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subaverage

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Everything posted by subaverage

  1. walrossmaus2 uses the setting bPreCulledObjectsEnabled=0. Maybe it has even to do with that. I am still convinced that precombines/ previsibines can cause such trouble in interior cells, but of course conflicting or even uninstalled mods might cause this. I had this with several mods in the past.
  2. Normally you install one for each being. Like one for females, one for males, etc. Exception would be skins as Looksmenu overlays which can be swapped during gameplay. Or if you use "Unique Player and Followers Redux" you can have different skins for what the name says. But you have to pay attention to resolutions between body and face textures. These have to match. Otherwise you will get the brown face bug.
  3. The most likely reason for the white walls are broken precombines. Because it is not clear which mod(s) are responsible sometimes a new install is the better choice. With a lot of testing. Good luck.
  4. You are not on Steam? That means you can chose game version? Like on GOG? So you could try to start a new playthrough even after new install without mods and save after you left Vault 111 the first time. Afterwards continue.
  5. But still what about disable all and everything and start a new playthrough. First save after leaving Vault 111 the first time. When the game is uninstalled there are should be no files left to be used. That means to delete ....\My Games\Fallout4 and C:\Users\Your username\AppData\Local\Fallout4 A complete new playthrough on Steam means game version 984 and/ or downgrade.
  6. Before you do a clean new install which would mean you get game version 984 as long as you are on Steam: Disable all your mods (don't delete latest savegame) and begin a new playthrough. Play until you left Vault111 the first time. Make a save and keep it. Now you can try to reenable mods that don't interfere with landscape, existing cells and npc. Walk to the areas with white walls and see what happens. If everything is ok reenable mods one by one. Clean new install: If you are on Steam that means you get game version 984 (the update). If that's ok you can try. That means to uninstall FO4, delete the entire game folder, delete ...\My Games\Fallout4 and C:\Users\*your username*\AppData\Local\Fallout4. In case you want game version 163 you have to go through the downgrade process afterwards.
  7. Does this happen with your mods enabled or when you start a new playthrough without any mods, too?
  8. Wow, my favorite song from Johnny Cash.
  9. If cowardly settlers works as 363rdChemicalCompany describes I could like the idea. Having two groups of settlers. The one that runs the settlement like traders, farmers, doc, hair stylists, etc.. This group would neither be trained in combat and has no relating equipment (except perhaps some basic skills) and the other group the defenders. Armed and armored to the teeth and supplied by the other. The question would be what happens when the defence falls. I have walled all my settlements and use a more attackers mod. I my case settlers don't clip through walls, but might use doors. The castle is not being attacked so I don't know whether it would be different there, but perhaps the ambush kit changes behavior.
  10. I hope it's ok to post the link here: https://rentry.org/89gads
  11. I believe you are right. So blackhand8657 gets an error message from Buffout and the game minimizes, but is still running. I ask myself whether this is more related to Buffout than to Nvidia. I don't use it so it might be a stupid question - is it possible to disable (not uninstall) Buffout midgame and see what happens?
  12. I am bit confused. When you can Alt+Tab back into your game that means the game didn't crash, but has minimized or is frozen. Right? Minimizing during gameplay can happen sometimes depending on background processes. If the game freezes you could try this for the pre next-gen FO4: https://www.nexusmods.com/fallout4/mods/75216 as soon as you have internet back. I also don't believe that tabbing back into the game corrupts anything, but you can make backups of your working saves to a different folder from time to time. Good luck for finding the culprit and for your future.
  13. The crash seems to be related to "nvwgf2umx.dll". A Microsoft file for Nvidia drivers. Acc. to your crashlog you are still on Win7. A possible solution can be a graphics driver update/ update your OS. Or you could try to open the command prompt with admin rights and run the command "sfc /scannow" (without the quotes). This looks for damaged system files and tries to repair them. As I see you are on the pre next-gen Steam version, so verifying game file integrity would be no option unless you want to update.
  14. I believe most of the mods are meanwhile updated. An example for a not updated one is this: "Looksmenu Player Rotation" https://www.nexusmods.com/fallout4/mods/62872 and I am not aware that there might be an alternative. This mod is important enough for me not to update (despite all other problems that update might cause for me).
  15. You can look here how to get it from Steam: https://steamcommunity.com/app/1946160/discussions/0/4353368163570095672/, but in your case you might be better off with that: https://steamcommunity.com/app/1946160/discussions/0/4357873056145401176/ I hope it's the right one. But I don't know whether it would work in a GOG version of FO4. The pre next-gen version of the CK is indeed 1.10.162.0. At least for me and it works on my 163 game version.
  16. In my eyes they are no clones. A clone would be a 100% copy. Gen-3 synths might have human dna as a base, but they are modified in several ways and conditioned to serve the institute. And i would ask myself why the institute would make copies of something they want to replace? This is of course only my personal opinion and the game itself stays too vague for me for a clear answer.
