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Sarcasm

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  1. I'm used to New Vegas modding, and learning to navigate the weapon mod system for FO4 in FO4Edit has been a challenge. Two major things I'm unclear on: How do I specify a certain mod/addon to appear on a weapon when it spawns? For example if a weapon has an addon that changes the ammo type between 10mm, .45, and .38, how can I specify it to always spawn set to 10mm?How can I get the leveled list to always match the ammo spawned to the caliber used by the gun? For example if a gun can be modified to shoot 10mm, .45, or .38, how do I set the leveled lists to always match the correct ammo type to the caliber the gun spawns with? Thank you for any help with this.
  2. is anyone able to help with this? There is zero information on this happening ever and I have no idea what to do. After reinstalling FO4 and MO2 the problem improved but is not gone. Example of problem: Archive Invalidation = 0 Archive Invalidation = 1
  3. Using MO2, if I set archive invalidation = 1 in the ini files in any fashion, I get tons of flickering or invisible meshes in the game. Buildings, roads, awnings, cars, walls, tons of objects flicker. This happens even when using no mods at all, with all DLC and without any DLC. It's most visible in the call of easycitydownsext, just outside of Nordhagen Beach by the robot racetrack. If I set archive invalidation to 0 then there are no flickering meshes but then obviously I can't mod any of the basics. I just threw away 5 hours trying to figure this out and have no solution. I could post my load order but that seems pointless since it is happening even with no mods on default load order. What could cause this ??
  4. Ok thanks I think I will try that, I don't use the CK just xEdit so I didn't think to post there. I'm not sure how to set a condition or if it is possible.
  5. I'm trying to give super mutants an ability to constantly heal even in combat, but I'm trying to make it so the heal stops when the mutant is on fire. I'm using constant restore health because if I change their heal rate then it doesn't work while they are being shot in combat, but this method means they are always healing with no way to stop it. Is there a way to add a conditional to stop the heal effect while fire is active?
  6. Same for me, the main menu flashes and then crashes almost immediately. I did this before months ago and it worked fine, I'm trying to revert back to the March 13 build. Is there an extra step that's missing?
  7. Hello, I fixed this issue with an ini edit. iPresentInterval=1 was the traitor. I had read in a few places to set this to 0 in FalloutPrefs.ini but none mentioned that it is also in Fallout.ini, and whichever one is not set to 0 will reset to other back to 1. After setting both to 0 I went from ~25 fps in Qasmoke to over 300 fps. ~25-30 fps in ctest to 350fps. ~25 fps in Charlestown to 90fps. Now I actually need an fps limiter because my character runs faster for each frame over 60, and indoors with 300fps I am the Flash. I haven't run into any of those things you've mentioned yet, and I hope not to. I'm just flabbergasted as to why there is an ini setting that when turned on completely destroys the game and makes it unplayable, and this setting is on by default. Gigantic smh @ Bethesda, how do they even get their games to release state anymore? How does the refresh rate affect the game? Refresh rate is supposed to also function as an FPS cap, but I'm getting 300+ fps indoors with 144hz refresh set in my control panel which should be capping my fps at 144 like it does in every other game. Looks like I'll have to play around with some more settings, thanks.
  8. Hi, I decided it was time to play Fallout 4 for the first time, however I am shocked to see the game is completely unplayable due to low FPS. This is despite the fact that the game auto-assigns me max ultra settings and my computer is far in excess of what is necessary to run Fallout 4. I have mod organizer installed so there are no mods in my Data folder, and running the game through the normal executable yields <30 fps outdoors with no graphics mod at all. I haven't played FO4 before so I don't want to spoil the world. I tested FPS outdoors with "coc ctest" and took the door to Charlestown. That area gives ~25 fps. Ctest, an indoor cell with nothing but a few doors, gives a measely 48 fps when it should be no less than 60. The skybox in qasmoke is messed up, and I get awful ~30 or <30 fps there. Examples of the messed up skybox: One Two There were a number of tips to fix fps by reducing shadow quality and whatnot, but they made no difference at all. I have read that shadows greatly affect performance, but changing shadow quality from ultra to low made no difference in fps, which should not make sense. In 15 years of Bethesda games, I've never encountered this. It's like Fallout is rejecting my computer. My computer is a few years old, but so is Fallout 4 and it should be able to run this game no problem at 60 fps. I have: Windows 10 64 bit i7 5820K Geforce GTX 980Ti 6GB RAM 16GB RAM 1920x1080 I'd very much like to play some Fallout 4 to see what I've missed, but this makes it impossible. I hope someone can help. edit: Also, why is my game FPS capped at 48fps when my monitor is 144hz and I have my refresh rate set to 144?
  9. Oops I didn't mean all white, it is simply a caucasian skin texture.
  10. Some open-foot mod shoe items in my game are displaying with a white skin texture even on Dark Elves. I seem to remember this issue from eons ago, but given Morrowind's age even Google cannot help me here. Anyone have an idea on how to make the white skin into blue skin on a sandal-style item? Any help would bring much thanks.
