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How to change load order


lillikonko

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Need to set a rule for the mod in question, the tells vortex to load it before/after some other mod that it is conflicting with. Generally, Vortex sets the load order pretty will on it's own. Which mods are you having trouble with?

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Need to set a rule for the mod in question, the tells vortex to load it before/after some other mod that it is conflicting with. Generally, Vortex sets the load order pretty will on it's own. Which mods are you having trouble with?

Thank you for this most valuable input. The mod i'm having trouble with is tactical reload and making certain weapons use it. I know i need patches and stuff but i have that. I have all the requirements and dependencies. I can make it work by altering the load order but then it just crashes my game within a few minutes instead... It seems there is nothing more i can do.

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Guest deleted34304850

are you changing the load order then starting the same game? if you are, then that's why it crashes.

change the load order - game is toast - start a new game.

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Lilli - adding mods to Bethesda games has a lot of cons and adversity to doing it. One of which (but definitely not limited to) is that their Game Engine saves waaaaaay too much stuff into a save, when it writes them. Which creates dangers when the game trying to be played, doesn't match up to what's in the save (IE Mod info).

Here's the biggest piece of advice that I can give on that subject. Learned from at least a decade of playing Beth's games.

Do NOT install and try out mods on your active play-saves.

Test them out first, on saves that you have built, specifically as test saves. Or, download and run savegames that people have posted in the downloads sections, to test the mods with.

 

As for tactical reload. I don't have any experience with it. I'm trying to stay away from it. (Which now, everybody who releases firearms mods thinks we need it!) Til it gets easier to use. I mean, the difference tween a loaded mag and an empty mag isn't worth the headache (me being a 3rd person player, I never even see the tops of the mags!) of trying to get something that changes animations to work with all my different (And I have MANY) gun mods.

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Lilli - adding mods to Bethesda games has a lot of cons and adversity to doing it. One of which (but definitely not limited to) is that their Game Engine saves waaaaaay too much stuff into a save, when it writes them. Which creates dangers when the game trying to be played, doesn't match up to what's in the save (IE Mod info).

Here's the biggest piece of advice that I can give on that subject. Learned from at least a decade of playing Beth's games.

Do NOT install and try out mods on your active play-saves.

Test them out first, on saves that you have built, specifically as test saves. Or, download and run savegames that people have posted in the downloads sections, to test the mods with.

 

As for tactical reload. I don't have any experience with it. I'm trying to stay away from it. (Which now, everybody who releases firearms mods thinks we need it!) Til it gets easier to use. I mean, the difference tween a loaded mag and an empty mag isn't worth the headache (me being a 3rd person player, I never even see the tops of the mags!) of trying to get something that changes animations to work with all my different (And I have MANY) gun mods.

Thank you for your reply. Honestly, i have never had any issues with installing mods on active play saves. I guess i've just been lucky. Tactical reload is the only mod that's given me this problem. I think it's a really cool mod but it's definitely not worth having to start a new game every time i want to try a new gun mod.

 

Interestingly enough, i can do tactical reloads on my Mk. 18 without tactical reload framework or any patch. It's baked into the mod somehow. I just wish more gun mods were like that.

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Hi Lilli :)

Indeed, some...quite a few... mods, especially weapon/armor mods are ok to toy around with, and not have many problems. Tho it's still better to try them out on a test save. Always better off safe than sorry ;) Mods that are especially bad, are the ones that have a lot of scripts in them. Those scripts, once they go off, get saved into your save game. Then in the mod is removed, those scripts are then orphaned, and don't work properly. Then they just sit there and snowball from something harmless, into something that will turn really ugly.

This is a problem that we call "baked in".

 

Tactical reloads is actually something that, in mind, is better used as "a framework". Meaning it's something that the authors already include within their mods. Like you were saying, some guns already have it. That way, there's no patching involved. A lot like with See Through Scopes. I've had guns that already have it included.

 

I'm gonna have to really take a look into that mod, and the mods that are using it with patches. When I really have some time to dig into it. See if I can come up with a solution for removing it as part of a mod dependancy. Just off the tip of my head tho, I think it's gonna depend on the animations used with the weapon.

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Hi Lilli :smile:

Indeed, some...quite a few... mods, especially weapon/armor mods are ok to toy around with, and not have many problems. Tho it's still better to try them out on a test save. Always better off safe than sorry :wink: Mods that are especially bad, are the ones that have a lot of scripts in them. Those scripts, once they go off, get saved into your save game. Then in the mod is removed, those scripts are then orphaned, and don't work properly. Then they just sit there and snowball from something harmless, into something that will turn really ugly.

This is a problem that we call "baked in".

 

Tactical reloads is actually something that, in mind, is better used as "a framework". Meaning it's something that the authors already include within their mods. Like you were saying, some guns already have it. That way, there's no patching involved. A lot like with See Through Scopes. I've had guns that already have it included.

 

I'm gonna have to really take a look into that mod, and the mods that are using it with patches. When I really have some time to dig into it. See if I can come up with a solution for removing it as part of a mod dependancy. Just off the tip of my head tho, I think it's gonna depend on the animations used with the weapon.

Alas, someone like me who doesn't know s#*! about modding can only dream. And be thankful for authors who put in the work and make a really fantastic mod that just works (Mk. 18). Instead of just blaming the user for "user error" which i have heard more than a few times.

 

My main issue with starting a new game to make tac reload work is that it would make my previous saves unplayable. And what if i find a new gun mod i want to try out? Then i have to start a new game all over again. It's just not worth it. I can live reload animations that are not 100% realistic.

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LOL Well, TBH it all kinda depends on the game. Some of them are a lot harder to learn to mod than others. Some areas of bethesda games, CAN be pretty difficult.

Especially when they give you tools that have a really steep learning curve, just to figure out how to use them (Yes, I'm looking at YOU, Creation Kit!)

Tho, the community has released tools that are easier. To be honest, some of what I know is just from opening mods up, (using Fo4Edit) hunting around inside of them, tinkering with this and that, and then checking to see what it does.

 

Ok, I'ma give you a cheat here, Lilli. Get and install a mod called Cheat Terminal. https://www.nexusmods.com/fallout4/mods/13285

In it's myriad assortment of many things that this mod lets you do... is rename your character.

What happens when you rename your character, right afterwards, cheat terminal will save the game. But... that save is forked/branched from your regular play save, because the game engine creates save trees by name of the character.

So, if I am playing a toon named, say.... Stormwolf. I do the name change and change it to Stormwolf2. I now, actually have TWO characters. I can exit the game, install gun mod X, load up Stormwolf2 to test the mod out. Then if I like it, I can go back to Stormwolf and just keep playing. If it doesn't work, or I don't like the mod, I can exit the game, uninstall the mod, and just delete the save files for Stormwolf2 :D

 

But yeah, I hear ya, and I agree. Right now, the benefit just doesn't make it worth the effort, til they get things working better.

Heh, tho I don't recommend saying this, as they could report you for it.... I think My response would be "Well don't release mods with such pain in the tail dependancies!" No, I jest, I wouldn't do that. But I'd be tempted ;)

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