  17. Unfortunately Bethesda stays very much on the surface of something that could have been very interesting to go deeper. But as it is all the Synths are artificial entitys with some kind of programming and a synth component inside. It is hard to say whether they are self aware in the sense we are. They do not grow up, they don't have the years we have to develop a personality. And for me the question always was why they don't run away. Are they mentally conditioned or programmed? On the other hand there is Acadia. Are these synths the results of a faulty programming or real persons? Sometimes I wish Bethesda would have created the story of FO4 more or less only around the institute. That could have been very interesting. I remember the fantastic film "A.I. - Artificial Intelligence" and have still goosebumps thinking of it. Can synths/ artificial beings dream?
  18. Moving static objects can/ will break precombines. Especially outside settlements that might lead to unwanted results like dropping fps/ stuttering. So perhaps it's better to ingore it or make a save before you change position and make a test. So you could revert back.
  19. Did you have all your mods enabled when you left the vault? If the crashes repeatidly happen around DC I would assume that mods interfering with DC don't work well together or confict with each other. Looking into your modlist I find at least these ones: *Diamond City Supplements.esm *DiamondCityAmbience.esl *DCGuard_Overhaul.esp *DCGuard_Overhaul_VoicedProtagonist.esp *Mega Surgery Center Doctor.esp *AA HotC - Standalone.esp *Immersive Diamond City Overhaul.esp *Diamon City Razorgrain Field.esp *DiamondNewVendors.esp *DiamondCityGateMapMarker.esp *Flashy_CrimeAndPunishment.esp *Flashy_CrimeAndPunishment_GunForHire_Addon.esp *PRP - DCGuard_Overhaul.esp *AWARHERO The Great Green Jewel.esp *VALENTINE.esp *DCScienceCenterONLY.esp *DCGuard_Overhaul-SettlementWorkshop.esp *DCGuard_Overhaul-StoryWealth.esp*** *DCGuard_Overhaul-SS2.esp *DCGuard_Overhaul-3DNPC-FO4Settler.esp *DCGuardsOverhaul face fix.esp *Dimond City Fixes.esp *SS2 X Dimond City Expansion Patch - Keep Brahmin.esp What if you make a backup of your latest savegame and disable all these mods? And if you do disable these ones, too. *Flashy_CrimeAndPunishment_OAR_Depravity_Patch.esp *GunForHire-eXoPatch.esp Afterwards load the game, confirm the message listing the missing mods and go to DC. In case this works reenable the mods again. One by one. If you decide to go this way do not create new savegames when all these mods are disabled. They will most likely be corrupted, because of baked in, but missing scripts. Only use your latest savegame. And when you find out that a mod is your culprit it might still be senseful to begin a new playthrough without this mod when it is a heavily scripted one. *** I don't use Story Wealth so I don't know, but do you need this? Regarding LOOT. It seems that the install of LOOT might be blocked by the data execution prevention of Windows. In this case you would have to explicit allow the install or install as admin. I don't know whether Vortex offers the latest version and the latest master list.
  20. You can try the latest LOOT with the actual master list. If you want to try I would recommend to make a copy of your plugins.txt so you can revert. And you could try to use xEdit or FO4Edit to search for conflicts. Only for a test you could try to disable all mods that interfere with these areas. In this case I would make a copy of the latest savegame before. Maybe this can help to find the reason, but when it is one or more heavily scripted mods you cannot simply uninstall midgame without risking your savegames and would probably need a new playthrough.
  21. With an exceeded mod limit the game won't start any more. Finding the culprit might not be easy, but there are some things come into my mind. It seems that you use Baka Scrap Heap and Buffout together and that these files can conflict with each other. So it's recommended to disable the memory management of Buffout. In this reddit post a user has written: If you use both Baka ScrapHeap and Buffout 4, they both affect the game's memory. Prevent them from fighting each other by opening Vortex and searching for Buffout 4 in your mods Click the orange arrow, open in file manager In this folder, go into F4SE\Plugins\Buffout4 Open the file called config.toml (using Notepad or whatever) Under [Patches], change "MemoryManager = true" to "MemoryManager = false" Other than that I see you use the Ultra High Res dlc and mods like SS2. Maybe some times the resulting payload is too high for the game engine. Your crashes are located around the CIT and DC and you have several mods that make changes to these areas. Here is potential for mod conflicts.
  22. Maybe this one: https://www.nexusmods.com/fallout4/mods/72600
  23. Afaik FO4 has no own crash log system. But in the article of this thread in a Steam forum is described how you enable Papyrus logging and where to find the logs: https://steamcommunity.com/app/377160/discussions/0/365172408531964270/ This might be helpful when a script is a problem. Other than that I would always recommend to play the game until you leave Vault 111 the first time without any mods enabled (except perhaps character creation mods) and make a save. There are mods that must not be enabled before. Afterwards enable mods blockwise or one by one with a lot of testing.
  24. A mod dealing with Marcy and Jun giving both a little bit of peace (however this would be achieved) would be nice and can fit well into FO4. In the meantime I put both in some armor (Jun even with a storm gas mask) and sent them on supply lines. So they do something senseful and can not bother me so often.
  25. At first it's good that the problem with the invisible walls is solved. Finding the reason(s) for crashes is often the search for the needle in the haystack. Perhaps it really would make sense to upload your load order in a new thread. If you have with crash log(s). And game version. Maybe someone sees something that could be changed or tried. But one question. Did you try to change the value of "bUsePreCulledObjects" to "1" for testing after you moved the entry to [General]?
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