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acelogan

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Posts posted by acelogan

  1. I haven't played Fallout 4 for some time and had everything working, for the most part, using NMM to install and run mods. When I jumped back in recently I decided to migrate my mods into Vortex. I really like the interface and all the ease of installing and managing the mods. However, like you, I can't seem to get the game to load my mods. Everything is enabled, load order sorted, conflicts resolved, and all missing masters are fixed; everything is set up the way I need them, but when I launch my game and although it informs me that "Mods are Enabled" it then also show the screen saying "Missing Mods". It shows that all the mods my old save needs are missing. I can't seem to figure out why it's not seeing them. My Fallout4Custrom.ini has the proper edits to enable mods, also. I tried to start a new character just to check, but it got stuck at a loading screen; might be the large number of mods interfering, so not sure what that means for mods working or not.
    This is frustrating.

  2. I think both Bethesda Softworks and Zenimax should have used the idea which NVIDIA came out with a few days ago for modders.

     

    It would have saved them from getting a lot of hostilities and even gotten them praise for the attention.

     

    Nvidia is holding a Contest for Modders of Fallout 4.

     

    Actually, NVIDIA's mod contest may be partially responsible for creating a bigger reason for stolen mods to be uploaded - people trying to win the prize on someone else's merits and labor. For some without good morals or ethics, or is just a greedy immature ponce, that prospect is mighty tempting.

  3. mmmmkay. Now I'm a shill?

     

    However badly they handled an IP that wasn't theirs, and however much corporate greed and dev inability to change things there may be doesn't change the fact.

     

    They delivered this product, you know, the game to which we are referring?

     

    But honestly I'm an outsider in this community, why wouldn't you fear me to be a hired shill? 'Cus they've got billions to hire people to come over here and prop up a product, but yet can't operate a website? Seriously?

     

    Pay no mind to the tinfoil hats.

     

    Throwing insults back and forth solves nothing, and only works to heighten the already high animosity and tension among the community.

     

    The weight of the problem lay with Bethesda, but the modding community as a whole needs to apply continued pressure upon them so as to affect change and improve the system even further. They've already taken one step by implementing the DRMC notification methods, however, that is not an fast nor efficiently effective deterrent to address the thefts occurring. More needs to be done; On our end and on theirs.

     

    So far, it seems the modders are bearing the main brunt of the issue, and that cannot last for the good of anyone; something is gonna give, let's try and work to make sure it's a positive outcome for all.

    Also, the community has been around for so long it's less vitriolic, and often self polices fairly well.

     

     

    To the OP: I'm Nexus all the way, because I like the ability to use the tools available to manage my mods and load order. So far, loading them through the in-game menu leaves much to be desired.

  4. Same happened to me, I did this to fix it ..

     

    1. Run NMM

    2. Disable NMM closing when you launch the game (in settings)

    3. Open FO4 launcher

    4. Wait a couple of seconds (FO4 will disable all your mods here)

    5. In NMM on the plug-ins tab, enable all mods

    6. Hit play in the FO4 launcher

    Thanks for posting, I was about to post the same thing. I've been using this method since the first week, and it works every time. In my opinion its the easiest/simplest method. The other methods outlined mean that you'll have to redo it each time there's an update, or possibly after every new mod you add. This way, instead, just a little patience and a few clicks,andy you're done.

    That said, if you have more than 10 mods its probably a pain to do it this way - but at this stage any players that aren't playtesting mods, or aren't mod authors, you probably shouldn't have so many mods anyhow.

  5.  

     

     

    You can get around this easy! There is a file, plugins.txt

     

    <your account path>\AppData\Local\Fallout4\plugins.txt

     

    Right click on this, select properties. A window will pop open, keep it open.

     

    Go into NMM and activate all of your mods.

    Go back to the properties window of that file, check read only, and hit apply.

     

    When you need to make changes to your mods, uncheck read only, make your changes, and then recheck read only.

    Having read-only checked will prevent fallout from being able to disable your mods!

     

    Yeah, i'm surprised people didn't figure it out, NMM can fix this too, by reapplying read-only after writing esp files into it, pretty simple really.

     

     

     

    The only hassle with this is that you'd have to repeat that process every time you install a new mod. The launcher method is far easier, for now.

  6. so not the noise but the file itself was copywrote and they detected that? are people that lame to look for code like that.

     

    In some cases it is a full-time job. Though, in this instance, I think it's just a diligent and passionate community. And, really, it's in the Nexus's best interest to look out for potential copyright issues.

  7. The perfect mod is the one that introduces role-playing to FO4.

     

    That mod (much like perfection) does not exist because it cannot exist.