  11. I've played more and you should know that Project nevada actually does have a charge function for the AER14 and Q35 Matter Modulator. Charging the AER14 shoots out a continuous beam, and the Q35 shoots out a big plasma bomb. I guess that I've never used energy weapons before so I hadn't seen it. Removing the AER14 from the charge script seems to break both of them from charging, which I guess isn't a big deal. Neither of the charges are very efficient with their ammo and I've only found a use for the charge function once. Also, the script seems to drop the Q35's fire rate to bottom-tier slow. Once the Q35 was removed from the script its fire rate probably tripled for me - no idea why. The script seems to break this gun's fire rate. Still trying to find a way to keep the script active and allowing the charge while also allowing me to change the AER14's ammo use...
  12. Okay, so I've figured out the problem with the help of some wonderful people from another forum. This is caused by Project Nevada ! It seems PN has some feature that allows for charging energy weapons. Maybe it's an obsolete feature because I've never seen it used. But the feature is achieved via scripting, and Project Nevada applies two scripts to the AER14 Prototype to achieve this function. They are called: PNxWeaponChargeMainScript PNxCChargeLaserRifle The first one is our culprit. It applies specific values to the AER14 and one of them is Ammo use, as seen here. I copied my merged patch in as an override to the script. Then I scrolled all the way down to the bottom of the script's entry and Right Click->Remove'd the AER14's ID from the Global Reference in the merged patch so the script was no longer referencing it in my merged patch, as you can see here. You can find the script easily by finding the AER14's entry and then clicking on the Referenced By tab that I highlighted in the screenshot. Scroll down to the bottom and the script will be near the end of the list as "PNxWeaponChargeMainScript [sCPT:xx00BC1A]". Double click on that and it takes you to it. Once the AER14 is no longer referenced by this script, it is free from its bondage and you can edit its ammo use and whatnot. Hooray.
  13. This is so strange, I was trying to do the exact same thing and am having the same problem, so I decided to google it. Lo and Behold, a post from 2 days ago with the same problem. Sadly I do not have a solution for us. I simply cannot get the AER14 to use anything but 2 ammo per shot, it's maddening. Every other energy weapon whose ammo use I've edited has worked, like YCS/186. But the AER14 refuses to use anything but 2 ammo per shot even if I edit literally every .esp and .esm in my load order to use 1, except for FalloutNV.esm which cannot be edited directly. Why is the vanilla esm overwriting my entire load order on this one value? It's mysterious and, as far as I can see, should be completely impossible given how the game engine works with load orders, as the final data set always takes precedence over all others. Screenshot from my FNVEdit showing the Merged Patch last in load order with ammo use specified to 1. Does anyone know why it is seemingly impossible to make the AER14 use 1 ammo per shot?
  14. Hmm okay, I'll need to study these posts after some sleep and decide what to do. Many parts of it still concern me, such as accessing the registry and and playing around in cmd since I will admit I'm not very good at either. The defrag part also makes me cringe a bit, SSDs are definitely not supposed to be defragged since they wear down every time they are write accessed, and defragmentation is basically thousands to tens of thousands of small write accesses which will significantly reduce the life of an SSD for no gain, as defragging is designed for disc drives and SSDs have no discs to get fragmented in the first place. Unless you're talking about something else when you say defrag? So I guess my main question now is, would wiping my drive with a reformat and reinstalling Windows render all this moot and maybe solve the Runtime issue? It seems like most of what you mentioned would be handled by a reformat - malware would be wiped, and the registry and whatnot would all be reset. In your original post you said that the runtime error itself results from corrupted data on the hard drive, so wouldn't reformatting the hard drive wipe any corrupted data and maybe fix this? Honestly I've been looking for a reason to reformat lately and I wouldn't mind getting a fresh start if it has a good chance of getting rid of these issues.
  15. Alright well, that's even more extensive then I was expecting. Thanks for taking the time for this writeup. To be honest I'm not too experienced in handling sensitive parts of the OS like the registry. I'd need a lot more details than something like "clean the registry" - how do I do that? This also seems like a buckshot approach that could do more harm than good ("cross your fingers the boot sector survived" ?!) I would need precise instructions to attempt something like this. For instance, I'm not sure what you mean by "attrib / s - a -s -r -h" Is this an abbreviation for something? Because when I type that exactly in cmd is says "Parameter format not correct - " I have an SSD too, so defrag wouldn't do anything but stress the drive and reduce its lifespan as far as I know, they aren't supposed to be defragged. I would try this if I knew exactly what to do with very precise steps, but there's too much that I'm not sure on there. I'd rather not erase my boot sector and be unable to come back here for help. I'm curious, if I were to just reformat my SSD, do you think there is a good chance that could fix this? I'm due for a reformat anyway, I try to do them at least twice a year.
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