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Everything posted by subaverage
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Sadly I cannot say anything about OCBP, but from what I see this mod should automatically be applied to body and outfits. Mods that work with additional bones to nifs are e.g. Cherry Hotaling's Physics (what I use), Panundrum's Physics, etc. For these mods it's true that non converted clothings need the bones to be applied manually. Anyway do not mix. Adding additional bones for a.m. mods is a bit of work, but no rocket science. The bones are then baked into the nifs and again that would bring weird results when you use OCBP together with it. In case you want to try Cherry's or Panundrum's Physics you can come back and I'd help you, but this would mean not to use OCBP and in case you don't like it it's work to remove the physics.
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Afaik CBP works similar to the mod I use and adds special bones to the body and, when converted, to clothings. You can only have one body and if it has the physics it can clip through clothings without physics and without a body inside (e.g. like a single top). When only the clothings have the physics applied it could be that the clothed body jiggles and the nude one not. If you want to go the way with the additional bones you will have to add these to all clothings you want to use and which cover the related body parts. On LL you find the mods "OCBP" and "OCPBC" that work different, but for these you would have to change the body and clothings that already have physics, because mixing will bring weird results.
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Trouble finding quest ID to reset quest
subaverage replied to DK662's topic in Fallout 4's Discussion
in this case you could open the plugin in FO4edit to find the id and the quest stages. Or visit the mod author's Discord server for support.- 4 replies
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- fens sherrifs department
- quest ID
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Crashing when entering Nuka World for the first time
subaverage replied to Flatchester's topic in Fallout 4's Discussion
You did not state which steps you have undertaken until now. Maybe your problem has nothing to do with PRP. Afaik PRP does nothing to textures themselves. It recombines objects. A game with intact precombines should normally not much benefit from it. So maybe you could make a test without. On the download page it's stated that you need the main file (for old-gen or next-gen) and the resource file. Did you install both? If you are not sure you could (re)install the pack and the resources. In the old files you find one especially for Nuka-World. I would assume that it is integrated nowadays, but maybe you still need it. And perhaps it needs a certain place in load order. You could ask on the mod page whether other users experienced crashes with this mod in Nuka-World.- 8 replies
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- nuka world dlc
- bad lod
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You have 675 esps in your mod list. I don't know whether more than 400 are flagged as esl. If not you exceed the limit of 255 mods that use a full mod slot (esms + esps).
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You have 675 esps in your mod list. I don't know whether more than 400 are flagged as esl. If not you exceed the limit of 255 mods that use a full mod slot (esms + esps).
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Flamethrowers,Minuguns,gatling lazers
subaverage replied to mshor117's topic in Fallout 4's Discussion
I have to admit that I did not see something like that, yet. So I can only guess. When you use the high physics fps fix I assume that you uncapped the game's framerate. You could try to cap it back and disable the fix. On the page you linked a lot of tools are listed besides the mod itself. Many of them interfere with graphics, weather, Vram handling, etc. I don't know which one(s) you use and it seems that everything was tested for pre next-gen. So in the worst case it could mean to disable every single mod and tool and see what would happen then. Afterwards you could try to reenable one by one. Btw. what screen resolutuion do you use? Would changing the resolution make a difference? -
support needed Diagnosing a CTD On Startup
subaverage replied to DestroyerOfTheNorth's topic in Fallout 4's Discussion
Finding out which mod(s) cause(s) the crashes can be realy painful as you normally start without mods and install/ enable mods at best one by one. You have a lot of weather mods, leveled list mods and mods interfering with the game mechanics. But one little question though. Do you enable all these mods at the beginning of a new playthrough or after you left Vault 111 the first time?- 7 replies
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Crashing when entering Nuka World for the first time
subaverage replied to Flatchester's topic in Fallout 4's Discussion
Back port means you downgraded your game, right? I see a lot of Creation Club content in your load order. This can cause trouble on downgraded games. You could try to cut out everything beginning with "cc" and save it at a different location. So you could get it back. Also I find several mods that interfere with Nuka-World like "Gatorclaw Revamp.esl", "ImprovedNukaRaiders.esp, "ImprovedNukaRaidersEncounters.esp"and "Power Armor to the People - Nuka-World.esp". You also have patches for next-gen like "Simple Creation Club Delayed NG.esp" and "Power Armor to the People - Next-Gen Update.esp". If you are on pre next-gen you shouldn't need these. This is what strikes me in your load order. To find out whether something of this causes your problems might be a matter of trial and error with deactivating mods and testing. Texture mods can cause trouble as well and they often don't appear in loadorders. So that I wouldn't know.- 8 replies
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It seems that you use the Appearance Change Unlocker. Only as a test you could try to uninstall this mod as it still seems not fully compatible to the latest game version.
