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Everything posted by wax2k
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What's up with all the black re-textures?
wax2k replied to NikitaDarkstar's topic in Fallout 4's Discussion
I guess the main reasons are: In most cases, a black or dark outfit maybe with a bit of metal or chrome looks more "badass" than a colorful one.Especially black / white / red is typically received as a powerful and / or intimidating combination. Probably related to and / or the reason why for example (not only) the Nazis chose that combination as well.Black / grey / white as "non-colors" don't conflict aesthetically with any color. They are the easiest to be combined with any one color, while all "real" colors mostly only look good, when combined with either black / grey / white or their complementary colors. (A matter of taste of course, but there aren't many people liking / wearing red & green or red & yellow outfits for example)It's a lot easier to just change an existing texture to black & white or greyscale and adjust brightness and contrast a bit to at least make it look ok. Changing the whole color scheme of an existing texture takes way more effort and to really make it look good and fitting, it takes even more.Just take a look at the clothes most people wear IRL :wink: -
Happens either when having installed Fallout in on of Windows' standard "Program Files" folders or when having NMM's virtual mod folder on another hardrive than the Fallout installation. The first case should be solved by launching NMM with admin rights and then installing the mods. The latter case might be solvable by enabling and using the "Multi-HD install" approach in the Virtal Mod Folder settings which also requires NMM to be launched with admin rights beforehand. But since I don't use that, I can't tell you if that helps or if you better should have both on the same harddrive in that case.
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You could also try to approach the settlement slowly until you see only some of the objects built. If you manage to do so without crashing, you could delete some of them via console commands and see if that helps.
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It should have an update fixing that issue as far as I know. If that doesn't solve your issue, take a look at the "CTD issues" section of this guide
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You download the new version here from Nexus by clicking the "Download with Manager" link. Then you uninstall & remove the old version in NMM and install the new version. There is no one-click update and installing a mod over its older version is not recommended unless stated otherwise by its author.
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Mods that depend on other mods have to be below these in load order. If you install your mods manually, sort them accordingly in your plugins.txt. If you use NMM, sort them in the plugins tab. Files that miss another file as master will be shown in orange, if the file is there but not above them or in red, if the file is missing completely.
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http://www.nexusmods.com/fallout4/mods/8330/? Handle with care, it's probably not bug-free. Haven't used it myself.
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The specified path, file name, or both are too long.
wax2k replied to GGraycious's topic in Fallout 4's Discussion
Source: https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247%28v=vs.85%29.aspx#maxpath That mod has some pretty long paths in its .zip file. Some of them are already quite close to that limit on their own. If you try to unpack it somewhere on your harddisk, the path you're unpacking it to will be added upon that and as soon as it tries to unpack a file in a cumulated path that is longer than 256 characters (including the filename), this error will occur. Solutions: 1. ask the mod author to provide a zip with shorter paths, especially since there are a lot of unnecessarily long folder names in there. 2. unpack the mod to the root folder of your harddrive so you at least get access to all files/folders. Then rename unnecessarily long folder names to reduce the max path length and copy the whole structure to the desired destination. There could be issues though in case some part of that mod relies on certain paths. -
Might be Lore Friendly Posters.esp=1 since that one adds custom categories. Try disabling it. And in case you're willing to fiddle with FO4Edit: Ethreon has posted a nice tutorial on that mod's page on how to make it SK compatible yourself. The AS Wallpapers should be in Decorations / Wall Decorations / Wallpaper.
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I probably would have yelled at you... or at my screen on behalf of you... but yeah... I probably would have helped anyways :tongue: Glad to see you got it sorted out. I am quite certain that your earlier CTD issues when using Homemaker were also related to SSEx, hence why it now works as it should :wink:
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That's because it does not expand the buildable area, it increases the limit of buildable objects in a settlement. And it's not really a mod, it's a set of batch files with console commands in it.
