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Kkatman

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Posts posted by Kkatman

  1. I got my answer. For anyone else suffering similar issues:

     

    Be aware that by the time of Patch 10 the "sResourceArchive2List =" line is already 850+ characters long. There is a limit of 1000 characters per line beyond which the mod files won't be recognized by the game. You might want to consider renaming your mod files to somewhat shorter (1.ba2, 2.ba2 etc.) to accommodate changes in "sResourceArchive2List" string after yet another game patch.

  2. I've run into some problems after the latest patch. I had to split my mods between sResourceArchive2List and sResourceArchiveList2 in order to get them all to work. Is there a limit to the number of mods or on the number of items that can be listed in each section of the [Archive]?

     

  3. I really hate to be a bother, but I don't seem to be able to do this. I think the problem might be that I do not have SK. After all, the entire point of removing an SK requirement from a mod I want is because I emphatically do not want to install SK. Is it possible to remove the SK requirement from a mod without having SK installed?

  4. Thank you for your help!

     

    I agree that Build Your Own Pool would be perfect for my needs if only it included the Institute water steps which are the building element I am most interested in.

     

    I am a complete newbie to modding. I'm guessing I'd be able to do the first two steps, but I don't understand what you mean by "clean masters"? Also, where would I find SK keywords? And where would I find a list of suitable vanilla replacements?

  5. There is a great-looking little mod called Fallout Pool Party which adds the ability to create swimming pools, including the falling water steps from The Institute. Unfortunately, the mod was last updated the better part of half a year ago, back when SK was a thing. Now that SK is no longer useful, I was hoping the modder would create a new version that does not rely on it. But the modder seems to have dropped off the modding scene. Anyone know how to strip the SK requirement from a mod? Or the best place to go to get this done?

     

    Alternately, does anyone know a good mod that offers the same?

  6. The Alternate Settlements mod introduces a beautiful variety of snappable carpets and wallpapers, but it suffers from immense bloat and relies on Settlement Keywords, a mod that has often been the source of conflicts and problems. A few other mods have added carpets, but I have not seen snappable ones. And to my surprise, I have never seen another mod offer wallpapers.

     

    I would love to see a mod that gives a variety of floor and wall covering, including carpets and wallpapers, tiling and paneling.

  7. In response to post #36179015. #36184145, #36187930, #36192500 are all replies on the same post.


    bben46 wrote:

    I see a lot of garbage here from kiddies that just want the game to work the way they demand the game to work and have never done any legitimate testing in their life. BETA testing is NOT the playable game and is NOT intended to be the playable game. It is for TESTING purposes only.

     

    If you don't want to help test the BETA survival mode, then please just disable beta updates on Steam.

     

    If you insist on playing the beta with mods ( and figure out how) and it crashes - please don't bother to whine because they will just laugh at you for being so dumb as to think a beta test version was going to work as well as a released game.

     

    IF you throw in a bunch or random variables (mods) then the test is invalid - that means you wasted hours of testing time that will be tossed as useless. Meaning that instead of the beta lasting 2 or 3 weeks it takes them 3 months to filter through the garbage from people that demand the test allow them to use mods. The intent of the beta test is to get a useful analysis of what really needs fixing. And if you throw in mods - or the quick fixes that the console allows the data is no longer useful, but just garbage.

     

    The sooner they get the REAL data, untainted by random mods and quickie console fixes that allow you to keep playing instead of stopping and submitting a useful bug report the sooner they will release the actual survival mode update. :thumbsup:

    hivKORN wrote: By your words, i hope they will fix problems from main game too and not only the survival changes! ;D
    printerkop wrote: true, but since launch day there are a bunch of bugs in the game, which i adressed at the bug submitting page at Bethesda with a lot of extra information on my rig and the circumstances in which they occur in and screenshots and as much technical information i could give, i even know what the problems are, script errors and shader errors, and they haven't either bothered to fix them to this date, so how are we supposed to test a survival BETA if all the bugs i encountered haven't been fixed yet and still occur to this date ?

    I develop games myself, and atleast half of the bugs i encountered must be easy to fix for an entire team of developers, but they just don't fix them.

    Instead, like with FO3 and FNV those bugs are probably going to be fixed by modders later on.

    I agree that mods should not be applied to a BETA test, but making a BETA before all the other problems are fixed is just unwise.
    Zzyxzz wrote: "Instead, like with FO3 and FNV those bugs are probably going to be fixed by modders later on."

