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moirai

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  1. Bit of a necro, but... Find 'bSAOEnable' in the CreationKitPrefs.ini file and make sure it's set to '1', as in: bSAOEnable=1 If it's set to '0' you'll get the above effect.
  2. Excellent! That's great news. Glad it's working.... :)
  3. Okay, let's see what we can do.... :) Tell me, step by step, what precisely have you done...?
  4. Yes, it's been updated. There is already a new version available for the latest Fallout4.exe (ver 1.10.162). Bear in mind thought that any mods you have running that require F4SE will most likely not work with the new version of F4SE until the mod authors update their files to use it. So, at present, you're better rolling back and waiting... yeah I know. I already downloaded the new f4se and tried it. game still wouldn't even start. I'm prob gonna uninstall all 400 mods and the game and just not play another Bethesda game again. I'm tired of this s*** breaking constantly restarted my laptop. now i have to redownload the entire game because its not picking up on steam =_= https://gyazo.com/bd25bef584e46be56f2435f5e8f81f07 No need to do anything that drastic at all. Just reinstall the previous version of F4SE and apply the rollbacks as mentioned in this thread. Job done... :smile: F4SE (version 06.17) for Fallout4.exe (ver 1.10.138) is here: https://f4se.silverlock.org/archive/f4se_0_06_17.7z
  5. Yes, it's been updated. There is already a new version available for the latest Fallout4.exe (ver 1.10.162). Bear in mind thought that any mods you have running that require F4SE will most likely not work with the new version of F4SE until the mod authors update their files to use it. So, at present, you're better sticking with the version you have already, rolling back your game files and waiting...
  6. The 'CTD' on loading looks like it's simply being caused by the file version of the Fallout4.esm changing from '0.95' to '1.00'. Wrye Bash bitches about this as well. I fixed that, without rolling back the ESM or BA2s, by hex editing the new ESM's header version number back to '0.95'. So, for reference, that also works... EDIT: Also, again for reference, the files that I see being updated are: Main - Fallout4.exe (Version now 1.10.162 - was 1.10.138) - Fallout4.ccc Data - Fallout4.esm (Header version now 1.00 - was 0.95) - Fallout4 - Interface.ba2 - Fallout4 - Materials.ba2 - Fallout4 - Meshes.ba2 - Fallout4 - Startup.ba2 All these files had the same modified time and date stamp this morning (GMT) For those with the knowledge, software and desire to go the hexedit route of the new Fallout4.esm, do the following: 1) Make a backup the Fallout4.esm file. 2) Open Fallout4.esm in you hexeditor of choice. 3) Make the following edits: - On line 00000010 change the offset values as follows... - - Change offset value 0E from '00' to '33' - - Change offset value 0F from '00' to '33' - On line 00000020 change the offset values as follows... - - Change offset value 00 from '80' to '73' These edits will change the header version (viewable in FO4Edit) from 1.00 to 0.95. 4) Save and quit 5) Start Fallout 4 and check. It should now not CTD on the main menu. Normal disclaimers apply for the above. ;)
  7. An old thread, but a good one, courtesy of Gopher. :wink: I had no issues with LR's plot since, for me, my Courier Six was not the one who destroyed the Divide. Ulysses is Ex-Legion and a complete psychopath. He is the one who destroyed the Divide, to hit the NCR hard, pure and simple. In his own screwed up way, he sees all Couriers as the same, as if they are all product of the same mould, and is simply projecting his crimes on you, because, well...we are fundamentally the same, aren't we, Courier Six...? In his mind, or what's left of it, you are him, and he is you. Both are Six. And while he talks to you, he is actually perceiving it as conversing with himself, just as he did with the tapes. The two Six's are inseparable in his mind. He states that the Hoover Dam is all Caesar can see now, and feels that it is clouding Caesar's judgement on things. So he wishes to remove that point of focus, so that Caesar will return to see the bigger picture again. In essence, he wants to fire the nukes he has discovered and destroy the dam and Vegas. So, he uses you/him, to get the launch codes, which he is now incapable of returning to retrieve. And this is the point; you (new Courier Six) were never responsible for the destruction of the Divide. That was wrought by him (old Courier Six). He just sees the two of you as inexorably linked in his mind, and