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Everything posted by QuantumBios
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I currently have 422 mods installed, 304 plugins, 247 active plugins. The game is relatively stable, except for a couple freezeups/CTD playing around with Pack Attack. I'm just looking for some input as to if/how I can make it better. Any and all input appreciated. I was wondering if I should use FO4Edit to make a merged patch to put just ahead of the Bashed patch, but I'm not sure if that's necessary. Note that disabled plugins are usually followed by a merged plugin that includes it.
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I've got about 15 mods that add new settlements. Some add one, some add multiple, all different locations. I want to merge them all into "NewSettlementMerge.esp". Using Merge Plugins, some of the mods come back with errors. When I go to fix them, the program hangs about 3/4 of the way through the progress bar. I am therefore unable to use Merge Plugins to create the merge. Should I just merge them all using FOEdit, copying the data into a new file, then deleting the masters from the merge? Any advice is greatly appreciated.
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"Merge Plugins" and ArmorKeywords (dependency hell)
QuantumBios replied to TheAlmightyOS's topic in Fallout 4's Discussion
Merge Plugins is such a great tool. I wish the author could be incentivized to update and maintain it. I don't think the library is working anymore. I'm trying to learn to merge successfully myself. Merge hangs up a lot when "fixing" mods with errors, and also doesn't allow you to add a mod with ignored errors. That could be a feature and not a bug, I'm still learning. Playing with FOEdit as well, trying to merge using that program. -
My understanding is that mods that scrap everything break the precombines that allow for the world to load quickly. It breaks up everything into separate pieces. I have read that Place Anywhere has a scrapping mode that, while not as extensive as others, allows for extended scrapping while not breaking the precombines. Hope this helps.
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For what it is worth, I run into the same issue. Without WoTC I have a very stable game, with WoTC (which I freakin love BTW) I get serious crashing issues especially when i'm deep in the city between Goodneighbor and Old North Church (or whatever it is called where you meet the Railroad). I'm really hoping the new version will have fewer issues. NOTE: i suspect the real issue with the mod is between adding all the actors and trying to calculate all the conflict they are generating off screen (but still in the same zone) that our systems are simply choking on all the additional data. Further I'm wondering if that combination isn't creating some save bloat which contributes to the random crashes. Yes, this is what I am thinking as well. I made a tough decision to start over and remove WotC from my modlist. I've been wanting to create some large settlements using Sim Settlements and Horizon, and it's frustrating to have random crashes start occuring massively after putting in 24 hours into a playthrough. I replaced it with Faster Respawn Rates (3 hours, both settings) and hopefully the world doesn't seem completely dead. I'm really hoping that the new, revamped version will be a plug and play (which doesn't destroy saves) that I can add in once it's finished). It was a call between playing the game and not being able to play the game, sadly.
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So looking forward to this mod being completed. Playing is frustrating however, because it seems like after about 24-30 hours of playing, something gets corrupted and I keep getting random CTD. I am hoping that the new version of this mod removes that problem. The only thing that I can tell that seems to be off is that my GPU usage is constantly at 100% prior to the crashes. I'm running Weekend Warrior on an MSI laptop with a 1060 installed.
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Also, here's a thread on how to do it if you can't wait. https://www.reddit.com/r/f4se/comments/7be4ip/fallout_4_and_sse_were_updated_today/dphdk2p/
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This is from Steam forums... I have not verified it. I've decided to wait until F4SE is updated. GRRRR (It's my weekend, now I have to do productive things!) you can get old executable from steam itself. Just type in steam console: download_depot 377160 377162 7417123819347697483
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I am, of course, kicking myself for not installing CDante's auto-backup program after watching the GamerPoets video regarding it. Now waiting to play on my weekend is my punishment.
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Is it possible for the game to utilize LooksMenu presets when creating new settlers? From what I've been able to gather from researching...basic recruited settlers cannot be edited via LooksMenu. Bummer! So instead I was hoping to have the recruited settlers randomly generated from the dozens of presets I've installed. Wondering how to go about this.
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Or you can try and follow this load/install order (not necessarily the mods themselves, but the categories) http://www.nexusmods.com/fallout4/mods/23556/? It's worked pretty well for me.