    Yep, thats how it works today. To be very honest. They released the eat/drink/sleep feature, but its so f*#@ing bad. It's not even close to realism. Don't say, but it's beta. They already had this feature in NV and they weren't able to just carry it over. I call that very incompetent. Also they keep adding things in beta, which is also not the purpose of a beta. A beta is feature complete and is for testing the system. What they run is an alpha

    Yes, people who want to test with mods... no words... but i also don't believe that they get any valueable feedback. I have looked into the beta thread. It's a mess.
    Now you can argue about disabling the console, because you can hotload with console, which would destroy their plan. But disabling is also dumb because there is already a way to load mods (surprise surprise).

    With a console we would be able to test their system even better, because we can tweak values, find the best values and report them.

    And saving with sleeping... srsly... i lost faith in them. Fallout 4 is only playable in a realistic way with mods from this beautiful modding community. We can just hope for a solid game frame, but thats it


    I originally signed up for the Beta because there are bugs in the base game that the beta fixes. Having opted out of the Beta now that it disables mods, I find myself struggling with the same broken features that I joined the beta to solve... none of the fixes that the beta has implemented have been carried over into the proper game.
  8. Thanks for responding!

     

     

    You will be able to rate a mod no sooner than three hours after your original download. Once it's rated, it cannot be re-rated, even after an update or overhaul.

     

    If you're having trouble rating files after the initial three hour period... then there may be an issue. It might have something to do with the your browser cache... try clearing it out and restarting your browser.

     

     

    I am fully aware of the three-hour restriction. The mod I'm trying to rate was downloaded over a year ago. (Although I did re-download it yesterday in an effort to fix the problem.) The mod was rated moths ago, and then I removed my rating when an upgrade was issued. (Nexus did allow me to remove the rating.) I have now played through the mod with the upgrade and am ready to rate it, but the system will not allow me to, giving me the disclaimer that I either haven't downloaded the mod or have downloaded it too recently. Even the most recent downloading of the mod has been nearly 24 hours ago, well beyond the 3-hour limit.

     

    Notably, this is not the first time I have been unable to rate a mod that I have downloaded days, weeks or even months prior to attempting to rate. (I believe in playtesting a mod thoroughly before issuing a rating.)

     

    I have tried clearing the browser cashe as suggested and restarting my browser. It has not helped.

  9. Several times, I have attempted to rate a file on the Fallout 3 Nexus, only to get the message denying me the ability to rate the file, regardless of how long ago I downloaded it. Usually, I am eventually able to rate the file, but only after multiple tries spanning several days. Currently, I have found myself unable to re-rate a file that I removed my previous thumb-rating on due to the mod receiving a major overhaul.

     

    Any suggestions?

  10. Hello. I'm new to Dragon Age and the DA part of the Nexus. I am playing DAO on the PC, as downloaded via Steam.

     

    I've downloaded several mods and I'm trying to figure out how to install them, including the DAO-Modmanager. So far, the mod instillation instructions are very different, often vague, and include elements of the game I apparently do not have. (For example, there are multiple references to a "packages\core\Overrides" folder which does not exist in my game.) Perhaps I was spoiled from all my time on Fallout 3 Nexus, where mods all have an identical and simple method of instillation, but I was hoping there was some sort of FAQ or similar list of easy, accessable, universal instructions for installing DOA mods?

     

    Does this exist anyplace? Am I missing something obvious?

     

    Thank you for your help!

  11. Checking the console, sqs DLC05MZ3 shows all steps before Stage 50 and 60, as well as the step after them (Stage 200) are completed. Those two remain at "0".

     

    I've checked the other quests I have done, and it seems that the unchecked last box is common on completed quests and probably doesn't mean anything in and of itself.

     

    --Kkat

  12. I'm wondering if I may have done something that prevents Sally and Elliot from giving me stuff. Is there a script that has to be activated to start them doing that?

     

    I notice that, on my quest log, the final stage of the Zeta quest -- destroying the enemy ship -- isn't marked as completed even though I did so and even though everything is dimmed out as per a fully completed quest line.

     

    The first time I played, I didn't use the teleporter to go back home after the quest was complete. (I simply teleported to Dogmeat via console.) I've tried going back to the bridge via console, and teleporting down to the surface using the teleporter, but that doesn't help.

     

    Is there any sort of console command or such that I can use to get Sally and Elliot to start giving me stuff?

     

    --Kkat

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