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G4M3W1NN3R

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  1. looking at the image, it looks like either an Overlay Conflict (which can be possible with something like body tattoos and something else that is also considered an overlay conflicting with each other, can be similiar to what is present in that image, although typically not as severe as that), or 2 bodies are being applied to the character (merged), thus a much bigger problem and would be a potentially more likelyhood of being applicable to the image. although 2 bodies being merged typically results in far more serious body deformation, but still, it might be what is happening here (the Triangles). essentially, boots & heels (basically footware), are built using the Custom Body as as Reference (especially true for Heels, as it must be used for Heels, However for boots this is almost always the case as well) (meaning for example that CBBE Body is present and likewise built for the feetware, unlike other clothing which can be built without a body reference, this can be identified, when looking at said boots/heels in the bodyslide, and noticing their is a body present.), so this means that because of that, it can be possible to have 2 bodies being applied to the character i suspect this could be Specifically an issue with a mod such as Unique Player (as its far less likely a problem using the Default Method), which could effectively mean that 2 bodies are being applied to the character, hence mesh corruption (the triangles in the image) so with the above into consideration, you mention no issues with bare feet - thus no additional body is being applied, but when you equip the boots the additional body is now being applied/merged (as it contains the female CBBE body as a reference as part of the Boots) - (this does of course assume that the female body is indeed added as reference for the boots, which is typically the case with footware), the issue is present, hence my assumption it could very well be 2 bodies being merged, now its not the same in the traditional sense, as you would get severe body deformation, but still something to think about, now, the actual most likleyhood culprit, is issues with blood decals, hence the triangles where blood should be, as such could be a Blood Texture mod that is causing that issue, either a conflict, or the blood texture mod has issues, or an issue with how the custom body is installed. as such: 1. you mention blood, if you are using Enhanced Blood Textures mod, use the Basic Version, instead of the Standard Version, if Applicable, (standard version is considered unstable, accordingly, as such could be a potential culprit), also disable any other blood texture you might have, their are a few out their, should the basic still not solve it, try disable the mod altogether to see if that solves it. 2. if that character has body tattoos try removing them and see if the issue persists. this is based on if its caused by 2 overlays conflicting with each other, unique player mod might potentially be acting as an Overlay, and thus can have issues with other overlays such as body tattoos, or anything that could of been added via Looksmenu. and also Body Overlays can also typically Have Issues with Transparent Clothing, which can also very likely cause them triangles that you are seeing in your image. 3. Try CBBE itself and other mods, Excluding Unique Player to see if the issue is Potentionally Unique Player, and also to see if the issue is Potentially due to CBBE with M02 4. if the above works fine, then try adding Unique Player back into the Mix, and see if the issue comes back, then we can see if it may be an issue with Unique Player working with M02, or CBBE or Both.
  2. 1. C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Skin <-- Delete "Skin.json", or better yet Delete the "Skin" Folder, so their is no traces of the skin override for lookmenu 2. then Re-install Cbbe Body Texture 3. Then Rebuild Bodyslides assuming the hipoly you are refeering to is: Hi Poly Faces Redux - Seamless. <-- pretty sure this mod added said folder above, and likewise said json file, afaik looksmenu itself does not add this folder, as such should be safe to delete, as your likely not going to be using the skin override, if you do not have this mod.
  3. grab this mod: https://www.nexusmods.com/fallout4/mods/47359 & all of its requirements. then check to crash dump, to see what it says, can also post said crash dump in the mod page post section to get possible help on it. also worth grabbing this: https://www.nexusmods.com/fallout4/mods/63346 crash after 17 seconds could be a number of things 1. Corrupted Nif files (100% Repeatable CTD, until Removed), can be triggered anytime a corrupted mesh file is present, typically when the PC is in close proximity, but can CTD any time 1 is loaded including, CTD via Loading Screens (this was present on Skyrim where the game would CTD in a loading screen, because a particular location had corrupted mesh files, so anytime the game would attempt to load that location, CTD, this could also be potential issue in Fallout 4) this could still be a potentional even if all mods are uninstalled, if the mod manager failed to remove said mesh files (which is a possibility). 1a. an Example of this, Buffout notified me of a Potentional Corrupted Nif File (another reason why i strongly recommend grabbing this mod), from the Mod, Better Goodneibour, this would actually cause my game to CTD 100% even on a new game (at Character Creation) likewise not even being anywhere near that location. deleted the Better Goodneibour mod, no more CTD on Character loading. so ye writing this as an example, that Corrupted mesh files can cause CTDs even outside of the 2 potentials mentioned on first line (proximity, and Loading Screens) 1b. Corrupted Mesh files can also be time based depending on the mesh file in question, such as Armor that has invalid dimensions, this will cause the game to CTD after X amount of time. also mentioning this as i have also experienced this type of crash, where 1 of the armor mods i was using had invalid Pixel dimensions, this would cause the game to crash after x amount of time when equipping said armor, not an immediate CTD but is a guaranteed CTD after a certain amount of time. 2. Third Party Programs interfering with the game, ie Anti-Virus Scanners/ Anti-Malware, or OSD interfering with ENB if Applicable (such as Msi Afterburner). etc etc. 3. Missing String Files, technically this should not be a potentional problem these days, as Bethesda has packed the String Files in the Archives, however this was not always the case, where they used to be loose files (once upon a time), likewise if the string files were tampered with/ Deleted/ or invalid to the game language, this would cause a 100% Repeatable CTD when the game attempts to load the options, such as new game, options and the like (not Nessarary 17 Seconds as per Op but, depends how long it would take the game to load) <-- probably not relevant here (as the OP title specifcially says 17 seconds in, which i would assume 17 seconds in the actual game world, and not loading game/ character creation), but it is worth mentioning nontheless.