     

    I agree, they should have given more options for role-playing in the dialog and actions. And, contrary to what is being said, Bethesda could have easily done so; they made a conscious choice to cater to a specific narrative instead. I think this hinders the game to a degree that Fallout fans are not accustomed to. Perhaps we could write to Bethesda - maybe not a petition, exactly, but a community supported plea - to use some of the profits that would go towards developing DLC that brings in more variety (read 'EVIL') in the dialog and actions; they could bring back the main voice actors, including those that do major supporting character voices, and record the new lines for the DLC or Expansion Pack. From my point of view, it's a win/win.

     

    If they can't, I'm sure the Modding community will invariably, and undoubtedly, step up to the plate.

  8.  

    How is it silly?

     

    It's three pages of the OP struggling to legally obtain a license to a three-second soundbite as ubiquitous as the Wilhelm scream. It's silly in the way that a Monty Python sketch is silly. The only way it could get sillier is if someone here on the forums revealed themself to be an accomplished bugler and belted out a fresh performance for OP's exclusive use.

     

    When you put it that way, yeah, I can see the comedy of the entire thing. A great degree of the rules are also a bit silly, but that's the state of things currently so we need to follow them as best we can - while also working to figure out better ways in the mean time.

  9. Good points. Was it removed because the file was a clear rip (exact file name, extension, length, etc.), or was it just the phrasing that was a seeming admittance to guilt?

    So, I agree that the word choices in mod name and explanation in the info page can make a huge difference. Likewise, proper accreditation and file nomenclature helps tremendously.

  10. https://www.sounddogs.com/results.asp?Type=2&CategoryID=2017&SubcategoryID=4

    the third sound effect if i buy this can i put my mod back up $2 is nothing

    Try looking at the site Freesound, they have lots of files for use under various creative commons licenses; be sure to always read the allowable uses set, ask permission if you are uncertain,and always attribute them on your info page.

     

    It might take a while, but you'll feel better in the end knowing you did right to the best of your ability.

     

    Or, even better, get a simple program and make your own sound. Take a look at Audacity.

     

    Good luck making your thing!

     

    Disagree. And chuckled at your comparison.

    It doesn't matter if we agree with the rules, or copyright laws, what matters is that they uphold and enforce them. It's their site, follow the rules and everything will be fine.

    Is it a perfect system? No, but it is much better than no system.

    It's a simple, rule that makes sense for all involved, to protect intellectual property, and isn't too hard to follow with some due dillegence.

    It isn't difficult until someone decides to be difficult

     

    There are plenty of ways the mod author can accomplish what is desired without violating the rules, with just a bit more effort. I encourage that individual to do so and triumph at the final product.

  11.  

    I would like to see paths and walkways on the ground, be they dirt, gravel, paved, wood planks, or metal. Just some way to improve or hide the ugly cracked roads, and add some semblance of a civilized society.

     

    I tend to use the raised floor. Admittedly, it's not ideal but certainly functional.

    Cool, I hadn't considered that. It's certainly not a 100% solution, but I'll give it a try for now.
  12. Talkie Toaster's RobCo Certified needs a Fallout 4 release... bringing cyberdogs, cyber-claws, robobrains, jumkbots and more to crafting in the Commonwealth as well as perhaps craftable/repairable synths and assaultrons, as well as the usual handys and sentrybots!

    I agree, we need a RobCo Certified in FO4, and perhaps also an support mod called Institute Certified for synth related upgrades (and porting robot AIs into Synth bodies).

     

    Aside from that, I would like to see something like DC Interiors Project and CEI Caesarrulez Excessive Interiors, to open up a lot of the closed buildings in all the outlying towns and Boston proper itself.

     

    Also, better Companion control would be fantastic; right now they wander off too much, or run off to engage enemies (even when in sneak mode), and its really frustrating. So, a mod like JIP Companions Command and Control (the one I use and recommend) or any number of Companion Control & Recruit mods would be fantastic - for example;

    Companion Share And Recruit

    Better Companions and Caravans

    Sharing and Caring Companions

  13. Those explosive collars would work well for this. I love this idea! :)

     

    If only I had the first clue how to implement it. :(

    Thanks. Yeah, I'm no modder either, I'm more of an idea guy. I do have graphic design experience, so I'm good at concepts - I just don't have any of the programming, coding, and modeling experience necessary to carry out anything major. I might try learning some texture artwork and perhaps 3D modelling, simply because they'd fif into my career skills well, but not sure I can find the time/energy to do so. We'll see.

     

    I do enjoy coming here, discussing the games and mods, sharing ideas, encouraging the talented mod authors, and providing whatever support I am able.

