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ClayboTGW

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Everything posted by ClayboTGW

  1. I had a problem starting new games but what I did to fix this is I made two plugin.ini (load order list) One is fully modded I keep a back up of in a save folder the other I put in a different folder I called new game and it is just the character creation mods and that's it no weapons armor etc. before I start a new game I swap out the plugin.ini start my game create my character and leave it like that until I'm out of Vault 111 then I save my game and exit to desktop where I now use my fully loaded plugin list to overwrite the new game plugin list, restart the game again now with all the bells and whistles (Note be sure not to overwrite your lists in their backup folders so you can use them over and over granted your fully modded list will change a lot so that will need backed up before each new game) PS I have never used a mod manager because I learned from Oblivion thru all the Elder Scrolls and fallout 3 to Fallout 4 to do all mod installs manually along with load order via notepad so if you use NMM you may want to ask someone how to make swappable load orders for it if it has it.
  2. I get LOD flickers like that when I scrap something the game doesn't like scrapped.. Do you use a scrapping mod or did you by chance use the scrapall command? in vault 88 I made the mistake of scrapping some Rock Formations (Not Rockslide) and I got that flickering so I had to load a pre scrap save I made to correct the oops
  3. I have the same problem when starting a new game but I found away around it but you need to do some old school ini tweaking... it is due to a mod or two in my load order so what I did was first save my current plugin and DLC ini files in a folder called current load. then I created a stripped down plugin.ini with just my character creation mods and nothing else no scrapping or settlement mods I saved to a folder called newgame after I hot swap the new game ini files into the appdata fallout4 folder and start a new game and after I made my character I save and exit then hot swap back my fully modded ini files if you use NMM I can't help you because I've never used NMM or any auto functioned plugin loader like I said I've been making load ini files by hand since Oblivion I learned to apply mods by stick shift.. lol
  4. most likely it's a prep for the next addon, Vault-Tec Workshop should be coming out any day now
  5. I use this mod for night/daytime power to lighting it has a program holotape for custom time functions you maybe able to do the quitting time item as well if you leave it set to quiting time and it just powers down during the day light hours here's link. www.nexusmods.com/fallout4/mods/10750/? The best way to use it is Power supply to a terminal (to setup times) to the timed power pylon to your chain of lights. I love this mod and use it heavily
  6. I have the same bug when I use mods that force scrapping of items that were not meant to be scrapped it cause a cell reset and when my robots are in that cell it acts just like the power armor reset bug and container bug I found that using "Cleaning Mods" lthat removes items using the CK instead of Scrapping them seems easier on the game engine with little or no cell resets, Also Scrapping items not oringinally ment to be scrap can also cause weird graphic bugs like the world disappearing when looking around at certain angles mainly when you use the "Scrapall" command
  7. I use a mod that turns lights on and off it would be nice if something could be made that used a power to terminal to beacon that allows you to set the number of settlers you want at that settlement and when the set number is hit it auto shuts off the beacon something like: 2 4 6 8 10 12 14 16 18 20 Sometimes you just get busy questing and the next thing you know you have 20 settlers in a shoe box sized settlement.
  8. Steam just did a live update so it's sit around and wait till F4SE catches up :(
  9. The reason I called them DLCs is very very simple if you go to Steam they are on the DLC page so that is the term I used if Steam had an Expansion Pack Page I would have used that term instead
  10. The ninja patch is plain and simple preping the game for the 3 new DLCs Beth is releases starting next week there are 3 new offical DLCs coming at us one June 21st one in July and one in August I've already preordered 2 of the 3
  11. My live game is now 1.5.307.000 so def got to wait for the F$SE to be updated Beth did a ninja patch to get ready for the 4th DLC coming out June 20th followed by the ones in July and August
  12. This is what the patch is prepping us for
  13. Thankfully the makers that do the script extender series for us has always been very on the ball about updating obse, Nvse, Skse and F4se.
