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oldbastard42

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  1. Vortex (custom install location)-1-1-7-4-1673430338 From Vortex.log: basePath=D:\Programmes\Vortex\resources\presets vortexPath=D:\Programmes\Vortex stagingPath=D:\Appdata\Roaming\VortexStaging gamePath=D:\Games\steamapps\common\Fallout 4 Copied from Vortex Interface (not found in log): Downloads Folder - D:\Appdata\Roaming\VortexDownloads From Vortex.log: using C:\Users\MyUsername\AppData\Roaming\Vortex as the storage directory I searched the Internet and this Forum but couldn't find any relevant info, and can't for the life of me find any setting that allows me to change this. How do I change the "storage" directory? The simple solution is of course to move that folder to my D: drive and create a link to it, but it's messy and I'd rather not do that. Vortex.log attached. Thanks.
  2. OK, I uninstalled the old version then downloaded and installed the "Custom Location" version and thankfully it picked up all my old settings and mods. All's good, thanks for the help. Regards.
  3. Vortex was working perfectly with Fallout4, I then tried to move the location of the Vortex folder (the app folder, NOT the data folder), to my user partition (I should have done it at install but I forgot!!) by doing the following - Renamed C:\Program FIles\Blacktree Gaming Ltd to C:\Program FIles\x-Blacktree Gaming Ltd (to keep a backup if it went wrong) Made the folder - D:\Games\Vortex mklink /d "C:\Program FIles\Blacktree Gaming Ltd" "D:\Games\Vortex" Copied the Vortex folder and all it's contents from C:\Program FIles\Blacktree Gaming Ltd to D:\Games\Vortex So the Vortex .exe is now physically located at - D:\Games\Vortex\Vortex\ The Vortex Appdata\Roaming folder was already a link from day one, so that hasn't changed, ie all the Vortex stuff and all downloaded mods are already on the D: drive. Checked the link, seemed OK. Started Vortex - no games reported as managed, tried to add Fallout4 - game is not supported! Anyone have any idea why? Are there other hidden config files I need to move/link? Thanks.
  4. ...a bit late - but just in case it helps someone else - it's because the mod you're trying to load is only programmed to look for a certain version of the standard game, and because the VR version has a completely different version number - the mod just assumes it's nearest standard version.
  5. You can fiddle with the "Pixels per display override" setting in the Oculus Debug tool (...if you are running an Oculus headset of course). I believe that setting it to 1.2 or 1.5 will give a higher resolution. Another tip for slower computers is to set "Asynchronous space warp" to "Force 45 FPS, ASW enabled". I'm a complete noob with VR settings, but a good search online often brings up new info.
  6. Haha, it took me ages to work out that you have to physically "swim" in order to swim in FO4VR! I mean actually flailing your arms around like a complete loonie with the controllers in your hands in order to move. Crazy :D.
  7. Some do, some don't. Trial & error is the only way of telling. I'm running 134 mods, most of which are apparently not for VR ;). Let me know if you want the complete list.
  8. Try "Place in Red standalone" - https://www.nexusmods.com/fallout4/mods/28670 It works for most things except you can't connect wires with it enabled. The good news is that you can disable it with the provided Holotape. With this you can place anything practically anywhere ;).
  9. Completely useless info, but it took me ages to decode so I thought I'd share what I learnt just for fun. In the Creation Club addon "Early Retirement", the player has to listen to a "strange signal" on their PipBoy's radio. It's a garbled morse-code message that repeats every sixty seconds. With a lot of head scratching and applying filters in Audacity (Filter curve tool @550 Hz), I finally managed to decipher it. The Courser (Player) is called B-263. Here's what I got; 00 to 4.5 secs: -... -....- ..--- -.... ...-- b - 2 6 3 05 to 9.5 secs: .. -. -.-. --- -- .. -. --. i n c o m i n g 9.5 to 14.5 secs: -- . ... ... .- --. . --..-- m e s s a g e , 14.5 to 18.2 secs: .-. . - .-. .. . ...- . r e t r i e v e 18.2 to 19.3 secs: ..-. .- f a 22.5 to 25.0 secs: -- .. -. .- .-.. m i n a l 25.2 to 31.3 secs: ---.. -.... ---.. .- .-.-.- -... -.... 8 6 8 a . b 6 33.0 to 34.4 secs: ... ...-- s 3 34.6 to 39.3 secs: .. -. -.-. --- -- .. -. --. i n c o m i n g 39.5 to 43.4 secs: -- . ... ... .- --. . -- m e s s a g e m 45.0 to 47.6 secs: . - .-. .. . ...- . e t r i e v e 48.0 to 50.5 secs: ..-. .-. --- -- f r o m 51.0 to 55.0: - . .-. -- .. (.)-. .- .-.. t e r m i n a l 55.0 to 59.5 secs: ---.. -.... ---.. .- .-.-.- 8 6 8 a . .-.-.- = Full stop symbol . -....- = Minus symbol - .--.-. = @ symbol @ ....... = Space --..-- = Comma symbol , -.-.-- = Exclamation mark ! ..--.. = Question mark ? Obviously it's not complete, but you can get the general idea from the parts I managed to decipher. I'm still not sure what "868a" or "b6s3" mean though, maybe map grid references? The "b6s3" part could be a misinterpreted "B-263" I guess, but "868a" appears twice so I believe I got that part right. If anyone else has done this better than me, I'd love to hear about it. Regards :).
