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Voyager23

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  1. Well, just bought the eminent enhanced edition from GOG, and sadly RedKiT seems to be nowhere to be found! All old links seems dead, even links on GOG, but this would be the proper solution to actually get the required software... However, marking your Witcher2.exe, pressing ctrl+c and ctrl+v and renaming the copy to said name will fool NMM to launch... I suspect I could create any file and just name it (usercontentmanager). This solution is not optimal, and one probably won't be able to launch the game from NMM. But now I can at least add mods manually and manage them from NMM ^_^
  2. Just had this issue happen to me, on a game that's been on and fully modded since 2013. Out of the blue, inside a custom house I was filling my containers with alchemy-ingredients and got a few CTD's which I tracked down to the recently added Quick-loot, removing this (no .esp, just .swf) I noticed when loading up my game that the SAVE option was grayed out and can't be pressed... As written above, it's not only the current player, but every game I load hereafter is 'locked' from saving like this. The option to use Save Cleaner is not a viable option as it requires the console-command 'save mysave 1', whereas the game replies it can't save at this moment -_- However, travelling generates autosaves... Gonna' look at alternatives to Skyrim Save Cleaner if something has a different approach, or at random disable a few of the heaviest mod's (Save Cleaners option to show script-intense files would sure help)... *sigh* EDiT: My issue was resolved, after testing another Save Cleaner with more options and working on just plain saves, but it made no difference besides like 200+ orphaned scripts being removed ^_^ Even tried some idiotic proposal to run as Admin, which I allready basically do as I take ownership of all folders/files. The culprit for me was a left over SKSE-plugin (DATA/SKSE) as described above I only removed the .swf and the .ini-files for Quick-loot leaving the .dll file which probably made SKSE make an evil loop or something, now I can save again!! Wasn't looking forwards to re-installing as a "solution" with 1000's of hours of gameplay on different characters, and yes, that was the weird bit I couldn't figure out, how this greyed out save (and not being able to save from console, only fast-travel) could affect *all* my characters... Hope this helps anyone out where to look though. Maybe I should clean them out non-theless as the game acted/loaded a bit faster? :p
  3. In response to post #15019956. Indeed, no file :'(
  4. Still... This is *not* related to 1 single mod, as I now finally can confirm! This is related to the 'settlement keyword cap', i.e it's a bug in the game-engine which has been confirmed by Bethesda. Don't know if the latest updates have fixed this as I haven't updated (my game gets very unstable thanks to all the mods). I went for the Settlement Keywords Independent mod, replaced all my mod's that have an SK-version, and really ditched more than a few mods that adds (similar) stuff to craft at your settlements, like Snap and Build. Now after a few days gameplay, the robots are back in one of my saves (I read that some time in-game is needed for it to 'reset'). But -Yeehaw! So what you need to do is to cut down on un-necessary mod's to get below the current keyword-cap. And the issue was related to *all* robots except uniques like Codsworth and such.
  5. I'm having the *exact* same issue, the robots are only "invisible" for one character (save), and not for the oldest which is lucky... I've tried replacing textures and a ton of other stuff, and the most probable culprit would be the keyword-cap for some odd reason, nothing else works, and yes it's weird for one save and not the other... They are not only "invisible", but rather untargetable also... If targetting something else in VATS then switching to the robotic opponent, it targets, but there are no limbs nor any rates of success to hit. The only viable option has been to engage them in close combat :|
  6. Thing is, you can't pick a companions pockets, you only issue commands with a whispering voice... I left one PA with it's fusioncore inside (I usually take'em out!) and Preston instantly leaped in. So I've had this issue too, and was thinking of dismissing him and following him to see. Instead I tried to command him to engage in activities that would require him to remove the armor, like sleeping, but nope! Reading about this on other sites it mentions that followers sometimes can use the PA without any fusioncore on top of it all. I transferred all the parts of the armor to me, so he's been walking around in a PA-frame for a few days now. But, inside the Saugus steel plant, I "talked" with Preston, and when all his praise and dialogue was done with, I got the speak-option "exit power armor" ... Yay, finally!! ^_^ Gotta' reload and try it again when I'm at one of my settlements.
  7. Can not but agree more! Having a long distance version of the nightscope, I long for similar mod's that exist for FO3 and NV, and perhaps some working binoculars too... Afraid we won't see anything like that untill there's a full GECK/C.K for FO4.
