

• 2.2 Acquisition and Installation

• 2.2.1 Downloading xEdit from the Nexus

• 2.2.2 DirectX and Requirements - [FO3Edit/FNVEdit/TES4Edit]

• 2.2.3 Windows Vista and UAC Security Free user manual for 570 redball sprayer.

• 2.3 Starting xEdit

• 2.4 xEdit Startup Errors

• 2.5 Choosing a Theme

• 2.5.1 From the Title Bar

• 2.5.2 From Options

• 2.6 Tour of User Interface

• 2.6.1 Master/Plugin Selection View

Fallout 4 Mods

• 2.6.2 Navigation Tree

• 2.6.3 View Tab

• 2.6.4 Referenced By Tab

• 2.6.5 Message Tab

• 2.6.6 Information Tab

• 2.6.7 Main Context Menu

• 2.6.8 Other Context Menu

• 2.6.9 View Tab Context Menu

• 2.6.10 View Tab Column Header Context Menu

• 2.6.11 ModGroups Context Menu

• 2.6.12 Options Menu

• 2.6.13 Filter Menu

• 2.6.14 Remove Filter

• 2.7 Saving and Confirmation

• 2.8 Quick Tips and Shortcuts

• 2.8.1 Command Line Switches

• 2.8.2 Keyboard Shortcuts

• 2.8.3 Module Selection Treeview

• 2.8.4 Main Treeview

• 2.8.5 Navagation Treeview

• 2.8.6 View Tab

• 2.8.7 Messages Tab

• 2.8.8 Referenced By Tab:

• 2.8.9 Modgroup Editor

Console

2.1 - Introducing xEdit

xEdit is short for any version for example SSEEdit. xEdit is an advanced graphical module viewer/editor and conflict detector, with many additional functions that make it akin to a Swiss-army knife for modders and mod-authors alike. The primary function of xEdit is to help you spot conflicts between mods and resolve them, as well as to prepare your mod-list for a smooth run-time.

For the mod author xEdit provides the capability of viewing mod files at great depth, cleaning mod files of extraneous and duplicated records, merging mods together, changing ESPs to ESMs and scanning references in mod files for reach ability, form errors and specific references. These functions are very important to mod authors in the Fallout3 environment, as they will clean the mod of unintended changes, erroneous records and potential conflicts with other mainstream mods that players run.

Thus, whether you use mods to enhance your gaming experience or create mods for others to enjoy, using xEdit is both a wise investment in time and a beneficial act for the modding community. Authors who clean and prepare their mods with xEdit will experience fewer conflict and compatibility problems once published, and Players who de-conflict their load orders are much less likely to experience crashes and headaches. In general, the use of xEdit can only improve the inter-operability of all mods, and this can only be a good thing.

If I have not convinced you by now to invest an evening to learn how to use xEdit, then you should be sacked and have a live Nuka-grenade stuffed down your trousers. If however you wish to do the right thing by the modding community, grab a coffee and let's get to work! xEdit is not a difficult tool to use, but it does require that your CPU (brain) be involved in the process, and that is what this tutorial is designed to teach.

2.2 - Acquisition and Installation

2.2.1 - Downloading xEdit from the Nexus

xEdit works on Windows XP, Vista, Windows 7, 8, and 10. Other platforms or Windows simulators may or may not work and are not officially supported. xEdit is available for download from Nexus, one of the most outstanding sources for Bethesda content.

Be sure you download the proper version for the proper game. TES5Edit is for Skyrim and SSEEdit is for Skyrim SE.

The following page will display from the TES5Edit Nexus site. You will need to first click on, 'Files' to display the list of xEdit versions. Once loaded, check the Version number in the upper-right corner (B) to ensure you download the most current revision. Then click on that revision of xEdit in the Main Files section (C).

Once you download the program, you will need an archive extraction tool that can handle 7-Zip files (.7z), such as 7-Zip, which is available at: http://www.7-zip.org/

Once the archive is open, you will need to extract the TES5Edit files into the right place for it to function. That place is the Skyrim directory, where the TESV.exe program is installed. Do Not install into the SkyrimData directory or the program will not function correctly. Also refer to Windows Vista and UAC Security.

