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Everything posted by Grifman
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Actually, it's not - usually. I can get FNVE and FO4 to run that many mods - actually the maximum number - very regularly. But you are right that pinning the problem down with that many mods can be hard, that I will admit. But that's the price of running a heavily modded game when you run into problems. The lucky/good part is that these are texture mods, for rather obscure things, that in the end, I can live without. It's just very strange because texture mods are usually for me anyway, very reliable. And the fact that MO2 doesn't show any overwrites is strange.
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So I decided to replay FONV again. I'm an experienced user of mods, using them on Skyrim, FO3, FNV, and FO4. Don't claim to know everything but I'm no rookie either. I have a good base of about 230 mods that I used in a prior game without any issues, from which I still have some save games from. I was looking to install some additional mods (using Mod Organizer 2), including some new textures, specifically for glowing green radioactive pools, better jukeboxes and camouflage NCR patrol armor. I use the old saves to load in the new mods and make sure everything still works. Other new mods (non-texture) are working. However, the problem is that none of the new texture mods are working. It's not an Archive Invalidation problem, that is installed and the other previously installed textures ARE working. It's just these newly installed ones that aren't showing up. I'm not getting weird or bad textures, I'm just not getting anything other than vanilla. Even stranger, as a test, I manually downloaded the mods and installed them into the FONV Data folder directly, and they still don't work. So I'm at a loss as to what is happening, or is not happening. Anyone have any idea? This just has me scratching my head. It's not the end of the world, they're just texture mods, I just more interesting in understanding what is happening.
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Ok, I totally understand that it's best not to do this. But I had two mods that impacted the same location, and one of them I wanted more than the other. So using MO2 I disabled the esp from the mod that I no longer want. However when I ran the game, the location from the mod/esp that I had disabled was still there. I then looked at FO4Edit and the disabled esp was still showing up there - that shouldn't be possible, right? I then totally deleted the mod, erased it from my computer, and after running the game, the change is still there. And again, if I look at FO4Edit, the mod/esp is still there! How can that even be?! I understand that sometimes stuff gets baked into saves but how does an esp that is no longer there still show up? It's not a big deal, I can go on with the mod, but right now I'm more curious as to how this can be? It doesn't make any sense. I can even look at the folder where MO2 and it's NOT there? So how is it showing up in FO4Edit??? (I should note that in the past I've used the two mods, disabling one so I can see the impact of the preferred one without a problem - I just can't remember play through to play through which causes the conflict. I've never had this problem before.) Edit: Hah, never mind, I figured it out. There was an optimization patch for this mod that was still there. I forgot all about it! Duh!
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Ok, I've tried a number of different mods that create a greener wasteland via adding grasses (and other plants), but they aren't working right. I've tried Grasslands, True Grass, ReGrowth and Summer from FO4 Season, and they just aren't working properly to varying degrees for grasses - trees are fine. For True Grass and Summer - FO4 Seasons, I get some plants - they look to be what I would call non-grass ground plants, but I have patches of ground that are splotches of green where I think real grass should be. For grasslands, there's nothing - just vanilla dead grass (which is why the plants that the other two do show appear to be non-grass plants), but I from looking at Grasslands, it appears to add only what i would call " true grass" so that sort of is consistent with what I am seeing in the other two mods. I have no idea what is wrong. I've played around with the Fallout 4 ini and preferences filed for [Grass] based upon some research, and I've disabled the only other big general texture mod I have - Vivid Fallout (in case that was doing something) but none of those actions have changed anything. Anyone have any idea what I am missing? That fact that Grasslands is showing vanilla dead grass ought to be the biggest clue, but I'm stumped. Any assistance would be appreciated. Thanks. EDIT: Ok, I messed up on Grasslands, duh. I had installed the performance version but had not installed the main file. So that looks like it is working, need to check some other locations. But at least something is there. EDIT 2: In going back and looking over these again, the problem just seems to me is that the grass just seems a lot sparser than what I see in screenshots. Those also seem be using a lot of ENB's which also throws off the color comparison. But none of them in my game look at lush and full as what I see in the various screenshots. EDIT 3: Ok, just went to Starlight Drive in where there is a very good screenshot on the Regrowth Lawnmowing page (where some of the very tall grasses are removed). I just want there and compared to my game. On the Nexus page there is a lot of grass cover part but not all of the theater paved area. But in my game there are just a few patches. So something is clearly off. I just have no idea what it is, but all the the grass mods seem to be missing something.