  4. Looksmenu LMCC CBBE Character Models and Replacers in that order
  5. Enable the NAC Enb Patch to disable handling of interior lighting, if you have not done so already, might solve the problem - do this via NAC holotape. but ye that does seem to be a bit overkill on the lighting based mods lol, it could be an issue with UIL and ELFX together, Or Not Enabling said patch above. or an ENB Effect, light source looks to be blurred, so potentially *Bloom* that is causing it to blur. as for the yellow blob, ye likely UIL & ELFX being ran together, said patch might of missed the light potentially. fake lights should be disabled by default. so it should not be that id personally either go with ELFX or UIL, Not Both.
  6. craftable weapons (chemistry station and or modded crafting stations) should be much further down the load order flaconoil_2k does not need to be that far down, should be much further up in the load order, models and textures replacements require low priority thus further up in the load order. quest mods should be much further down the load order, id personally place these near the bottom of the load order, as they should require high priority, especially if heavily scripted and affects a large amount of areas. CWSS Redux is risky to use, i have personally had issues with this mod, causing the game to crash after using the shower, 100% repeatable crash, i suspect script based issue, just a heads up. it is a great mod quite immersive, but unstable to use, as such i ended up getting rid of it, and have ended up with a more stable gameplay because of that. but ye just a friendly heads up. vanilla settlement changes could be further up the load order, move weapons below them, Personal Recommendations for an Optimal Load Order, completely based on the mods you have listed that i recognize
  7. im personally using this for holstered weapons: https://www.nexusmods.com/fallout4/mods/46101 all guns show typically where one would expect them to show, ie Pistol and 1h melee weapons on the hip, bigger weapons on the back. highly recommend, also contains some useful options, works out of the box as mentioned on mod main page no need to craft holsters and the like
  8. Ensure that either: OCBP Physics or CBP Physics are Uninstalled as well, as these are the Actual Mods Causing Jiggles (Physics) on naked body. CBP = C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins <-- delete CBP.dll & CBP.ini (these would be the files causing physics, this location is default for steam, and this is mentioned incase your mod manager failed to uninstall these properly, as such i am listing the address so you can check to see if their still present and likewise delete to solve the problem) CBP.Dll = Physics, CBP.ini = Default Settings for Physics. (file address is if using NMM or Manual Installation, for Vortex it would be using a Different location by default, which would likely be on the root of Windows Drive, typically C:/) i'd assume OCBP would also be in said location, check to see if either are still present depending on which you chose, and Delete as Necessary. 3BBB itself is Physics Settings (and a custom skeleton) to work in Conjuction with either of Said Mods Above, 3BBB on its own would not Cause Physics Afaik., however the mods in Bold (CBP/ OCBP) are the Actual Physics Mods
  9. their is also another potentially tedious method (tedious because you would need to apply the global to every single leveled list, that you dont want items spawning anymore), and that is to use global variables for the leveled lists essentially you would create a new global variable, set its value to 0 (this would mean a 100% chance the respective leveled list will have it items spawn, for whatever leveled list this global is applied to), for each leveled list, you add that global variable (so in a leveled lists, next to its spawn chance, click on Global, and navigate to the global variable you just created, do this for each relevant leveled list), and then you could potentionally use a *get item count* condition (however i am novice when it comes to scripting, so as such i dont know how you would input that condition into a script, assuming you can), and use the same script to change the global variable to a value of "100" (100 = means it can no longer spawn) when the item count is more then desired number. so essentially, create a new global variable, and apply it to every relevant leveled list. then create a script and for said script you input: GlobalVariable01.SetValue(100) ; Change the *GlobalVariable01* to whatever you named your new global. this will as implied, change said global variable to a value of 100, thus any leveled lists using said global variable, will no longer spawn its items, as it now has a zero chance. however a get item count condition is probably not ideal, but ye the bases is their, just have to think of a better condition to use, to trigger that global variable. however do note, that this method obviously will only apply to leveled lists, if said items are hand placed (which likewise means they are not using leveled lists), as id imagine the items you are refeering to regarding sim settlements items might be, then this response wont be relevant to that. should be noted that my response is largely to be read as a concept, as potential solution, not guaranteed to work, the global variable portion of the response should work effectively and likewise get the desired result, however its the bit in between is what needs to be figured out (both triggering the script, and a suitable condition to trigger the global variable value change). the global varaible idea is taken from own my mod, which uses the perksquest script to trigger the global variable change when a perk is chosen, this then allows my created leveled lists that use the custom global to then start spawning additional items when a particular perk is chosen, as such i know the global method works. and likewise the same method could be used to create an opposite effect such as what your looking for to stop leveled lists spawning.