  8. Didn't have this issue untill I went from 1280x800 to 1280x960 which is a bit weird... And I too didn't notice untill I tried looking at my health. The only reason I had the lower-res. first was because of the lockpick-hud-bug. And I always play in full screen! :/ Gonna' try replacing the vanilla-HUD with a mod and see if I finally can run it in fullscreen 1280x1024 after the latest patches... EDiT: Any other PA-HUD replacement gives the same effect, a HUD where I can't see the edges... Reverting back to 1280x800 resolved this issue. Alas, this is in no way related to VMEM or resolution of the desktop, only the Fallout4Prefs.ini and the game afaik.
  9. I just had the same issue... Running around in the NW corner of the map and needed to fast-travel back to Megaton... Suddenly all previously discovered markers were gone! o.O I wouldn't want to go TMM because the game is modded and the map would be cluttered with every location in the world that I know nothing about really... Curious as to what caused this! The markers are made undiscovered, so it really has nothing to do with display-settings as suggested elsewhere... *sigh* Had to do a COC Megatoncommonhouse, and now I'll have to re-discover everything and hope it doesn't happen again...
  10. I'd love for that to happen too!! Allthough I have no ideas, educated or others besides disabling certain Core Robots models :'( Protectrons, Robobrains and Eyebots... Love those shiny robots! ^_^ There's a new deputy at Megaton!
  11. Seems safe enough... Thing is only that it tells me to FO3-Edit-Clean mod's that BOSS tells me not to clean 'coz the dirty edits are intentional... Like MMM and RobCo f.ex... My loadorder appears very different after running LOOT compared to BOSS. Let's see if the game swallows it! (It did!) d.s: version 0.6.0 seems to be a major improvement upon prev. releases.
  12. This is an issue that has persisted for me since beginning to mod TES5. ...and it is always when pressing 'map' inside dungeons, not on the worldmap. I'm running the max-limit of mods and have only 1 'map-mod', a quality world map by icepenguin. Most threads I encounter mention colormap-icons and SkyUI as probable reasons, but I don't use any colormaps and have disabled other custom-mapmarkers and similar. I too have thought it was a memory-issue, esp. when running tons of texture-replacers, but it's more likely that something early on has replaced something in the DATA/Interface folder. When reading this post I disabled the 'a Quality World Map' and even SkyUI (!) Still the same result when pressing 'm' inside the Kilkreath dungeons, instant CTD. No matter if I use high-res or "vanilla-res", clouds or no clouds on the map. ...also adding map-specific commands to the Skyrim.ini only yielded poorer quality and the game still crashes when trying to get a map inside a dungeon. I do have some knowledge when it comes to loadorders. The game is running fine besides this issue, as I've tracked down every other conflict/area/mod. ...and that's no small feat with 255 mods. EDIT: Added Loadorder.
  13. Just started having these issues after my 4th installation of Oblivion. Never had it before and had been playing on this install up to level 8. It most certainly must be mod-related as my hardware hasn't changed, and no drivers have been updated during this game-session. I made a quicksave about to ambush some Daedra, added a few mods, activated 2 of them, and all of a sudden the left-mouse button (only) won't work occasionally. Keys work, movement works... And this is only after loading that specific save, lmb works all the way up untill after loading. Seems I'll have to track this issue my self, and if I find something *solid* I'll get back to this post.
  14. I too have the exact same lock-up in the arenaquest... After finishing one or 2 battles, Owyn just keeps paying 50 gold and never offers an opportunity for the next fight... With the ArenaAlive mod I get 200, but still locked. I've waited 96 hours plus some, tested deactivating various mods afflicting the Imperial City (like moDem's City Life.esp mentioned above) but to no luck. The game is patched, and this is not an internal bug, it must be triggered by some mod! I do not have the mentioned CM-partner, and in fact when the bug occured I hadn't installed any companion-mods at all. I've tried Setstage and Completequest commands to no avail, except getting the White Orcs journal. Wishing somebody could pinpoint exactly what makes Owyn stuck, or suggest a quick-fix/-hack.
  15. I just got the weirdest bug, from a quicksave after running some time in erradiated rain... No signs prior (and in Fallout3, the radiated-rain option was off by default) besides my humble +47 RAD's and the rain has stopped... All of a sudden I can't fast-travel, the RAD's increase by +14/sec., and no RAD-X slows it down essentially condemning my character to death, and of course only a few RAD-Away's but not with me :( I do have earlier saves, just before stepping out in the rain, but... :((( I g00gled my this behaviour and found this post, and Project Reality is one of not really that many mod's I do run... Does my description in any way fit in or describe this bug further?
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