Bernt Posted November 20, 2017 Share Posted November 20, 2017 What are your thoughts on the latest patch?I've just had to reinstall everything on my rig due to a faulty Windows.I did a backup of my old .ini and exe files - version 1.9.4- so I CAN go back.Still - if the game runs fine with 1.10.2 in regards to mods, stability etc I see no reason. I'm starting all over anyway. Just hope that the SE is up to speed :) Link to comment Share on other sites More sharing options...
amd64gamer Posted November 21, 2017 Share Posted November 21, 2017 I ran into something strange with the patch. In the first screenshot, we have the mod in NMM 63.14: https://1drv.ms/i/s!AteE1g_ERdsJxCrIqx-GjDuaH7kh Note that the Form ID begins with “98.” Same mod in FO4Edit 3.2 and again, the Form ID begins with “98.” https://1drv.ms/i/s!AteE1g_ERdsJxCuIwTR2lHFj-jYH This is the actual Form ID of the weapon. Begins with “98” https://1drv.ms/i/s!AteE1g_ERdsJxCyRq15lf1tsZmrM So I put his weapon in a batch file called “addweapon.txt” to be called from the console like so: player.additem 98010000 ;M1911 Load F04, open the console and type bat addweapon Tells me that it doesn’t exist. Quadruple checked the Form ID to make sure it’s typed correctly. So after multiple attempts with the same error, I type this in at the console: help M1911 4 <Enter> And this is what it returns: https://1drv.ms/i/s!AteE1g_ERdsJxCnAvgtSi7MwiVcV Notice that it is 97010000 instead of 98010000 And it’s not the only mod in my load order that is doing this. Now there are no mods unchecked in the load order which totals 198 plug-ins, which is shorter that the 240 plug-ins of previous play-throughs. And at 240 plug-ins, I never had form IDs shift around on me like that. This started happening when I went from v1.9.4 to v1.10.40.0. When I had Windows 7 Pro 64-bit ant 1.10.40.0, it only affected the last 6 of the 240 plug-ins. Now that I’ve upgraded to Windows Pro 10 64-bit and a fresh install of FO4 and all the latest version of my mods, it seems like all of the plug-ins in my 198 plug-in load order, is affected. I’m wondering if this has something to do with Bethesda’s implementation of .ESLs to increase the plug-in limit beyond 255 mods. The game runs fine otherwise (well, as fine as a Bethesda game can be expected to run these days. I just started using IN-GAME ESP Explorer by a1a3a6a9: https://rd.nexusmods.com/fallout4/mods/16718 Lot more convenient than batch files and the console…. Link to comment Share on other sites More sharing options...
Bernt Posted November 22, 2017 Author Share Posted November 22, 2017 Thank you very much AMD :) A lot of this is new stuff to me and I'm going to take an in depth look at it. That ESP explorer looks like a handy tool indeed. As for the form IDs I usually check it in FO4Edit before doing anything :) Link to comment Share on other sites More sharing options...
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