  14. Seems Beth did a ninja patch to 1.5.307.0.0 and F4SE is not working anymore till it can be updated Yay! ty Beth!
  15. I will crash starting a new game it is a mod that causes it so what I did was make 2 versions of my plugin list that I save in backup folders 1 is label new game and only contains basic Character creation plugins and that's it.. After I've created my character I save and exit the game then copy and paste my 2nd fully loaded plugin list with all my mods... works great no crashes
  16. Nah I didn't paste those lines I have them thou.. I also set my plugin.txt to read only to avoid it being wiped out from using the game's launcher but f4se bypasses the game launcher anyways just better safe than have my load order wiped out.. So yes every single time I add a mod I have to edit the txt properties to allow it to save after I add the *somename.esp to my plugin.txt then I change it back to read only again.. the DLClist.txt doesn't get wiped out but it seems the game read from the plugin.txt it's a pain I know but not as much of a pain as loosing all the mods. I also do Skyrim the same exact way and I have 200 gigs of mods in my Skyrim and 300 gigs of mods in my Oblivion not sure but I have a lot in my FO3 and FNV as well.
  17. I just looked at your plugin list I'm not seeing any compatibility patches for the addon DLCs you may want to check with the frameworks aka Weaponsmith, Armorsmith etc and see if there are patches and your up to date I know I need to keep up on those as well as they are constantly evoling and improving
  18. do believe fo4edit has to do and update soon I could be wrong because they were waiting for the Ck to get all of the formlist info correct but it's one of the must have tools, Are you using f4se at all?
  19. To all you out there new to modding we've been thru this a few times it won't be until Beth launches their last addon, final CK and all the 3rd party tools can have a stable game to adjust their software to then things will start to settle down and get stable it has happen with every game at first.. the nexus is a great place to get info and help.
  20. right now I'm staying away from any new settlement mods because of cell reset bugging out my automatron bots and causing them to reset to the base robot I use them as supply lines.. I'm testing out a few mods that I think cause this bug as well but I will not name names of mods that I think are causing this until I'm 100% sure because there's nothing like level up to say level 40 then bam you have 50 base bots supplying your settlements...lol
  21. this is what my plugin.txt looks like atm I also copy and paste this to the DLClist.txt minus the fallout4.esm I removed a bunch of mods that were pre CK Fallout4.esm DLCRobot.esm DLCworkshop01.esm *ArmorKeywords.esm *SettlementKeywords.esm *Homemaker.esm *Worsin's Garage.esm *Centered camera.esp *Armorsmith Extended.esp *Armorsmith Automatron.esp *LegendaryModification.ESP *LegendaryModificationMisc.esp *LegendaryModification2LM.esp *WIPAG - Paint Garage - Full (Easy).esp *wipag-automatron.esp *WIPAG - ArmorKeywords Compatibility Patch.esp *6slots.esp *CBBE.esp *OCDecorator.esp *OCDispenser.esp *OCDuplicator.esp *UniquePlayer.esp *HAAS.esp *Jetpackring.esp *LongerStealthboys.esp *Better Vendor Stalls.esp *Simple Intersection.esp *NoObjectLimit.esp *Fusebox Generator.esp *Utopia Generator with defense.esp *LongerPowerLines3x.esp *TimerPowerSwitch.esp *WaterAnywhere.esp *DD_I_Ran_Out_Of_Funny_Names.esp *Eli_Crafting Shiz 9000.ESP *Dont Throw Stones.esp *InsElevator-AllGlass.esp *NX Pro - Farm Core.esp *OnlyFemaleSettlersVanilla.esp *Beautiful Female Enemies.esp *Beautiful Settlers.esp *Adorable Companions.esp *ScrapDeadThings.esp *BobbleGirl.esp *slaveCollar.esp *FreeDaz.esp *PantyHose.ESP *JC-Bikini.ESP *SuitDreams(1.Very Light).esp *slootyVaultSuit.esp *DA Micro Bikini.esp *DA Body Lace