Jump to content

wyjadacz

Members
  • Posts

    10
  • Joined

  • Last visited

Nexus Mods Profile

About wyjadacz

wyjadacz's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Holy hole in a donut that did it! Blocking CK with firewall really did the trick, thank you Mycu :)
  2. ty for reply, I've added additional lines to CK.ini and removed all d3d files - CK is still crashing
  3. Before I start - yes I am well aware that there are already few posts about crashes (aka system stop working) of CK. I decided to create a new post, because to the best of my knowledge, my problem seems a bit different and for the record I will tell the whole story. As a side note, I've also posted this problem on bethesda forum (https://bethesda.net/community/topic/197468/fallout-4-creation-kit-stopped-working-on-1st-start-up) but didn't get much feedback. I really hope that the nexus community will help me solve this issue. I quit playing (and uninstalled) F4 just when Creation Club first emerged. Before that time I had absolutely no problems with lunching F4 or CK. I recently decided to play F4 again and thus I made a fresh install (there were no loose files in the steam folder from the previous installation). The first obstacle was a crash on start up screen of F4 ("press any key to continue") - to keep it short I've found that blocking F4.exe with a firewall will fix the problem - and it did. I've installed few mods from nexus and played without any further inconvenience... until I decided to launch the CK. First things first I downloaded and installed the CK 2.0 with 'Bethesda.net Launcher'. If anyone is curious its impossible to install it in the wrong folder - the path pointing to your F4 steam folder is locked during installation. When I try to launch the CK (either from 'Bethesda.net Launcher' or exe in F4 steam folder) I get an infinite "Initializing Archive". I've already tried waiting for 30 min with no luck. When I click CK while it's initializing I will get a system pop-up: "CK stopped working and will be shut down". Do I need to edit some CK ini files before the 1st launch? I don't recall doing so previously (before CC). Some people have mentioned that this is due to a new requirement for mod structure, and some mods are not updated by their authors, causing a CK crash on start up. Others say that it is caused by d3d11.dll (from ENBoost) and deleting it will solve the problem - in my case it didn't. The CK crash was present before installing ENBoost. I've also found a solution of installing CK in a different folder. I've tested it - u can't "install" the CK in a different folder than the default F4 steam folder (as I mentioned earlier the path is locked during installation). All you can do is copy the CK.exe to a new location along with all necessary steam dll files. Doing so will allow CK to launch (no "Initializing Archive" loop) with all its windows but will also immediately return a pop-up "CK stopped working and will be shut down". And now the interesting part - if you also copy the Data folder with all vanilla fallout4 ba2 files (e.g. 'Fallout4 - Animations.ba2'; 'Fallout4 - Meshes.ba2'; 'Fallout4 - Textures1.ba2'; ...) the CK will again be affected by "Initializing Archive" loop. So it doesn't seem an outdated mod structure is a culprit here. Can anybody suggest any alternative solution?
  4. I'm certain that the bloody mess perk is not working correctly for me - specifically it means that I can't proc a bloody explosion with melee/unarmed weapon, everyone just dies normally. I can however trigger the bloody mess explosion on corpse - after few hits it will explode. The point is that i have to first kill and then damage the corpse to see the bloody mess - I'm sure that it is not how it was supposed to work. Enemies should occasionally explode on a killing blow. For me they don't. There are some exceptions though, (I tested it about 10 times on a group 20+ raiders spawned with console, with BM perk rank 1-4, luck 10, on different difficulties: casual and very hard): RANGED weapons: - bloody mess seems to work (more or less) correctly with ranged weapons - especially the rank 4 clearly works MELEE/UNARMED weapons: - head seems to explode correctly when making a killing blow [in vats or outside vats] - most of the time enemies just die without any dismemberment - killing blow performed with [Alt] attack (strong attack outside vats) creates a finisher without bloody mess effect - here lies the proof that the BM perk is somehow broken for me. The best example is the "Ripper" melee weapon. If you can proc a finisher outside vats with Ripper (with ALT attack), during the finisher animation enemy should explode in bloody mess, yet he/she just dies normally 'in one piece'. I played fallout 4 shortly after official launch (when there was no dlcs available) with some basic mods and back then BM worked correctly - I was able to dismember opponents with Ripper during its finishers. After a long break I've come back to fallout and installed all dlcs and quite a big amount of mods (about 43). So the above mentioned problem with BM perk could be caused either by vanilla dlcs and patches or by player mods. I've tried disabling all mods and launched fallout with only dlcs available - but the problem was still present. I guess if it was really caused by some mod the only way to fix it would be a complete wipe of fallout 4 and nmm and fresh installation of everything. I'm not very fond of the idea. That is way I would like to ask anyone to check the BM perk with melee/unarmed weapon on his/her end. The best way to check it is to perform finishers with Ripper - please tell me whether your human enemies explode or not. I'm attaching a screenshot to visualize my problem. Screenshot: http://i.imgur.com/kd6SxwZ.jpg
  5. Can somebody please convert 'desdemona outfit' and/or 'road leathers' to CBBE? It would be great if the converted outfits were similar (more or less) to my CBBE preset.
  6. Actually maybe it would be better to make them not permanent - so instead of using Thrall version maybe it would be possible to replace Familiar stats with stats of 'Conjure Frost Atronach'
  7. hello there, my request is about making the first summon from conjuration magic school more stronger. The spell itself is called Conjure Familiar and in my opinion it creates the best looking summon-able creature. It would be great if the familiar could get stronger as u lvl up so he won't die due to mainly one hit of a stronger opponent. I thought maybe it would be possible to make additional spell called i.e. Conjure Ghost Familiar where the familiar will have stats identical to Frost Thrall? I will gladly appreciate any attempts in making such a mod :)
  8. I have a request about statistics of Linwe's Armor. All I want is to remove its current stat which is "Increase stamina by 15" and put on it the same stat as the Ebony Mail have which is "You are able to move more quietly and opponents that get too close take 5 points poison dmg per sec". It shouldn't be hard, I guess.
×
×
  • Create New...