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Update causing anyone else to be unable to play?
Grifman replied to Harper72's topic in Fallout 4's Discussion
I'm convinced it's an issue with F4SE, not with the FO4 executable. When I deleted my F4SE-dependent mods and launched the game with the regular "Launch Fallout 4" option in NMM, the save game files load just fine, including files that had been saved while I was using F4SE. I'm going to do a clean re-install of the game and all my non-F4SE-dependent mods, then try launching the game & loading saves with the normal Launch FO4 option in NMM. Then, I'll install F4SE & launch the game with it, but without F4SE-dependent mods installed. Finally - if the game launches with F4SE but no F4SE mods - I'll try adding F4SE dependent mods, one at a time. I really don't think you need to do all of that. The game will launch with F4SE but it won't load any un-modded save games created with the regular Fallout 4 or Fallout 4 launched with F4SE as I tried that. -
Update causing anyone else to be unable to play?
Grifman replied to Harper72's topic in Fallout 4's Discussion
Well, I hate it's happening to you all, but on the other hand it's nice knowing that it's just not me :) -
Ok, I was able to go back to the prior version of F4Se and Fallout 4 and it works. I just won't upgrade to the newest version of F4Se and will continue to use the old version of Fallout 4. There's nothing I need from the newer versions.
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Even more interesting. I was able to create a new game using F4SE. But when I tried loading the save from that new game using F4SE, the game crashed again upon trying to load the save. So there appears to be some issue between F4SE and save games - at least for me :(
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Are you able to start a new game? Downloading the new F4SE now. Hmm, interestingly, I can start a new game with F4SE with all of my mods. I just can't load a prior save. I tried several they all can't be corrupted. Strange.
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I've downloaded the new F4SE and my game crashes upon trying to load a save game, even with ALL mods disabled. I've tried loading various savegames in case of savegame corruption but the game still crashes upon loading saves. I can start the game without F4SE both in Steam and NMM. So something is going on that I don't understand.
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Update causing anyone else to be unable to play?
Grifman replied to Harper72's topic in Fallout 4's Discussion
No, it's not necessarily the mods. I have the exact same problem. NMM warned me about two mods and I disabled them. The savegames still crashed. I then disabled ALL mods, and the game still crashes at the save game load. I can start the game and load saves in Steam but if I start the game with F4SE, with NO mods, the game still crashes with F4SE. So it's not a mod problem. -
Ok, at this point I feel totally defeated. I've made a little progress. I've disabled all mods. I can get the game to launch using Steam or F4SE but I can't get a save game to load. I load a save game, the images start appearing but at some point the little circle in the right hand bottom stops spinning and the game crashes. I don't know what to do now. It's not a mod as the save game crashes with all mods disabled. I've tried different save games in case one was corrupted but no luck there. F4SE just won't work for me. I've always used a ton of mods and been able to suss out any problems, but I'm stuck here. It's not the mods, they're disabled. Any suggestions any can give?
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The new F4SE is out, but some mods such as MCM and Level Up Menu need to be fixed. However, after installing the new F4SE and disabling these two mods (NMM gave me a warning about them), I can't get the game to launch properly. I get a black screen that just sits there, nothing happens. Anyone with an idea as to what is going on? Maybe there is another mod with F4SE trouble. Guess I can start deactivating and see if I can get it to run.
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Thanks for the tip to tell the game only to update when I start the game - I'll use that setting going forward.
