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wax2k

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Everything posted by wax2k

  1. i was to lazy to write down the 52 other mods i have :tongue: That is indeed a problem, but none to be solved by us.
  2. Does this also happen on a new game? Or only on the ongoing save? As a side not: using beta patches when modding might not be the best idea in general.
  3. Keep in mind though, that NMM sometimes has issues installing files, when the Virtual Mod Folder is on another harddrive than the Fallout installation. You might have to check manually for missing files like textures and meshes after installing a mod via NMM in that kind of setup.
  4. Ok, I see you figured it out in the meantime. The most probable cause was having Homemaker.esm above Snap'n Build.esm. A patch for Craftable Pillars and Homemaker is not necessary when using Homemakers SK port. It might even conflict. And the main menu CTD with the first reduced load order was probably due to having installed Autodoors.esp with SK option or Homemaker option or similar and as such missing its master file.
  5. I assume, you use the latest versions of the settlement mods and chose SK-incorporation wherever applicable? (At least the plugins names look like you do, but you might want to double-check if the load order below doesn't work). Also, in case you downloaded Snap 'n Build in the first 2h after release, make sure, you remove it, download and install it again. The initial upload had missing files causing CTDs. Try this and take a look at the load order in NMM before launching Fallout. If it shows anything in orange/red, click on it to see, which file(s) it refers to as a master and move it below these. Report back afterwards and describe if still having issues and post the new load order again.
  6. @SirTwist: props for reasoning consistent to the Location in your profile :rolleyes: You might want to take note of the line "I did finally get the menu organized and error free so thank you." in the OPs second post.
  7. You probably just forgot the needed ini settings for modding, that you had to do on your other pc as well. And maybe enabling the mods in your plugins.txt as well.
  8. Which settlement are you at? Also: this should probably be moved to Tech Support or Mod Troubleshooting.
  9. Of course it can be frustrating, when people take offense at something that you're doing without bad intentions. But this is a polarizing subject and as such, you could and should know beforehand that you will have to deal with that. And if you don't want that or can't stand that, don't publish it. If i run around downtown naked during rush hour, it might just be for fun and not hurt anybody. Still I know beforehand, that some people will take offense at it for different (and on closer look understandable) reasons. And that in most countries, I probably will have to deal with the authorities as well in that case. And most people have reasons for taking offense in specific things, depending on their personal history, social environment, political environment, education and so on. And that holds true for you as well. Try to allow it to others and understand it, just as much as you would like them to do considering you. There aren't many people on earth, that take offense at something for no reason at all. In most cases, you just don't know it or don't understand it due to a different background.
  10. Run around the island until it triggers. Most probably near the North Bridge.
  11. CTD when hovering on the doors section, or CTD when hovering on a certain door? The latter is a known SSEx door, the first most probably related to load order or indirectly to SSEx as well. Again: Can't say much without the actual load order including patches etc..
  12. I suppose you're using mods? If so, revert back to the latest retail patch. If not, consider a bug report on Bethesdas Forum.
  13. @tomomi1922: Looking forward to your mod to use the swastika you seem to care about so much. I am sure, you won't have that many people taking offense at that :D You might want to think less about the symbol as such and more about context. Apart from that, the mod this thread relates to, had been allowed up until the author used it to promote a clearly biased, so called "documentation", claiming to tell "the true story", showing that his intention with this mod was more than just wanting to have a "historical" symbol for "nostalgia", as he stated. Unfortunately, and a big part of the reason why people are suspicious about these kind of mods, in many similar cases before, the true convictions of the related authors were revealed sooner or later and they weren't just about a stylish uniform or historical context or "killing Nazis". So all in all (and as far as I understand, that's exactly what Nexus is stating): just using a nazi swastika or other nazi symbol is fine (suspicious, but innocent 'til proven guilty). Trying to promote any kind of related ideology is not. Deal with it!
  14. You might want to investigate the subject of "category keyword cap" and the mods Settlement Keywords and AWKCR.
  15. Sounds like Jet-lag :D Sure, it's not a cloud? But seriously: if it's some sort of graphical glitch, you might want to post a screenshot.
  16. Just up to a certain point, but possible, yes. Use the mouse-wheel. It will move the object towards or away from you.
  17. When using SK, AWKCR and workshop/crafting mods, that either incorporate these or only use vanilla categories, the keyword cap is not an issue anymore. And at least with the mods I have used so far, apart from one or two mods in the early days of FO4-modding, there have been no major issues when updating them on an ongoing game. An example for a working load order without issues, using the latest versions of SK and all workshop-related mods, choosing SK-incorporation wherever possible and/or mods, that only use vanilla categories: And even more is possible, when done right. Again: if the OP posts his load order and version info, it will be possible to give advice.
  18. Depends on if you installed them manually in the first place. If so, backup everything in the \data folder (excluding vanilla stuff) plus the different ini files and the plugins.txt and port these to the new install. In case you used NMM and want to do so again, it's a bit more complicated. You might want to ask a moderator to move this to the Technical Support section.
  19. No support on non-legit copies. You should consult the TOS.
  20. @isalex: You still don't seem to get the reason for the warning issued and the removal of the mod. It was not about the flag itself, it was about linking to a clearly biased "documentation", that claimed to tell "the real story" about national socialism and Hitler and as such was to be considered promoting related convictions, which for understandable reasons is not wanted here. You might want to look up the warning post that has the full reasoning, before judging. Also I'd be very surprised, if you applied the same reasoning about "its a private site so therefore", if someone did something that you don't want to be related to on your private property. And to end with: Freedom of speech does not mean, no one is allowed to argue against what you say or that everything you say is not allowed to be punished in some way. While you're totally free to call a cop a pig, you still most probably will face some sort of consequences for it.
  21. Craftable Institute Elevators - all in one - Homemaker.esp=1 Remove this and get one of the standard versions instead. This was made for non-SK versions of Homemaker. You had it disabled in your original load order, hence why I didn't comment on it in the first place. Homemaker SK Integration.esp=1 Homemaker - SK Integration Patch.esp=0 Judging from the names, you still have the wrong/old one enabled. Try disabling the first and enabling the second one. Apart from that, disabling should be fine most of the times. But the clean way, especially when updating a mod, is to first uninstall it from all profiles and remove it via NMM and afterwards install the new version unless the mod/file description says to do differently. And about the Busty.esp, I can only guess, but either you just disabled the mod and didn't uninstall and remove it, or the file itself still resides in \Fallout 4\data due to some error when uninstalling/removing. In that case, just delete it manually. SSex is to be considered abandoned and has some issues. It also has almost nothing that isn't in Homemaker, so my advice on that is: don't try using it again and remove it.
  22. This has something to do with using Fallout beta patches with mods. Revert back to retail 1.2.37
  23. Can't say much without the actual load order including patches etc.. But SSEx is a thing you should get rid of.
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