rationalises his decisions by projecting them on that other part of himself. This is the reason why my character had no issues in killing Ulysses. She is also the same character from my F3 playthrough, and in the intervening years has travelled west to discover more about the BoS and their origins. She has seen the many atrocities perpetrated by the Legion in her travels and hates them with avengeance, and, subsequently, has no issues with nuking the Legion camp. She dislikes the control freak nature of the NCR, yes. But at least they don't act like barbarians and take slaves, put bombs around peoples necks or crucify people. As for the Ashton Silo; even though you/Courier Six are not stupid, there is no fundamental reason why you would think that repeating the same action (to open doors) at the same style of consol you encountered at Hopeville would do anything different here at Ashton. Besides, it makes no sense for a launch control to be external from a silo and next to a door leading into a silo. Not a jot. Therefore, no matter how savvy you consider your character, there is no legitimate reason why your in-game character would connect the dots in that way without the player meta-gaming with their own knowledge, based on a quest name, of which your character isn't aware. Even as the player, armed, ahem, with that knowledge, the is no reason to assume that any 'launch' would take place prior to actually entering the silo, since that is where the controls to do so would logically be located. Neither is there is any reason to assume that you, the player/character, would also be the one to initiate it or, if that is indeed the case, would do so without knowing the ICBM's destination.
  8. I'd take a look at this as well... http://www.fallout3nexus.com/downloads/file.php?id=13933 The author may be interested in your idea. Might be tricky though since the scope usage is essentially part of the weapon properties....
  9. That just requires a dialogue AI package. No scripting required for that. Unless you want to add or remove the package for the NPC manually in a script. Create your dialogue topic first and then create a 'dialogue' AI package, setting it to use the previously created topic. You can then set conditions, if you so wish, to control the circumstances under which the package activates.
  10. Before you go that far, take a look at the following, as the 'Intro Street' has already been added to Chevy Chase by someone else: http://www.fallout3nexus.com/downloads/file.php?id=16924
  11. Yeah. That's what I meant by 'and nothing mesh-wise is created in eight hours!' Simply, no .nif's are written out at all. Regenerating the Wasteland terrain LOD results in .nif's being churned out within 5-10mins, so it's nothing to do with size as that's four times as big as PL. I don't see any issues in regenerating terrain LOD for other worldspaces either. Just Point Lookout. The Point Lookout worldspace seems to be a bit of an oddity on this score.
  12. Not off the top of my head, no. Sorry. However, I'm using MMM myself and see no such issues. So it sounds like some other mod may be clashing with it. In those circumstances disabling either would fix the issue. I would be tempted to use FO3Edit to check out that particular world space and see if any other mods that you're using are making changes there too.
  13. I don't use that mod myself. But if that's the case, it might be worth making some inquires in the comments thread for that particular mod, just to see if others are seeing anything similar...
  14. Not sure that it's even possible to do that. Text for those kinds of messages appears to be stored under 'Gameplay|Settings' in GECK and prefixed with an 's', so I suspect that the message generation is something built into the game engine directly. I'm happy to be proved wrong though as it's a very good question... Edit: Hmmm, thinking about it, I guess you could go through all those settings and just remove the text from them. Don't blame me if that breaks something though. ;)
  15. If this issue is being caused by too many NPCs/creatures, it could be MMM, yes. However, bear in mind that just turning that option off will not affect those additional spawns immediately. You will need to wait the default in-game cell refresh/respawn time (3 days) before the current cells clear themselves of any spawned content. I would at least try the following: 1) Turn off increased spawns (which you've done) 2) Go to an interior cell with no spawn points (e.g your Megaton house) 3) Wait 4 days (just to make sure all cells reset). 4) Try it again.
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