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Flamethrowers,Minuguns,gatling lazers
subaverage replied to mshor117's topic in Fallout 4's Discussion
From the pictures I would assume that you use ENB and HUD mods. Maybe those somehow interfere with the kind how the particels are displayed. Or do you use mods related to these weapons? -
Crashing when entering Nuka World for the first time
subaverage replied to Flatchester's topic in Fallout 4's Discussion
If you don't have mods that interfere with Nuka-World and only in case you are on next-gen from Steam you could try to verify game file integrity as a first step (no option for Steam pre next-gen as it would update your game). GoG should have something similar. And you could post your load order.- 8 replies
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The two ini-entries are mandatory for modding FO4 for using loose files. On a clean vanilla game the do more or less nothing. Speaking of a clean install means that you are game version 984 (next gen)? Do you perhaps have a main menu replacer installed? If so, you could try to uninstall/ delete it. Some mods need to match the game version. So you could check whether you have one or more mods in your list that are only made for pre next-gen. You write that even after a clean install without mods the game crashes. That should not happen. When you had your mods installed and afterwards uninstalled the game there might still be remnants of the old install on your drive. Maybe you could repeat it: Uninstall the game, delete the entire Fallout 4 game folder C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 (in case of Steam), delete C:\Users\*your username*\Documents\My Games\Fallout4, delete C:\Users\*your username*\AppData\Local\Fallout4. Afterwards make the clean new install and make your general graphics settings with the launcher. Afterwards start the game and see what happens. When it works I recommend to play until you leave Vault 111 the first time and make a save. If everything is ok you could make the ini changes and start the game again. It realy should work. If so, you could reinstall your mods one by one with a test after every mod added. I believe that not ini-entries are the culprit, but one or more of your mods.
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It seems to be a Creation Club content. https://fallout.wiki/wiki/Fireplace Please don't ask me which one. If you want to have nice fireplaces you could check this mod (and it's dependencies): https://www.nexusmods.com/fallout4/mods/79622
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Downgrade Fallout 4 or run the 1.10.984 version?
subaverage replied to Leboa24's topic in Fallout 4's Discussion
A reason for using the updated version might be Creation Club content or some day a mod that you absolutely want to have that only runs on next-gen is made. I believe there is a way to use the CC content on pre next-gen FO4, but you won't get new content (if some is made) easily. I don't miss anything from CC so I stay on .163 as long as I can and proceed acc. to "never touch a running system". But anyways in my eyes thinking about using the update begins with checking whether your "core" mods are updated, yet. This means everything depending on F4SE and possibly even body replacers. If so, you could give it a try. An advantage is that Steam should believe that you updated your game as long as you don't verify game file integrity even when you downgrade. If you downgrade you need this: https://www.nexusmods.com/fallout4/mods/81859. (I just saw that you already have version 984. So I had to edit my post a bit. One still should read before writing) Additon: If you want to use the CK on a downgraded FO4 you need the downgraded version of the CK, too. You find some tutorials in the net how to get it from Steam or other websites. -
Adding Mod slots to clothing
subaverage replied to BattleshipsSpaceships57's topic in Fallout 4's Discussion
I know that some people don't want to use the CK. For adding mod slots to outfits/ clothings I use it the most of the time. Why? I want to have a legendary slot (one entry), ballistic weave (two entries), armor lining (two entries), damage type physical + value (two entries) and damage type radiation exposure + value (two entries). So in the worst case 9 entries have to be made. You can make yourself a little text file where you save all these entries with keywords and paste them one by one in the correct place in FO4edit. Adding new damage types is even more work. So for one piece of clothing this might be ok, but latest with the second one the CK gets faster and easier in use. Let alone when you have something like a complete wardrobe that needs additional slots and values. You can even copy and paste the first three ones. FO4edit has it's advantages, but for me when it comes to mod slots for many outfit parts the CK is the better choice. -
Followed The Midnight Ride guide but the game won't start
subaverage replied to dudicus445's topic in Fallout 4's Discussion
Following the guide you changed the FO4 installation folder and the Steam Library. On the guide's page it's stated that because of the strict Windows file protection of e.g. Program Files (x86) mods might not work. In my eyes this is at least in case of FO4 not correct (and no other game that I have in that location). I know that some users don't use the defaults, but I don't see any advantage in doing so. I run FO4 for more than 10 years (Steam much longer) without any problems related to Windows file protection. In this long time I tested about 1,5k mods only for FO4 and now use about 450. If you changed the defaults your problem might have something to do with wrong pathing. F4SE belongs in "C:\Games\Steam\steamapps\common\Fallout 4" in your case. In the f4se_readme it says: 1. Copy f4se_1_10_984.dll and f4se_loader.exe to your Fallout installation folder. This is usually C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\, but if you have installed to a custom Steam library then you will need to find this folder yourself. Copy the Data folder over as well. (Maybe this is also stated in Midnight Ride, but I did not read that far.) At last you could check whether FO4 is correct and completely installed in "your" folder through verifying game file integrity through Steam.- 1 reply
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REDScript compilation has failed (see images)
subaverage replied to QVCCARD's topic in Cyberpunk 2077's Discussion
I've just seen that you already tried to install files manually. The missing files are at least ArchiveXL, Codeware and TweakXL. I still would try a manual install and check whether all files are present in the right folders. E.g. the error message states that you don't have Codeware installed. So it might not be installed in the correct location. It goes to ...\red4ext\plugins. Same with TweakXL. Are the folders there? If everything seems ok and still doesn't work you could try to downgrade redscript to version 0.5.27. -
Is it safe to reinstall mods with a FOMOD installer midgame?