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It usually allows me to re-load and THEN exit fine, but I regularly get CTD when exiting the Museum of Freedom going after the power armor in the beginning of the game. Anyone know the cause of this crash? Here's my load order Also, anyone know why Codsworth looks like this? http://www.nexusmods.com/fallout4/Images/81249/? Thanks in advance for any ideas/suggestions!
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Mod that makes NPCs go under roofs when rain/storm
QuantumBios replied to LX6R's topic in Fallout 4's Mod Ideas
Cool idea! -
I'm setting up my game for a fresh start with the new Sim Settlements expansion. I still want to be able to build some cool secondary structures and decorate. I'm hoping to cut down on script load, because I fell in love with War on the Commonwealth and consider it a must-have, so I'm trying to shave off some other settlement building scripting mods so that the engine doesn't get too bogged down and settlers actually move around. Any suggestions appreciated. Hoping to keep Thematic and Practical, as well as Northland Diggers.
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I wish there was a way to tell in-game! Thank for the insight!
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I'm running an i7-6700HQ prcessor in my laptop. In the control panel device manager, it shows 8 cores under the processor tab. The Fallout 4 Config tool says I have four cores and set iNumHWThreads=4. I changed the value to 8 in the Fallout4.ini and Fallout4Custom.ini and the game ran fine. What gives? What should I set it at? Isn't the fallout4custom.ini the final word on what gets loaded?
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try what i suggested on your image comments I did, thanks a lot for trying to help! It's much appreciated! I am currently testing a workaround I found for using Merge Plugins and NMM. I add : *Fallout4.esm*DLCRobot.esm*DLCworkshop01.esm*DLCCoast.esm*DLCWorkshop02.esm*DLCWorkshop03.esm*DLCNukaWorld.esmto my very first of plugins.txtlocated in AppData\Local\Fallout4and deleted everything else and it seems its working fine now! i don't know exactly how but this way its working for me Btw NMM should be closed and shouldn't be open until you are finished.
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lol...I'm about thisclose to hiring a tutor for an hour or two with FO4Edit and MergePlugins! Been sitting dangerously close to my 255 limit for a while (and still have 3 to load for Eisenwulfs Legacy) I've read of people saying they've merged 500 mods down into under 200 plugins. Now that's insane, but if I could just get it down (understanding exactly how these programs work) I'd give it a try! Here's my latest headache - http://www.nexusmods.com/fallout4/images/79179/?
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I'm having a heck of a time merging mods. I've watched videos, tutorials, tried FO4Edit, Merge Plugins, (Wrye Bash seems to work for the level lists) but I can't seem to get the hang of it. Are there any modders who take requests to do custom merges? Say, I have 20 craftable clothing mods that need to me made into 1 "ClothingMerge" Or 40 gameplay tweaks for a TweaksMerge. Does anyone do this?
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Thanks for the input. I am going to try that once I determine which clothing plugins are designed to be player crafted, which are meant to be randomly generated on an NPC, and which are necessary to be present in order for other mods to work. (Better Settlers, for example has a Clothing plugin that requires certain other plugins be installed, so I imagine i cannot merge those, as they would not appear in the plug-in list then). Curious as to how merging tweaks will go. Tweaks such as Easy Hacking, Slow Time, Faster Terminal Displays, Move(Get Out of the Way), Master Locksmith Hacker, etc should all be mergable. However, when I tried merging a bunch of tweaks, mods such as Slow Time, Survival Quicksave, Increased Speed and other just stopped working. Merging Settlement changes is going to be interesting as well. Echo Lake Lumber Mill, SpectacleIsleBridge, Mystic Pines, etc...Theoretically, these should all be merge-able, as they shouldn't get in the way of each other. I've only been modding for a couple months now. It's incredibly fun, but also very time consuming and frustrating. I'm actually considering putting an ad on Craigslist seeking an in-house FOEdit/WryeBash tutorial session. lol ;-)
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I am saying that this guide is helping me to better understand how to use FO4Edit. There is a specific thing I want to do, and can't seem to find a guide or tutorial that specifically addresses what i want to do. I'm reading everything I can on FO4Edit, and hopefully, eventually, I'll have a good enough grasp on how it works to be able to do what I'm trying to do. :-) It's guides like this that are incredibly helpful, even if they're not explaining how to reach my specific goal.