     

    I'm really excited to see what this community can bring to Fallout 4!

  14. So, after several hours of playing and working on building my settlement in Sanctuary Hills, I got to wondering, "Could I build an evil settlement? If I decide to play as an evil character... can I recruit bad guys to my settlements? Could I enslave people?"

    Now, I usually play as a good guy, but I've gone off on a few bad-guy runs now and then in past Fallout games. I enjoy open-world games that allow freedom and balance in various playstyles; the freedom to just go in a different, unexpected direction, to play as someone/something you never would in real life be. Likewise, I know other players enjoy exploring the darker side of the wasteland (and themselves) and go all-out psychopathic in thier games, too. Especially with this genre of game, with it's dark themes, and sometimes off-key stories.

    Think about it; in Fallout 3 players could be an Evil SOB if they chose, and Bethesda really worked to allow that flexibility. For instance, when the Lone Wanderer reaches Paradise Falls, the slavers offer the strictly profitable quest which sees the anagonist enslaving people.

    Knowing that Fallout 4 also supports an evil-ish playstyle (well, more of a sarcastic jerk, but that's close enough), it got me thinking; could we create our own Paradise Falls or is that likely outside the scope of what they have planned? So far I haven't seen that capability in the settlement system - but, then again, maybe its because I'm playing a good karma character.

    EDIT#1: Turns out, apparently, that Bethesda chose not to build in an evil playability into the game - for some reason. Why they made that choice, one could speculate, is currently uneplained - but we can only hope either it gets added in a future update or DLC, or the modders make it a reality. Until then, we're left with a screwy system that only allows us to toe-the-line of being truly despicably evil.

    I looked around, but couldn't find any mention of this playability in the game - though, if anyone has, please do tell. I also, on a cursory search, couldn't locate an existing mod request that discussed this - likewise, if there is, please let me know.

    Thus, I have a mod request;

    Evil Settlements:

    Alternative to establishing a "Good Faction" settlement to rebuild society, instead curate a settlement of anarchy and destruction - hire "Evil Factions", capture slaves to work your fields, and wreak havoc unto the wasteland. Become a Warlord and watch the world burn!
    *Muah-ha-ha-haa*

    I know this is going to require a lot of work - and the Creation Engine GECK - but I thought it was certainly worth proposing as a challenge to the modders.

    Please to discuss.

    EDIT#2: So, it turns out I wasn't the only one to have this epiphany;

    In FALOUT 4 You Cannot Be Evil by ZiggyD Gaming

  15. When I first walked into Concord I was sneaking around behind the buildings and being cautious. The whole time I could hear a gun battle raging but had no idea where it was occurring. By the time I made it around to the front of the museum I was just in time to watch Preston kill the last raider with his laser rifle. I also have seen what seems like a large number of recently deceased people scattered in random locations, mostly named as scavengers, settlers and church of atom followers. I'm not sure if that's done on purpose or it I'm missing things due to my cautious pace of exploration.

    My play style is much the same as yours; generally cautious and stealthy. Apparently that means we miss a lot of fighting as all the random spawns and scripted interactions have all the factions and creatures often wiping each other out before we get within range to engage. I'm going to look into seeing if adjusting some settings might help that, as suggested by @gamefever above.

     

    I mean, a living game world is awesome and all, but its really dissapointing to just be looting corpses of the fallen without the opportunity to take a few down yourself. Other than the loss of potential XP, I feel like I'm missing some cool content, and possibly story, too.

  16.  

    Not sure what difficulty you are playing on, but ive found more living than dead, albeit a lot of dead in Cambridge

     

    I'm playing on Normal without and spawn or faction tweaks or mods. It does seem to be happening less frequently, but still seems a bit off.

     

     

    The areas near the upper left corner of the map are rather sparse for anything to appear on the roads. Even in other sections of the map, until you get to higher levels things mostly only appear around marked locations or other sizable ruins.

     

    Perhaps thats part of the issue, as I've mostly been sticking to exploring the upper-most NW quadrant around the Vault and Concord. Though, as I indicated, I did make it down to Cambrigde and barely had any encounters - at least not with many living spawns; to note, I did avoid the Corvega and Water Treatment areas, as those DID appear to be teaming with high level enemies. It's just that most of Concord, all along the elevated highway, Cambridge, and several places in between, almost look like someone else cleared them out. Naturally, I got concerned.

     

     

    Now if you're walking into some inhabited place, like the corvega assembly plant, and seeing only dead bodies, I'm tempted to think that either you bugged your own game somehow, or are using a savedgame someone uploaded after they used a console command to kill all NPCs.