  10. Hi Tannin42, and thanks for the swift reply. I had 3 mods show up in the error message and I removed their source option as you said and re-updated. Still takes forever but now I get no error message. Is there a log somewhere that I can look through to see what's happening during updates?
  11. Hello. Is there any way to remove non-nexus mods from the update feature? Normally an update search takes seconds, but with mods that are either no longer on Nexus, or "foreign" mods it takes a really long time and is really annoying. Thanks :).
  12. Hah! I discovered a dirty hack to get it working by issuing just one console command :D. I created two batch files, the first which adds all the equipment to the player's inventory, then I call a second batch file from the first which upgrades everything - and it works perfectly. Here's the contents of the files in case anyone else needs this info: I named the first file 0-add-uniform.txt - player.additem 187972 1; /* Synth left leg added.... player.additem 187970 1; /* Synth right leg added.... player.additem 187974 1; /* Synth breast plate added.... player.additem 18796C 1; /* Synth left arm added.... player.additem 18796E 1; /* Synth right arm added.... player.additem 18796A 1; /* Synth helmet added.... player.additem 9983B 1; /* Laser pistol added.... bat 1-upgrade-uniform....and the second 1-upgrade-uniform.txt - player.cf "ObjectReference.AttachModToInventoryItem" 187972 1F1DF9; /* Acrobat's - 50% reduction in fall damage player.cf "ObjectReference.AttachModToInventoryItem" 187970 1F1DF9; /* Acrobat's - 50% reduction in fall damage player.cf "ObjectReference.AttachModToInventoryItem" 187974 1F4D18; /* Chameleon - invisible when crouching player.cf "ObjectReference.AttachModToInventoryItem" 18796C 1F2D3D; /* Martyr's - Slows time when health less than 20% player.cf "ObjectReference.AttachModToInventoryItem" 18796E 1F57E4; /* Cavalier's - Reduces damage by 15% while sprinting or blocking player.cf "ObjectReference.AttachModToInventoryItem" 18796A 1F1C2F; /* Sprinter's - Increases speed by 10% player.cf "ObjectReference.AttachModToInventoryItem" 9983B 0300da99; /* Deadeye - slows down time when aimingYou can of course name them whatever you want as long as you change the called file in the second script. I run the entire operation by simply issuing one command - bat 0-add-uniform ...and it all runs automatically. I've been working on settlement cleanup scripts over the last month or so, and I'm hoping that this solution can also be used there. I was having problems at the Starlight Drive-in diner, I wanted to delete the trashy counter top pieces and insert clean versions in their places. It never worked properly, but using this external batch file call trick might be able to fix that - we'll see. Kind regards, and keep on pushing the boundaries folks :wink:.
  13. I did some online research and came up with the following: player.additem 187972 1;player.cf "ObjectReference.AttachModToInventoryItem" 187972 1F1DF9 player.additem 187970 1;player.cf "ObjectReference.AttachModToInventoryItem" 187970 1F1DF9 player.additem 187974 1;player.cf "ObjectReference.AttachModToInventoryItem" 187974 1F4D18 player.additem 18796C 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796C 1F2D3D player.additem 18796E 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796E 1F57E4 player.additem 18796A 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796A 1F1C2F player.additem 9983B 1;player.cf "ObjectReference.AttachModToInventoryItem" 9983B 0300da99 .....but each line has to be run individually from the console, when run as a batch file it does random stuff :(
  14. Anyone know how to force the console to process instructions in the proper order? It seems it just makes up it's own execution order and forgets half of it's commands! I'm trying to create a script to spawn some items, then add a legendary effect to them. Here's a short example: pt 187972 1 PickLastRef amod 1F1DF9 That should spawn a Synth left leg then add the "'Sprinter's" legendary to it, but it only spawns a bog-standard leg and then forgets the rest. If I run that script a second time, then the first spawned leg gets it's legendary! It's like the console has constipation. If I type the following directly into the console, then it works perfectly - pt 187972 1;PickLastRef;amod 1F1DF9 ...or is there a pause or wait command? Thanks.
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