black.esp *DA Lingerie Set & Shoes.esp *DA Forsworn Armor.esp *GITS_suit_by_OniNigma.esp *Deathclaw Hunter Armor.esp *Deathclaw Hunter - AWKCR Patch.esp *ModdableBuddy.esp *DLCTameCreatureFix.esp *dcc-bp-lol.esp *rfortaleza.esp *rfortaleza2.esp *le666piercings.esp *OutfitSwitcher.esp *MiscHairstyle.esp *KSHairdos.esp *Buildable_PAFrames.esp *Wall Oil Lamps.esp *MkVIIMacTurret.esp *SettleObjExpandPack.esp *SettleObjExpandPack-HomemakerKeyPatch.esp *WastelandWorkshopPatch.esp *Waterworld - Very Translucent.esp This would be my fallout.ini file here. [General] sLanguage=en sLanguage=en uGridsToLoad=5 uInterior Cell Buffer=12 uExterior Cell Buffer=144 bDisableAllGore=0 bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseThreadedAI=1 bUseMultiThreadedFaceGen=1 bUseMultiThreadedTrees=1 iNumHWThreads=8 iPreloadSizeLimit=262144000 bBorderRegionsEnabled=0 bUseCombinedObjects=1 [screenSplatter] bBloodSplatterEnabled=1 [Display] iPresentInterval=1 bDeferredCommands=1 fShadowLODMaxStartFade=1000.0 fSpecularLODMaxStartFade=2000.0 fLightLODMaxStartFade=3500.0 iShadowMapResolutionPrimary=2048 bAllowScreenshot=1 fMeshLODLevel1FadeDist=3500.0000 fMeshLODLevel2FadeDist=2000.0000 fMeshLODFadePercentDefault=1.2000 bNvGodraysEnable=1 bDynamicObjectQueryManager=1 bMultiThreadedAccumulation=1 bMultiThreadedRenderingUNP=1 fSAORadius=108.2 fSAOBias=0.6 fSAOIntensity=7.1 fSunUpdateThreshold:Display=0.5f fSunShadowUpdateTime=1.0 [HairLighting] fHairPrimSpecScale=0.02 fHairPrimSpecPow=125.0 fHairPrimSpecShift=0.36 fHairSecSpecScale=1.2 fHairSecSpecPow=160.0 fHairSecSpecShift=-0.40 [sSSSS] fSSSSSPower = 4.0 [Audio] bEnableAudio=1 [interface] fDefaultWorldFOV=70 fDefault1stPersonFOV=80 fSafeZoneX=15.0 fSafeZoneY=15.0 fSafeZoneXWide=64.0 fSafeZoneYWid=36.0 fSafeZoneXWide16x10=64.0 fSafeZoneYWide16x10=36.0 [MapMenu] uLockedObjectMapLOD=16 uLockedTerrainLOD=32 [Controls] fMouseHeadingXScale=.021 fMouseHeadingYScale=.021 [Grass] iMinGrassSize=50 bAllowCreateGrass=1 [imageSpace] bDoRadialBlur=0 [Weather] bPrecipitation=1 [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2 sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2 SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2 SResourceArchiveList2=Fallout4 - Animations.ba2 sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ SGeometryPackageList=Fallout4 - Geometry.csg SCellResourceIndexFileList=Fallout4.cdx SResourceArchiveMemoryCacheList= Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2 [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [LOD] fLODFadeOutMultObjects=4.5000 fLODFadeOutMultItems=2.5000 [Pathfinding] fWarpMaxTime=4 iWarpMaxPathFailureCount=3 [Water] bReflectLODObjects=0 bReflectLODLand=0 bReflectSky=0 bReflectLODTrees=0 [Gameplay] fPlayerDisableSprintingLoadingCellDistance=0
  22. yes I run weaponsmith extended and Armorsmith Are you using the patches for those?
  23. I use better weapons mods for Automatron and I use wasteland workshop addons for settlements and they load up but one thing I did do is extract all ba2 files for the official addons as loose files. (mainly so that the strings can see them)
  24. I've been modding Beth games since Oblivion just before the nexus was born I learned the old fashion way to add mods manually and have never used NMM so I can't help with that but adding a * to all (non official) .esm and .esp files works I do it in both Plugins.txt and DLClist.txt files do not add a * to the Beth files like WW and Auto.. all my mods have been working just fine also launching with say f4se will keep the ingame launcher from trying to take over as the mod manager.
  25. did you add any mods like dyna Vision? I installed that and get the same error now.. it's not game breaking or effects gameplay at all it just throws errors when quitting the game Dynavision did the same thing to me in Skyrim as well
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