Technically you can run the xEdit exe from any location except the game's Data folder.

Previously all xEdit packages contained a special file of hard coded values not found in the main ESM or DLC. This is now part of xEdit, and the loose file is no longer required or included. All future releases will no longer include them.

If have used previous versions of xEdit, you can remove files like Skyrim.Hardcoded.dat as they are no longer needed.

2.2.2 - DirectX and Requirements - [FO3Edit/FNVEdit/TES4Edit]

This does not apply to TES5Edit, SSEEedit, or FO4Edit! It also does not apply to Windows 7, 8.1 or 10

With FO3Edit, FNVEdit, or TES4Edit installed let's review some system parameters and drivers that you will need in order to successfully operate the tool for Windows XP. xEdit will require current DirectX drivers from Microsoft. You can tell if your system is up-to-spec by simply launching the tool. If xEdit loads and presents you with a Master/Plugin Selector view, your good to go but you can skip this next step. If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to at least the March 2008 Version.

DirectX can be found here: Microsoft DirectX® 9.0c End-User Runtime

Once DirectX is installed, you should be able launch the xEdit application successfully. If you still get errors, please report them to ElminsterAU.

2.2.3 - Windows Vista and UAC Security

The UAC Security feature of Vista, Windows 7, 8, and 10 protects the Program Files directory from un-authorized access. Unfortunately, this also causes problems for xEdit and Bethesda games, and requires some manual intervention on your part to resolve. You have 3 options for dealing with UAC Security:

• Disable the UAC completely, but this will leave your system more vulnerable. (not recommended)

• Install your Bethesda game and xEdit in the C:Games folder. For example, C:GamessteamappscommonSkyrim. Which is not controlled by UAC and will prevent conflicts. (recommended)

• Assign the 'Users' group 'Full Control' of the C:Games folder (and subfolders) in UAC, which will prevent UAC from causing problems.

Any of the above options will work, though it is probably a better option to install your Bethesda game and xEdit into C:Games directory and avoid the Program Files directory all-together. That leaves your system secure and averts the UAC problem for Bethesda fames.

If you are unable to get past the UAC restrictions, you may want to look for forums that people frequent for additional assistance with Windows. If all went well with the install, you should be able to successfully run xEdit.

2.3 - Starting xEdit

When xEdit starts, you get a dialog to select which modules you want to load. Fallout 3, Fallout NV, and Oblivion use the time date stamp of the files to determine load order. Skyrim, Skyrim SE, and Fallout 4 use other files maintained by your mod manager. Load order cannot be changed with xEdit. If you need to change your load order, close xEdit and change the load order, then re-launch xEdit.

For FO3/FNV some prefer to use FOMM as a mod manager. There are several versions available.

• FOMM Q and Timeslip v0.13.21(Last update 24 Nov 2010)

• FOMM by Q, Timeslip, and kaburke v0.13.21(Last update 24 Nov 2010)

• FOMM by NiveusEverto v0.14.14.5(Last update 16 Dec 2018)

BOSS and LOOT will also sort mods if you are familiar with them.

• BOSS v2.3.2 by deathssoul (latest version)

• BOSS v2.3.0 by WrinklyNinja (last version by this author)

• LOOT v0.15.1 by WrinklyNinja

Select the mods that you want to load into xEdit, which can be all (for conflict detection) or just one if you're working on a specific mod-file. Once you have confirmed that dialog the selected modules will start loading in the background. The first time you run xEdit, depending on your system, it will take several minutes to load while it creates a cache of important data. xEdit subsequently loads much faster after building the cache.

The Navigation Tree appears on the left and shows all active modules in their correct load order. From the Navagation Tree you can look at every single record in any of your modules. An example of a successful launch of xEdit is shown, though you may also see additional error information if errors were found during start-up.

2.4 - xEdit Startup Errors

When started it will automatically find your game's Data directory via the system registry (not by where it was installed). If you immediately get errors indicating that xEdit can't find the game's configuration files, it means one of two things. You moved the files to another directory or for games installed with Steam, you verified the integrity of your game cache.

As a reminder, this is what verifying your game cache looks like.