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Issue with settlement building after updating to 1.3
wax2k replied to sdn1337's topic in Fallout 4's Discussion
Post your new load order. A crash on startup is almost always a load order issue. Edit: and I just saw the red file in your old load order screenshot: Armorsmith Calyps Extended.esp=1 As stated in the guide, NMM shows files that are referring to a missing master file in orange or red. So in case you didn't notice and fix that yet, you're missing at least one of the files, that this file refers to. To resolve the crash, disable this file. To fix the issue, find out, which other file you're missing and install it as well. -
Any of these texture mods? http://forums.nexusmods.com/index.php?/topic/3708890-known-textures-causing-ctds-with-the-beta-patch/
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And you came here to post this instead of reporting the bugs to Bethesda, because... ?
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Issue with settlement building after updating to 1.3
wax2k replied to sdn1337's topic in Fallout 4's Discussion
At least it'll pay off in the end. Nothing better than the alleviating feeling of achievement! ;) -
Most probably the Fallout launcher clearing the plugins.txt on every launch. It's a known common issue. Just launch the game directly from NMM using the button in the upper left not from Steam or Fallout's launcher. And for double safety, make the plugins.txt read-only and only allow NMM to override that.
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Two possible causes: 1. Your Fallout 4 installation folder is in one of Windows' standard "Program Files" folders. In that case, launching NMM with admin rights and then installing the mods should fix that. 2. You use the virtual mod folder approach in NMM and that folder is on another harddrive than the Fallout 4 installation folder. In that case, either change them to be on the same harddrive or always install all custom assets manually after installing the mods in NMM.
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Issue with settlement building after updating to 1.3
wax2k replied to sdn1337's topic in Fallout 4's Discussion
*sigh* 1. Move Homemaker.esm=1 below Snap'n Build.esm=1 (like in the example load order in rule #10). 2. Remove these, they are already included in Snap'n Build.esm (as described in rule #9): Snap and Build - Industrial bridges.esp=1 Snap and Build - Greenhouse.esp=1 S&BGreenhouse_doorfix.esp=1 3. Remove these, they are causing a lot of issues (as described in rule #1): Safe SSEx.esp=1 S&B-SSEx-Homemaker patch.esp=1 S&B-Greenhouse-SSEx-Homemaker patch.esp=1 Settlement Keywords SSEX Patch.esp=1 4. Move Homemaker - Greenhouse Disabler SK.esp=1 below Homemaker - SK Integration Patch.esp=1 and consider using Homemaker - Greenhouse and Bunker Disabler SK.esp instead, since both sets also are in Snap'n Build (like in the example load order in rule #10). 5. Reinstall BetterStores.esp=1 and choose the SK version instead (as recommended in rule #4). As long as the rest of the mods is up to date, you should be good to go regarding settlement mods. You're still probably above the keyword cap, but it should only affect crafting bench menus, not workshop menus anymore. And next time, PLEASE read thoroughly and follow the advice. There is not a single word in that guide, that I wrote without a good reason. -
You're either missing the following lines in your Fallout4Custom.ini: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= or the \meshes and other custom assets from the mod weren't installed correctly. In that case, try copying the \meshes folder and others like \textures, \materials, \sound and so on from the mod manually to \Fallout 4\data.
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If it's really related to the keyword cap, reducing the custom keyword count of your mod setup should let you get rid of the bug. This guide / ruleset will already help you with that to a certain degree and then there are some additional things you could do depending on which mods you use.
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Issue with settlement building after updating to 1.3
wax2k replied to sdn1337's topic in Fallout 4's Discussion
Post your load order in spoiler tags and we'll see, if there's something obviously wrong. -
lol... maybe it got the companion flag somehow? Never heard of that though :wink: If you want to get rid of it, try opening the console, click on the turret so its ID shows up, then enter disable and see if it vanishes. If yes, enter markfordelete and close the console. Then try fast traveling again and see if it shows up again. If not, save it and you should be good to go. If yes... you're out of luck I guess :wink: In case it doesn't vanish (and most probably something else vanishes instead), enter enable and close the console again. The object should reappear. Then try again from the beginning.