     

    I'm playing my own vanilla game, no downloaded content or mods at all - outside of tweaking mouse acceleration and FOV. So, maybe the game got bugged for a bit - as I have seen some odd enemy spawns stuck in worldspace and clipping into objects (sometimes multiple creatures stacked together). Guess I'll continue to observe and see if it worsens or improves.

     

     

    Well for one a lot of encounters in the game are "in progress" meaning its entirely possible if you take your sweet time getting into view that the encounter is finished due to one side killing off the other. That issue will happen with far greater frequency if your Ugrids to Load is set higher than the default of 5.

     

    When your running around and hear stuff like gunshots that isn't ambient noise there is an actual gunfight raging nearby and it will resolve itself without your presence.

     

    That had entered my mind, but I just got concerned after seeing mostly bodies all along the highway, then entering Cambridge to find everyone except the Brotherhood and the scripted Ghoul attack already dead.

     

    Perhaps I was a bit overzealous in posting my concern here, and jumped the gun a bit; especially when there are many unexplored areas still yet teeming with enemies too powerful for me to approach. Hopefully they don't all kill each other before I get to them.

     

    Thanks for all the replies.

  17.  

    Having checked the OP's posting history, I can see why there was a blocked placed. A majority of the posts were nothing more than criticism or asking for something else and nothing constructive. Only a few posts were actually saying something favorable about the uploaded file. One post was "=======WARNING DO NOT DOWNLOAD======= [/size]". So the OP is not all that innocent.

     

    Mod authors do not owe anyone anything. They do the work and upload the files voluntarily. If they don't want your comments or allow you to use their, that is not abuse.

    Anyone has the right to contact the site administrators at any time. There is even a link at the bottom of every page for just that purpose.

     

    [br]

    in light of that the block and the ability to block is justified constructive criticism from my experience on the nexus is actually taken very well and is encouraged by most mod developers. that said and op's issue aside, the issue with sensitivity is still present and if a mod developer cant handle constructive criticism i don't personally think the nexus shouldn't get involved but that would require moderation and reading the actual comments to make sure that they were in fact constructive though from my limited experience of getting in contact ive not found very many mod authors who are incapable of taking criticism

     

    Very true, thanks for keeping us humble. Overall I haven't had much issue with my interactions here, and have generally really enjoyed the community. I am very greatful that it even exists to the extent it does.

    Thus why I am concerned when considering possible abuse.

  18.  

    Well, that's stupid.

     

    Does this remove your posts in that mod as well? Because if you're reporting a glitch then it's extremely shitty for authors to censor it.

     

    Still, I guess you can just create alt accounts as needed.

     

    I have a couple of mods, nothing huge, but I'd never inflate my ego to the point where I decide to start blocking people just because they ask a question, even if it's in the FAQ. What do they learn if you block them, other than the fact that you're a bit of an ass?

    Agreed.

    I do know that, oddly, my comment was still there - last I checked - because if you log out it'll let you view that mod's comment thread, and manually dowload mods from file pages (but not with the NMM). I can still view the forum page though, too, and comment there - so, I'm not sure why they can block you from seeing the mod pages, and downloading the file, but still allow forum commenting; whats the point?

     

    EDIT: Just felt like I needed to clarify - I re-read my ban (was back in 2014) and it also included in the reasoning that I mentioned another similar mod (in comparison). Whats weird is, the mod autnor has since updaed his description and suggests people use a newer/better mod anyhow. So go figure.

     

    Oh, I'd recommend against making multiple accounts; thats a good way to get banned from the site if you get caught.

  19.  

     

     

    I think it's disgusting that modders can block someone simply at their own will with no justification if they so desire.

     

    I posted a comment in a mod page someone made, as many others had done before, with help because i noticed there was some things that they missed.

     

    Sometimes authors ban users from their mod pages, simply because they already have explained the issue in FAQ/Readme/Update log and don't want to waste their time repeating themselfs. Creator of the popular Dragon Combat Overhaul used to do that. He had too many users posting in his thread to clean it everytime someone posted something without making sure he is isn't bothering the author unnecessary.

     

    Saying that, I never had the pleasure to get blocked by anyone on this forum.

     

    Happened to me in Fallout 3 forum - one of the Fast Travel from Anywhere mods. After I was blocked/banned, I sent a request for explanation and he feigned ignorance, so I asked a site modderator whom found I was banned for asking a question about a possible conflict.

     

    Some modders are just sensative, can't take critisizm, or simply have little patience for (oft perceived) ignorance. I feel it is most certainly open to abuse, and will only get worse with the attention Fallout 4 brings to the Nexus. Perhaps its time they take just a hair more responsibility in managing and setting up a few further preventions to ward against abuse.

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