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draco1122

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About draco1122

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    Draco1122, Bloodvex
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    United States
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    Something who knows lol.
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    Hmmmm, depends on the day.

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  1. Yes, will need redscript, and other mods to update. So far only CET has updated.
  2. My Guess by nexus as not even in my tracked mods anymore. Which is after author removes it is in the past.
  3. OBSE version 21.5 did not work. Next, I am going to remove Morroblivion since it is the mod giving error that obse is not running. Maybe issue is with Morroblivion mod and not obse not running but, doubt it just something to try.
  4. Will give that a try and post if works. Thank you for reply.
  5. Has anyone had success getting OBSE running on steam deck? So far transferred all my files from pc to steam deck and launches fine just fails to launch OBSE which is needed for Morroblivion as well as other fixes. First, was thinking it was due to ENB so removed it still no go. Tried renaming Oblivionlauncher.exe and replacing it will OBSE_Loader.exe - Did not work. Tried adding OBSE_Loader.exe to non steam library as so did not work failed to launch just CTD. One thing I noticed in logs all refer to wrong launch path but say they loaded. Is their a way to set launch path in OBSE? Any ideas I can try. Side note Fallout New Vegas script extender is working fine. If need more details let me know. Running out of ideas. Trying moving game to same drive as steam to see if that works next. ( did not work)
  6. Wondering if issue has been fixed? I am having the same issue. ( Game loads to main menu fine. Once I go to load save or make new game instant crash to desktop. ) Mine started doing this after last AE update. At the time I was frustrated so just played something else, hoping some updates would come out that may fix issue. That has not happened so starting to look into issue now and saw this post. My game is heavily modded using SKSE at latest version. I know it started after last update because I was playing fine the day before update then issue happened. Yes, I could roll back update but would rather not. Will keep an eye on post for anything thing I notice we have the same in mods. So far I do not have those DLL's talked about in post above so wouldn't think those are issue. I am wondering if it is a bad mod update. Notice when AE first released I had ctd issue with one of beyond Bruma patches, resolved issue by removing patch. Played for a bit then AE updated again and the problem here started for me. Like I said got frustrated and took a break. Have not went into a detail mod testing yet to find issue.
  7. To unpack a ba2 you can use Bethesda's archive2 tool under fallout 4 main folder then folder tools (Fallout4\tool where exe is for game). Or grab this mod here on nexus https://www.nexusmods.com/fallout4/mods/17061 To repack a ba2 you use Bethesda's archive2 tool again but use this guide to make sure it is right. https://www.nexusmods.com/fallout4/articles/1022 or https://www.nexusmods.com/fallout4/articles/3054
  8. Same issue. Appears when I look at buffout 4 mods report crash log it is a Nvidia driver crash for me maybe same for you. I have found a work around. If you load a save you know works first. For me made a root cellar save in sanctuary. Load it first then go back to load your most recent save and it will then load. To resolve the Nvidia driver issue you would need to roll back driver to a really old version. Which I personally do want to do due the fact it would mess up other games.
  9. I have recent discovered their is a ba2 cap / limited number of ba2 files fallout 4 can load. Esp's are limited to 255, esl are like 4096 limit. But, the game can only load around 255 ba2 sets of files it appears as well. For me I can go above 253 with out crashing on launch if I unpack a ba2 to loose it will then launch fine. I can also unpack a ba2 and merge into another and will launch fine as well. I have tested this theory over the past few weeks adding new mods to my game. I am currently at 248 esp's, 445 esl's with 248 archives after merging some. Why sometimes it isn't the mod. When you disable a mod it also disables the ba2, removing it from loading. So that could be why disabling a mod makes it look like it is the mods fault. Took me a long time to solve this issue. No one really talks about it. If you using vortex you can set, vortex under plugins to only show loads archive, and see your number of ba2 file being loaded. (This per plugin so a main and textures counts as 1 not 2. I feel it is a unforeseen effect from everyone packing mods into ba2 for performance. Why you have a lot people blaming mods for ctd on launch but no one else having same issue. Theory's on number limit. This number does vary as mine is 253 my friends is 263 not sure why he can have more. Maybe due to creation club content I suspect. He has more then me so some how it allowed more. Also, have not counted total number maybe it is 255 mains or 255 textures so when my textures go above it triggers. (Note: I also have 12 ba2 files being loaded manually in my ini custom which could explain differences). Their was a post that someone suspected this and they felt it was 255 minus creation club content. Unknown if that is true. Hope that is helpful to someone. You will have excuse my grammar. I posted this to help people not offend the grammar police.
  10. Found this post as I was looking to get information on esl cap. I currently have 217 esp and 207 esl. If I add any esl files going over 207 my game crashes on loading to main menu. Took me awhile to figure this out. I tested all kinds of things. Before I figured out it was the esl limit per say. I noticed this issue after the last update. What started this was, I always grab the free cc content and I added the free pipboy skin. Then crashed when leaving the cc and it was updating my load order. I have been able to add a few esp in testing and that worked. Just can't go over 207 esl. Some information. I am well versed in good modding practices as in using loot. Adjusting load order manually and running bash patch. As well as making patches in fo4edit. Mostly, my game is stable even with that many mods. Which was frustrating at first, was thinking Bethesda broke the game in the update. I can also say I only have a few large mods as they are a patch nightmare with alot of mods. I have a strong pc so. Thats not an issue either. Really, game is old it can only handle so much. Bethesda's cc cash grab isn't helping either as they are adding more and more stuff. But, never bother to fix anything. Just my two cents.
  11. Currently, working on mod updats and adding more General store mods.
  12. You are right there was a big push for SKSE and mods with MCM support but all require skyui that is unsupported and buggy. We need official supported MCM if mod authors are going to be using MCM. Sadly, for your issue, mod authors do lose interest. It is nice however when they give permission for others to continue there work. I would see their permissions and see if someone is allowed to fix them. Really your only option unless they return.
  13. Wanted too suggest an site improvement. Under comments it would be nice if mod authors could collapse comments with a lot of replies.
  14. I am requesting CASM from fallout new vega for New MCM in fallout 4. I know their is other auto save managers. But, they are all out of date and lack events. Would also like to see safe check to help prevent potential crashes from saving back to back at same time. I lack the scripting knowledge to make this. So please if you can do let me know so I can add to my game. Thanks to all you modders that make and support MCM.
  15. I was afraid you were going to say that. I hate quests lol. Will have to think on it.
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