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gentester

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  1. i have mods which change Hangmans and use Outcasts and never seen this issue. However a quick fix would be to grab Spring Cleaning Patch by Vlitis and put it at the very bottom of your load order. https://www.nexusmods.com/fallout4/mods/12702. What is happening is your changes that you made to Hangmans are being reverted to vanilla by mods you loaded into the game after you had made the alterations. Be aware that Spring Cleaning (and all scrap mods) disable the precombines and previs in settlement cells - which is fine if you want to get rid of more rubbish than vanilla will let you do - any mod loaded after will revert it so that previs and precmbine are back to vanilla, the Spring cleaning compatability patch will disable them again.
  2. Just wanted to ask a noob question - landscape changes. Are landscape changes something I need to include in a redone precombine/previs? I have a couple of cells in the mod I am working in which are next to cells where I DO need to regenerate but the only changes in the cell itself is landscape and navmesh. I assume navmesh doesn't enter into the equation at all - but unsure about landscape. I don't think it will need it but unsure. Anyone know this one and can let me know would be appreciated : :smile:
  3. Open your mod list in FO4 edit (the basic one not the quick clean). In the main Fallout esm expand it in the left hand menu and scroll down alpabetically to find Worldspace. Look for Diamond City. There are in total 4 blocks with sub blocks. expand them all. Then look in the right panel to see what mods (if any) have made changes to that sub block (you can ignore changes made by the DLC's) . Then at least you'll know where to start troubleshooting from.
  4. I've used that mod for ages, and have disabled attacks when I'm over in Far Harbor as most of the Far Harbor attacks are different and not covered by the mod anyway ((also when I'm in Nuka World). Then when I trot back to the 'wealth I just reenable them in the holotape.
  5. Settlement Objects Expanded has them, and so does Creative Clutter (on Bethnet) I believe
  6. Resurrecting this thread Exact same bug with Tektus, none of his dialogue seems to work correctly for me. Disabling or disabling and re-enabling my dialogue mod didn't fix it . I managed to find the correct consol commands by rummaging in the ck. Primarily it was the show Tektus the icon quest which didn't fire (he behaved as if I was already a trusted in spite of the fact I'd literally only just walked up to him for the first time) and therefore borked 'What Atom Requires'. Set Stage DLC03CoA_QuestPointers 200 fixed that. with other quest stages being the ones responsible for the rest. Auberts stuff is DLC03CoA_FFNucleus02 - stage 10 fires the quest off and hands you Tektus's note. I could do all the quests - just not give him any results of them - where I was handing in to anyone else in the Nucleus worked perfectly Then I had to complete What Atom Requires with consol after I had consol staged the two where I handed in to him - from memory that was stage 600 - don't quote me on that lol. Then he also borked when I wanted to show him Martins holotape, so standing within dialogue range of him and using DLC03MQ06a 45, moved that one on to the point you play the tape for him and the quest progressed smoothly after that. Its weird though I have done loads of playthroughs of Fallout and only hit this bug on this one and using pretty much the same mods (certainly haven't changed anything dialogue related) used on previous playthroughs where it worked perfectly Running my entire load order through Fo4 edit didn't show anything editing Tektus or that dialogue tree so slightly baffling but not had any issues with dialogue at all other than with him.
  7. First thing to check is to open the creation kit from the game folder rather than the shortcut Bethesda put on your desktop. If it still won't work then: Find a couple of downloads for steam_api64.dll and libScePad.dll (depending on what the problem is - in my case I needed both) They are all on the net someplace make sure you pick ones for your version of WIndows. You may have them on your other games. Install them both into steam/steamapps/common/Skyrim Special Edition if thats the one that won't work - Its probably the same for SkyrimLE from memory I did the same there. Don't use the shortcut to the creation kit Bethesda put on your desktop. Make a shortcut yourself from the CreationKit.exe in the same folder. That one should work, the one Bethesda puts in can't see the newly added dlls. That's what worked for me anyway. Necro'd an old thread in case it helps anyone out looking for a solution.
  8. https://wiki.step-project.com/STEP:2.10.0 1.E.1.2. Nvidia Users Lots of useful stuff there
  9. Hi guys. Coming back to Skyrim after a long hiatus Can anyone help me with the setting b30GrassVS= I use a grass mod based off of Grass on Steroids. In that mods pages it says to have the setting at 0, which I think is the default anyway. But I saw several questions on various forums where the answer to what it should be set at was given as 1, and that it should be in both the skyrim ini and the prefs ini. As I have absolutely no clue what this setting does I have no way to make an informed decision and visually either setting seems to make no difference, but I don't know what else it might be messing with apart from the visuals. Any assistance appreciated. Gen
  10. It says its doing it but the progress bar just shows 0 and moves onto the next one (if I am doing vis for all loaded cells) and that shows as 0 as well until they have all finished (matter of less than a second) and obviously nothing has generated. It doesn't generate anything for vis whether in one cell or in all loaded cells and my own mod I am working on deffo broke a few precombines but I had no trouble making new ones Ah well it will doubtless become clear in time rofl - thanks for answering Vlits
  11. Would appreciate any insight on my current problem. I have no problems generating the precombined using either Trosski or RRTV's vids (thank you both). Previs on the other hand simply won't do anything, it skims through the various cells at breakneck speed altering nothing whatsoever and not generating anything at all. I get various things come up in error but its all vanilla stuff that errors, for example a tree stump and apparently it can't load the sky or the ground (I haven't got any other mod loaded at all and it's the vanilla generated ini files with only the necessary ini edits to use a mod). I'm a bit baffled to be honest. I have tried messing with various things in each cell to see if anything specific is causing this but even if I make a simple mod that puts down one cardboard box I can't generate previs (whether precombined or normal). I am using CK version 1.5.154 and wondering if that is the problem? I'm hoping its some damn silly setting I have missed but somehow I don't think its going to be that simple :( Anyone come across this before? I can certainly just disable the pre vis in the relevant cells and I think having regenerated precombines will still help somewhat with fps (plus the mod is only for me anyway) but I would really like to get to the bottom of what's going on. :)
  12. In response to post #55257103. #55257298, #55258328 are all replies on the same post. I hope so as well. I really dislike the new design I did give it a fair go I think but reverted pretty quickly, it just doesn't feel as user friendly and welcoming. Sometimes 'New' isn't necessarily synonymous with 'Better'
  13. He said on the other site that he had removed his mods, not that bethesda/nexus had insisted he do so. It's quite possible he simply hadn't remembered that the mod will literally vanish from a consol game once removed from beth.net and will reinstate it once he does.
  14. This one? Caravan Trading Post Enhanced? http://www.nexusmods.com/fallout4/mods/23602/?
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