This is what the error would look like from FNVEdit.

After you click OK xEdit will finish loading and the messages tab will display the following message.

If you moved the install it is recommended to move the files back to their original location or re-install the Game again. If you verified the game cache from Steam, run the game's official launcher. Below is an example of the Fallout 4 launcher.

2.5 - Choosing a Theme

2.5.1 - From the Title Bar

One way to select a theme is to Right Click the title bar and go to Theme. There are around 40 Themes to choose from. The one pictured in these docs is the Tablet Dark Theme.

The requirements are Desktop Window Manager, Themes services enabled, Desktop Composition, and an Aero Theme selected.

NOTE: Your screen will be blank if you previously selected a Theme but disabled any of its requirements.

2.5.2 - From Options

You can also select a theme by bringing up the xEdit contextual menu, options, and select UI Theme.

2.6 - Tour of User Interface

This section of the manual will take you on a brief tour of xEdit to introduce you to the different views and screens that you will be working with. This tour is designed for beginner-level users and does not discuss the functionality of the views at any depth just yet. The tour is recommended for all levels of user, especially if you have not used xEdit within the last several months as there have been many updates.

2.6.1 - Master/Plugin Selection View

The Master/Plugin Selection view is presented to you when xEdit is first launched and allows you to select/un-select the mods that you want xEdit to load. You can also Right-Click in open space to access more options, such as 'Select All' or 'Select None'.

To change the load order of mods, close xEdit and open FOMM. Change the load order as desired, close FOMM and re-open xEdit.

There is an additional option you can use to quickly load a single mod – simply Double-Click on a mod file in the list. Double-clicking a mod will automatically un-select all other mod files and will load the selected mod file. It's a short-cut to loading single mods.

2.6.2 - Navigation Tree

The Navigation Tree shows a hierarchical data structure for all references as well as a status bar and search boxes for hunting-down specific FormIDs, EditorIDs, or by filename.

The main context menu (B) contains all the major xEdit functions, including Filters, Reference hunts, Error checking, Removing Extraneous content and many more. There are also several functions that only apply to Oblivion but the rest apply to all games. We will discuss each of the important options in Main Context Menu.

2.6.3 - View Tab

The View Tab is used to display the details about any record that you click-select in the Navigation Tree. The View Tab is where most of the work of conflict resolution takes place. Each mod that has a copy/version of a selected record is shown in the view with its own Column. This way, all the mods that have a version of the same record can be shown side-by-side to more easily navigated and spot conflicts.

We discuss this view at depth in the chapter on Conflict Detection and Resolution, but for now, it's only important to understand its high-level function and how to navigate to it. As in the Referenced By Tab, within the View Tab you can Right-click on any reference to receive an additional context menu. You can edit and remove any entry, as well as tell xEdit what kind of view your looking for; with or without de-conflicted rows (rows without a conflict of any kind).

2.6.4 - Referenced By Tab

The Referenced By Tab is used to locate all occurrences of a reference such as Soda Bottles, Projectiles and Explosions. If you select a reference in the Navigation Tree, such as the 'Glass Explosion' from the Destroyable Environments Mod by Bigkid7834, where every occurrence of that Glass Explosion in the in the game is displayed.

You can also Left-Click on any reference in the Referenced By Tab to present a copy/remove menu. Here you can literally delete the reference of the object out of the mod or copy it into another mod (perhaps a patch plugin, discussed in detail in the chapter on Conflict Detection and Resolution. These functions are especially useful for gaining a high-level understanding of what the mod contains, and where references can be found (a task which can be exceedingly difficult in the GECK).

You can also double click entries in that list to directly jump to that record (and switch to the View tab), you can then use the backward button in the top right corner or on your mouse (if it got more than 2 buttons).

2.6.5 - Message Tab

The Messages Tab acts like a running log-file of what xEdit is doing in response to your actions. When you first load xEdit, the Messages Tab is displayed by default so that you can watch the loading process in real-time. This is important as any Errors in the mod files such as missing references, missing files or dirty-edits to a mod file done in a hex-editor can all result in errors. Most of these will be harmless, but some are lethal, and you can see them all in the Messages Tab while they are loaded into xEdit.