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Ok, I had this working just recently. Then I was cleaning up my mod list and deleted a number that I was really no longer using in game. But after doing that, I can no longer find the We Are the Minutemen under "Outfits - Minutemen" on the AE workbench. Any idea what mod enable that or what else I could be doing wrong. I've tried a couple of mods that supposedly enable it but they don't seem to be doing anything. I also made sure that AE is after WATM to make sure it override that mod. The funny thing is that I think this happened before one time and I can't remember exactly what I did to fix it! :confused:
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Ok, this is really strange. I haven't played FO4 in a couple of months. In getting ready to play I uninstalled one mod and installed another. At some point in doing this, I got some strange message from NMM about not recognizing where my mods were and that it would look for them (or something like that, sorry don't remember the exact words) - though they all seemed to be there to start with in NMM. After it completed, all my mods show up correctly in both tabs under Plugins and Mods (though again, they were always there). They also show up in the plugins.txt file. But when I run the game, the game acts strange. When I load a save it tells me that data is missing and starts to list what missing (all of the DLC which I have installed and finished, and what looks like most of my mods). Some mods that give me a message when they first run now give me starting messages. For example I have a mod that repairs the Castle - I get the message that it is available for me to repair the Castle. Another mod that allows you to assign Tina DeLucca to a settlement tells me to do this (it recognizes that I have met her but not that I have already assigned her). Some other mods that put an item in my inventory to control mod parameters now tell that that items is now available. Yet I have already done all of these things. Other mod are clearly not activated. Even stranger the game sends me the DLC starting notifications even though I have completed all of the DLC's already. Why is this happening?! They're not controlled by the plugin.txt and they show in NMM. Any one have an idea as to what is going on? Right now I'm pretty screwed :( Thanks if anyone can help!
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Back to installing mods after a long break
Grifman replied to Grifman's topic in Fallout 4's Discussion
Is there still a plugins.txt file? I can't find one. I launched game launcher but no plugin.txt appears anywhere. Confused on this point also. Duh, never mind, found it! -
Back to installing mods after a long break
Grifman replied to Grifman's topic in Fallout 4's Discussion
Thanks for the info. I'll see if anyone else has any further insight. Lots of changes throughout all these DLC, I was using the older methods months ago, was surprised at the extent of the changes to getting mods set up. Again, thanks. Anyone else? -
CTDs on a save load that played fine yesterday
Grifman replied to MrDigby's topic in Fallout 4's Discussion
Well, you have few enough mods that you could remove them on by one and start the game and see what is causing the issue. -
Ok, I'm back to Fallout 4 after a long break. I wanted to get all of the DLC before starting a survival run. I know that a whole lot has changed since the game first came out and I'm wondering if some of the steps I once took are no longer required. I've read the mod installation wiki here: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation Seems pretty straightforward and a lot less complicated than it once was in getting things set up. However, from my prior installation of mods I remember steps that required fiddling with the Fallout4.ini and Fallout4Prefs.ini: Are these steps still required? Or are they obsolete now with all of the changes to the game. Thanks in advance for answering. I also looked here: http://www.nexusmods.com/fallout4/videos/87/?page=1&sort=DESC&pid=0&thread_id=3397970&pUp=1 And saw a lot of conflicting advice. So I'm really not clear at what to do :) Again, thanks.
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Looking for a specific Desert Ranger mod
Grifman replied to Grifman's topic in Fallout 4's Discussion
Yes, that was it . Thanks for letting me know. -
Ok, I've looked all over for this mod but can't seem to find it. There was a mod using the Desert Ranger helmet, along with a shortened version of the coat. It also had a bandolier with pistols slung underneath each arm. Anyone know this mod? I've looked all through the Nexus but heck if I can find. Maybe one of you has seen it or has a link to it? Anyway, thanks to anyone who looks at this post.
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Ok, we've had steel walls and now we have some great looking concrete walls. But we're still stuck with those same old wooden guard towers/posts. I'd like to see a mod that provide steel/concrete guard towers and posts. Anyone?