  10. true, i learnt of virtual drives a very long time ago (back when i was heavily into system building, learning how hardware interacts with each other, software testing, and problem solving), their original purpose was to be used for creating sandbox environments, an optimal way to test operating systems, without making permanent changes to the system and or affecting it, typically created via system ram, or harddrives via a program that creates the sandbox or in linux case it can simply be on a usb stick, until it is permanently installed, as whilst it remains uninstalled, it is also a virtual drive, system ram could also be used as temporary fast harddrive, to optimize games for example, due to using system memory to create a virtual drive of which you can place the installed game on to it, as system ram was much faster then a mechanical internal hdd as such for games this could greatly reduce loading times, but this was largely before SSDs became popular, but likewise the virtual drives created in this manner would only be temporary (for as long as the current session is active) due to how system ram works. essentially virtual drives are basically temporary harddrives that does not store permanent data, as the data is erased / or a new virtual drive is created whenever a new Session is Created (which would be a system restart) a good example of this, is putting Linux on a usb stick, you can mess around with it, install programs and the like, but if you don't install linux itself in that session, whenever you restart the computer and load back into it, it will be a completely new fresh start, any changes you made / programs installed prior to that is lost, unless said programs was installed on to a physical partition. as such having the impression that m02 might potentially use virtual drives via noticing many posts of it supposedly using Virtual Drives, and with the knowledge of virtual drives in their technical form and purpose, i did assume that with m02 if it did indeed use virtual drives as the information presented would imply, then that would also imply that the virtual drives would only be created for as long as the program is launched, as said virtual drives are typically created via a program to create a sandbox, once that program closes or a new session is created, the data on the virtual drive is erased or simply a new virtual drive is created assuming it is system ram based. but thinking about it now, m02 would very likely not be using actual virtual drives (not in the traditional sense at least), more likely it would actually be using a virtual file system, this would allow it to store data to permanent files, and likewise only make changes for as long as its open due to using a Virtual File System, where as if it used virtual drives in the traditional sense, the data (the installed mods themselves) would be lost every time a new session is created. but with that said, i have very little knowledge on both Vortex and M02 as i have never used them, ever intend on using them or really researched them in great depth, as i very much live by the notion "if it aint broke dont fix it", been using NMM for a very long time now, ever since 2012 (before that i would do everything manually), and have never had any major problems with it (as such for me, it aint broke, thus their is no reason for me to upgrade to vortex or M02 or any other mod manager), it has been used to install and uninstall a plethora of mods throughout the years, both small and very large sized mods, without issues, as for regarding this topic, cbbe has been installed and unsintalled many many times through nmm, without a single problem every time, which is why it was confusing to see so many problems with installing cbbe via Vortex and M02, especially if Vortex for example supposedly uses the exact same method as NMM, now that is why i assumed originally that Vortex might of used Virtual Drives, because that makes a lot more sense in the potential issues that said reports of CBBE having issues with Vortex, based on knowing how Virtual Drives work in the technical sense. so for me, regarding and likewise potentionally offering solutions with cbbe and vortex was strictly based on the assumption it was using virtual drives via reading many posts assuming it did, as such it was simply lack of experience on my part (as i never used them) and likewise lack of knowledge of both programs because of that, entirely basing my assumptions around what i have read, which would be them supposedly using virtual drives.
  11. i thought the whole point of vortex was to be built on the same foundation as m02, thus virtual file system /drives, hence i was under the impression it also uses Virtual Drives/ file system if thats the case why is it much more common to see CBBE issues with Vortex and or M02 vs NMM or manual Installation, baring in mind how long these have been available. i have seen far more reported issues with CBBE with Vortex/M02, vs the entire time of NMM but ye il take your word for it that Vortex does not actually use Virtual Drives, and will likewise edit my original reply.
  12. Manually install CBBE Directly to C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data For Bodyslide: Go Here --> C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Tools\Bodyslide <-- Ensure its Present Open Bodyslide: Click on Settings, For Target Game: Choose Fallout 4 for Game Data Path Input: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\ or navigate to it. Click Ok For: Outfit/Body (Drop Down Box) - Choose CBBE Body For Preset (Drop down Box) - Choose Your Preferred Preset. Now Click on Batch Build Done, now check in game to see if you have what you are looking for. Note: If Vortex is in the Default Location, then Change the Address Above to the location of where Vortex is installed to
  13. ah k thnx for the headsup :smile: Edit: nice that is considerably better.
  14. if, AWKCR (armor weapons keywords community resource) installed = true ; checks to see if user is running awkcr or not, as this mod is known for causing issues with workbenches especially highly likely the cause for OP related issue, if it is indeed present then, Delete ; recommends the poster deletes the mod as that will very likely solve the issue. Else, list your mods ; if awkcr is not present, then its recommended the op posts the load order so that we might be able identify a potential culprit to the issue at hand, also recommend said mod list is placed into a spoiler, if it is a large amount of mods, Usage: [spoiler] *Mod List Goes here* [/Spoiler]
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