Any actions that you take which result in changes to the files, such as Saving, will also print their output into the Messages Tab. Thus, it is important to check this tab often while working in xEdit, as there are cases in which a mod file won't save due to errors – and you want to know about that as soon as a problem occurs.

2.6.6 - Information Tab

The Information Tab holds a textural version of the xEdit help guide, including basic information on mod conflict resolution and a legend on how to interpret the color scheme of text and background. You can reference this tab at any time as a cheat-sheet of sorts on how to use xEdit.

You can also capture any/all sections of the help information by Right-Clicking in the view-pane and selecting one of the textural options presented to you.

2.6.7 - Main Context Menu

The main context menu is accessed by Right-clicking in the Navigation Tree, and acts as the main navigation and function selection point for xEdit. As such, much time and explanation are provided on how to utilize this menu, as well as a Reference Chart (shown below) to help illustrate what each function does.

There are some functions such as, 'Generate Object LOD' and the 'Set VWD for all REFR…' options that only work on Oblivion and should not be used with Fallout3. With some functions you will be presented with additional options, while with others such as 'Check for Errors', the output is sent to the Messages Tab (or other tabs with other functions).

Each of these functions is described in-detail within the tutorial, and Quick Links to those detailed sections can be found in the list below for easy-access. Additional description is provided below for each function on the main context menu.

• Compare To — Loads another module at the same load order index as the one under the cursor when you right clicked. Works very well to compare 2 different versions of the same module against each other.

• Create delta patch using — After loading the old version of a module you can make a copy of only the records that have changed between the two versions of the compared modules.

• Remove Filter — This function will remove the current filter, so that all loaded-data will be presented and processed.

• Apply Filter — This function will present you with the Filter Menu, where you can select options on how you want to filter (restrict) the data shown in xEdit.

• Apply Filter to show Conflicts — Automatically apply the conflict filter.

• Checking for Errors — This function is used to check for reports any case where the information in the module file does not match the xEdit record definitions. This is Not a check for missing references, physical or data errors — that is done during the loading process with results available in the Messages Tab.

• Checking for Circular Leveled Lists — Leveled Lists can reference other Leveled Lists, it's possible in this case to build a circular reference (with as little as 2 leveled lists directly referencing each other, or any number of additional leveled lists in the chain). When the game engine then tries to resolve that leveled lists down to an item/creature/NPC it can get caught in the endless loop and crash.

• Renumbering FormIDs — This function will re-number all references in a selected mod file, starting from a number that you specify. This function does not in any way resolve conflicts and should be used only if you know exactly what you are doing (as it will result in incompatibilities with existing save games and any module which uses this module as a master). This function was implemented for the Better Cities team, so that they could assign non-overlapping FormIDs to each of their city specific esps, to prevent the need for changing FormIDs when merging the city-specific esps into the alternative 'full' esp which contains all cities.

• Applying Scripts Into — This function is used to apply a script(s) into a specific reference and writes the resulting new or override records into the specified module.

• Set VWD for all REFR with VWD Mesh in this file [TES4] This function only works with Oblivion.

• Set VWD for all REFR with VWD Mesh copy as override [TES4] This function only works with Oblivion.

• Add (Reference) — What exactly that menu shows you is depending on the context, if you right click on a file node you will get a list of all groups that don't exist yet, if you right click on a group you get a list of all records that can be added to it and so on. And yes, this can be used to add new records, so you can basically build a mod from scratch with it.

• Mark Modified — It will mark the currently selected node and all child nodes as modified. To minimize the chance that xEdit breaks something that it doesn't fully understand when saving, only records that are marked as modified are assembled field by field, sub record by sub record. Any record or even complete group that is not marked as modified is simply copied unchanged as a blob of bytes from the old module file into the newly saved one.

• Add Masters — This adds a new master to the MAST sub record in the file header and correctly renumbers the FormIDs in the module. This function is also used to create an ESM/ESP pair from a single ESP plugin.

• Sort Masters — This function will sort the global load order of master files to match the order of global load order.

• Clean Masters — This function will scan a Plugin for Master dependencies, determine if any Masters are un-used by the plugin and remove them.