subaverage replied to kplusa's topic in Fallout 4's Discussion
SHP settings are hidden settings for the ingame graphics. Like contrast, brightness, colorfulness, etc. Normally changing these values is not persistent. A mod might do this. As I don't know how Darker Nights works I would beleive this way would be safe. But you can try to simply reinstall the mod with other settings and see what happens. If the results are bad you still use the way I described. -
Is it safe to reinstall mods with a FOMOD installer midgame?
subaverage replied to kplusa's topic in Fallout 4's Discussion
i don't exacty know how Darker Nights work. It might change the shp settings, but looks to be save to change during a playthrough. In case you get bad results the defaults are: shp 4.0,0.02,0.02,0.65,0.2,0.3,1.5,3.6,2.0 for use in console. Before use you could uninstall Darker Nights completely, use the command, make a save and reinstall the mod with the new settings. Tactical Flashlight seems to be scripted and using different scripts might or will leave the now used scripts in your savegames. This can cause difficulties on the long run. -
Workshop object linking... can it be disabled?
subaverage replied to Kanori24's topic in Fallout 4's Discussion
It seems that not every object is linked. I could image that moving the rug through "Place Everywhere", the console or "Screen Archer Menu" leaves the other objects in place. Maybe it's worth a try, beacaus you don't "activate" the rug. Only move it. -
Is it safe to reinstall mods with a FOMOD installer midgame?
subaverage replied to kplusa's topic in Fallout 4's Discussion
Maybe you could specify which mod. It might be unsafe if the mod is scripted and during reinstall you would get different scripts than before. To be sure you could make copies of your game folder, your ..Documents\My Games folder and the plugins.txt. -
A precombine repair mod can bring back formerly scrapped ojects afaik. But I would not think that it prevents scrapping again. Also I don't see any in your load order (maybe I am blind). I don't know whether such a mod without a plugin file exists, but you could look into your download history whether you find something like that. For me there are some questions. Can you get in workshop mode at all? Is the scrapping option not there or does it simply not work? Can you build something in the related settlements? If yes, can you scrap the newly buildt objects? I see a lot of settlement/ workshop mods in your load order. Beginning with Workshop Framework, Spring Cleaning to SS2" mods and settelment bots, etc. Maybe disabling (only for a test) all of them would bring a result. If you are on Steam with game version 984 you could verify game file integrity. You could rename (or delete) the three ini-files in....Documents\My Games and let the game create new ones. As a last option, if nothing helps, you could think of a clean new install. You could a make a copy of your game folder, your savegames and the plugins.txt before and afterwards uninstall the game, delete all before mentioned files and folders and make the clean new install. Afterwards play without mods until you reach Sanctuary again and make it your first settlement. Normally scrapping should work again. You said you saved your mods in some kind of collection. In case of a new install it might be good to install them one by one with much testing. I know that this is the hard and long way and hope you find an easier solution.
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Is there a way to put F4 mods in fallout london?
subaverage replied to WWEJDR's topic in Fallout 4's Discussion
I my playthrough through Folon I had a lot of FO4 mods active and believe even weapon mods. But as far as I remember Folon uses it's own ammunition types. So you would need a mod that let's you craft ammuntion or use console commands. -
Glitchfinder is right and disabling the patch inmidst of a playthrough might harm your safegames on the long run. So I would recommend to make a copy of your latest safegame where everything was enabled. On the modpage of the unofficial patch you find a list which mods need the file. Maybe you could check whether you have one or more mods of the list.