• Copy Idle Animations Into — This function is used to copy all the idle animations from one skeleton to another, which replicating monsters.

• Hidden— This function hides the selected mod file(s) or references from further view/processing by xEdit.

2.6.8 - Other Context Menu

• Creating a Merged Patch — This function is used to build the foundation of a merged patch-file, resulting in a new mod file using a name you select. More on this in the section on Mod Conflict Resolution.

• Creating Start-Game Enabled Quest (SEQ) Files [TES5/SSE]

• Generate Object LOD Various updates have been made to LODGen mode. Thanks sheson! This mode will work for all games.

• Building Reachable Info — This function scans all references in a selected mod and will determine which are reachable (by the player in-game) from those that cannot ever be reached or accessed by the player. This function considers the totality of all loaded modules (looking only at the contents of the winning version of each record). So, it's possible for the reachable status to be different for a record, depending on which other modules you've loaded.

2.6.9 - View Tab Context Menu

This context menu is available from the View Tab when you Right-Click as shown for (D) in the View Tab's screen shot.

2.6.10 - View Tab Column Header Context Menu

This context menu is available from the View Tab when you Right-Click the column header as shown for (A) in the View Tab's screen shot.

2.6.11 - ModGroups Context Menu

This context menu is available from the View Tab when you Right-Click as shown for (D) in the View Tab's screen shot and hover over ModGroups.

2.6.12 - Options Menu

The options menu allows you to alter some of the xEdit functionality such as hiding unused or ignored information. It is best to leave things at the default settings.

Unhiding the ignored and unused information will make it harder to determine valid conflict resolution. Unused and ignored information are things that the CK does not alter when editing the plugin. Therefore you do not need to worry about resolving conflicts with those values. They do not need decoding or investigating.

It is also recommended to leave Simple Records checked because to edit those you need the CK to render a 3D view. xEdit does not have the capability to render the world in 3D so those records should be changed with the CK.

With CELL and WRLD some of its subrecords may be altered if you know what you are doing and how the changes will affect the game.

2.6.13 - Filter Menu

The Filter Menu can be used for several purposes in xEdit. Conflict resolution, reference viewing, and reach ability data are a few examples. All are achieved by activating an xEdit Filter. The Filters essentially work to restrict what data you see in xEdit to just what you want to see or are working on, and in some cases, data is parsed (such as in conflict detection). When resolving conflicts Applying The Conflict Filter is also a filter but it is automated.

2.6.14 - Remove Filter

Removing the filter returns everything to its default state and all the expanded trees in the Navagation Tree will be closed.

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2.7 - Saving and Confirmation

You can save your changes at any time by pressing, 'CTRL' and 'S', and when you exit xEdit (if there are changes to save). If you have not saved for a while, xEdit may also remind you that it's a good time to save. When the, 'Save changed files' window is presented, click on the mods you want to save.

The output of each save is shown in the Messages Tab. It is important to check this, as sometimes errors in a mod file can prevent you from successfully saving it.

2.8 - Quick Tips and Shortcuts

There are several important keyboard short-cuts that can make your usage of xEdit more efficient with less keystrokes for some common functions.

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2.8.1 - Command Line Switches

-cp-general:<codepage> where <codepage> is either utf8 or a codepage number. NOTE: It should not be necessary to override this.

-cp:<codepage> or -cp-trans:<codepage> sets <codepage> for Translatable Strings to a codepage number or utf8

-l:<language> Sets Language, affects used <codepage> and .strings files

-edit Enables Edit Mode

-view Enables View Mode Conico wireless ip camera user manual.

-saves Enable Saves Mode View Mode Only

-IgnoreESL Will load all modules as full modules, even if ESL flagged.

-PseudoESL Will check if the module falls within ESL constraints and loads the file like an ESL if possible. ESL specifications are explained in the Appendix:ESL vs ESM

-DontCache Completely disables ref caching

-DontCacheLoad Don't load cache files if present, but save if possible

-DontCacheSave Don't save cache files after building refs

-AllowDirectSaves:<filename list> The file may be an .esm, .esl, or .esp. Without a list of files, this will load non-official (official = game master, official dlcs, CCs) modules without using memory mapped files. Optionally you can specify a list of files. Which will only load the listed modules without using memory mapped files. This optional list may include official modules.

-<gamemode> Specifies which game mode to use. <gamemode> can be any of the following: ['tes5vr', 'fo4vr', 'tes4', 'tes5', 'enderal', 'sse', 'fo3', 'fnv', 'fo4', 'fo76']

-moprofile:<profilename> Opens the plugin selection from the MO profile named in the switch.

-setesm [Set ESM flag. Plugin selection screen will appear.]

-clearesm [Remove ESM flag. Plugin selection screen will appear.]

-quickshowconflicts or -qsc

-veryquickshowconflicts-vqsc [loads all modules according to plugins.txt without showing module selection, except if CTRL is pressed on start]

-quickclean or -qc [cleans and prompts to save the file]

-quickautoclean or -qac [Cleans 3 times and saves in between each step]

-autogamelink or -agl

-NoAutoMarkModified prevents mark modified from being applied to Dawnguard.esm (resulting in the Soul Cairn error described below)

-ForceMarkModified always applies mark modified to the cleaned file (if there was anything to clean)

-C:<path> [path to use for cache files]

-S:<path> [Path to look for scripts]

-T:<path> [Temporary Directory]

-D:<path> [Specify a Data Directory]

-O:<path> [Specify path for generated LOD files]

-I:<path> [Game INI Files]

-G:<path> [Save Game Path]

-P:<path><filename> [Custom Plugins.txt file]

-B:<path> [Backups path i.e. Edit Backups]

-R:<path><filename> [Custom xEdit Log Filename]

All path parameters must be specified with trailing backslash. For example C:SomePathfor_xedit_xache

2.8.2 - Keyboard Shortcuts

• Holding Shift+Ctrl+Alt while starting shows a dialog asking if the setting file should be deleted.

• Holding Shift while starting to reset window position

2.8.3 - Module Selection Treeview

Hold SHIFT to skip building/loading references for all plugins.

[UP/DOWN] arrow to navigate plugin list. If multiple plugins are selected, this will deselect them.

[Space] to check or uncheck selected plugins.

2.8.4 - Main Treeview

Ctrl + S Opens the Save Files dialog.

Ctrl + F3 to open Assets Browser

Alt + F3 to open Worldspace Browser

2.8.5 - Navagation Treeview

Ctrl + 1 through 5 to set a Bookmark.

ALT + 1 through 5 to jump to a Bookmark.

• Press F2 with the record selected in the Navigation Tree: Edit the FormID of the selected Record.

Ctrl or Shift while clicking to select several records/plugins at once

Del To delete a record or a group of records

Alt + Click to fully expand a tree. This can take a lot of time when expanding large trees.

[Right Arrow] or + to expand current node

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[Left Arrow] or - to collapse current node

* Expand treview (recursive)

/ Collapse treeview (recursive)

2.8.6 - View Tab

Ctrl + UP/DOWN to move elements in unordered lists.

• Press F2 with the field selected in the View Tab: Edit the field with the In-Place Editor.

Ctrl + Click on a FormID in the View Tab: Jump to the selected Record in the Navagation treeview

[Double Click] on text field to open multiline viewer

[Double Click] on [Integer, Float, or FormID] to open In-Place Editor

Shift + [Double Click] on text field to open multiline editor

Ctrl + C to copy to clipboard

Ctrl + W from a weather record to open the visual weather editor

Alt + CRSR while in View Tab to navigate within the Navagation Treeview

2.8.7 - Messages Tab

CTRL + [Double Click] on FormID to switch focus to that record

2.8.8 - Referenced By Tab:

Double click on an entry in the Referenced By Tab: Jump to the selected Record in the Navagation Tree.

2.8.9 - Modgroup Editor

CTRL UP/DOWN - Move entry

INSERT - Insert entry (Insert Module or CRC depending on which is selected)

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SHIFT + INSERT - Insert crc (when on a module)

DELETE - Delete a module or crc

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SPACE / Mouse Click - toggle flag when a flag is currently focused