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SkunkMonkey

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Everything posted by SkunkMonkey

  1. Currently there is an issue with downloading VR version mods. Tannin is aware and has posted some possible solutions and asking for feedback. https://forums.nexusmods.com/index.php?/topic/6629301-opinions-please-moddownload-directories/ FYI: Purge removes all the links that Vortex has added to your game directly, essentially returning it to vanilla. Then hitting deploy will have Vortex re-install all the file links for the current profile.
  2. When you chose Undo, did you also click the Confirm button at the bottom? Did you try a Purge then Redeploy?
  3. Do you have any filters set? If you have it set to display only enabled plugins and they are all disabled, you will get a blank list.
  4. FO4Edit.exe needs to be in your Fallout folder. When you extract the the FO4Edit download, you need to extract it into the game folder. If FO4Edit is correctly installed, Vortex should see it and add it to the tools panel automatically. Also, you shouldn't really use the external version of LOOT. It won't see any of the rules you create in Vortex. Vortex already uses LOOT internally.
  5. Up until this latest release of LOOT a day or so ago, Vortex and LOOT didn't seem to see each others user rules and possibly the master list. I got such strange behavior that I stopped using LOOT altogether. Upon loading this recent version of LOOT yesterday, all of the user rules I had set up in Vortex were there. People need to remember, not all plugins have a rule so their sort order isn't fixed and any change should be expected. If you want to ensure load orders, for whatever reason, use priorities. The primary reason I've had to do this was to ensure the masters for my merged plugins don't change their order.
  6. Question, have you used LOOT to sort your load order? Load Order issues can cause CTDs in some cases, so it might be worth the look. Other than that, I don't see anything that jumps out at me as a possible problem.
  7. Having been in your shoes myself, I can completely empathize with you. That said, I have absolutely no regrets paying for a lifetime membership on this site and the no ads benefit wasn't even a top factor. To see that you are proactive in dealing with the scourge that bad ad networks foist on unsuspecting web site operators gives me absolute confidence in knowing that my purchase of a lifetime membership was worth every penny. Well done!
  8. Homemaker and Safe SSex need a compatibility patch and I'm sure one would be needed for workshop_planters. Multiple mods modifying the Workshop menu will overwrite each others changes if they modify the same menu. Personally, I made my own conflict resolution patch for 8 different mods that modify the Workshop menu. With the patch I have access to all the things that each mod adds.
  9. Disabled entities are still loaded in memory, this way they can be enabled. The only difference is they aren't loaded into the worldspace when it's rendered.
  10. The disable command does not remove the item from your game data. If it did, the enable command would not work afterwords. If you truly want something gone after disabling it, use the markfordelete command. This will cause it to be ignored the next time a save file is written thereby removing it permanently.
  11. You also need bInvalidateOlderFiles=1 if you aren't using the sResourceDataDirsFinal method. The paths method loads only the paths specified so you can selectively load some paths and not all. The invalidate older files method tells the game to just load all the folders. Use one or the other.
  12. I just command my companion to pick up and loot containers. Anything they pick up this way does *not* count towards their weight limit. Instead of using the trade window to unload your burden onto them, put it all in a container and tell the companion to loot it. You may need to issue the loot command a few times on containers as they only pick up valuable items on the first time. Command them 2-3 times to ensure the containers are picked clean.
  13. I've actually got several mods that modify the Workshop menu and haven't run into any limits. Of course, I create my own merged patch for the menus so they aren't overwriting each other, but I've got tons of stuff in my workshop menu. I don't think the issue is as much about limits than it is about mods overwriting each others workshop menu changes.
  14. Nexus is my go to site for mods. Been a lifetime member for a while now and have never regretted that purchase! Ive scanned this thread looking for more information on the Community manager position. I have some experience in the field (Former CM for Kerbal Space Program) and was interested in getting some more details. Can someone point me in the right direction? Cheers! Skunky
  15. Yeah, I am getting the feeling this playthrough is shot and I'll need to start over yet again. Ah well, another day of debugging and no playing. Cheers! Skunky
  16. The INI edits are already in place, so that's not it. I've even tried setting the Affinity to two cores with no luck. Everything in my Steam folder and below is listed as an exception in my A/V. I'm using the fnv4gb patch, specifically the one for NVSE. I've not heard of the fake fullscreen trick, got any details or a link? I've tried selectively disabling mods to try and locate the culprit, but I've been unable to determine which mod does it. I'll go back and try again. The freezes are just so random that it takes a long time to realize whether or not it's fixed. I've tried to remove all the mods in an effort to load them up a few at a time but the saves won't load. I'll see about dismissing all companions and waiting 72 hours in a small world cell and trying again. I was wondering about the Canteen and Timescale mods. I'll try removing them as well. Should I be bulding bashed/merged patches for each test or just leave them off until I find the culprit? Thanks for the reply! Cheers! Skunky
  17. I've run into a problem where my game is freezing requiring a task kill and even a reboot sometimes. I've gone through turning on and off various mods but the longest I manage to play before a freeze is about 30 min, sometimes as short as a second from loading. I've tried creating Merged Patches with FNVEdit as well as Bashed Patches with Wrye Bash, all to no avail. I was hoping someone might have some insight into which mod might be causing it or perhaps a certain combination of mods. I've just run out of options and seem to be getting deeper and deeper into the doo doo as I try to find the problem. Active Mod Files: The Personal Fixes mod just renames/reweights the skill mags in the NVEC Complete mod.
  18. Is it possible to have a mod that will disable a door collision mesh while it's animating? I realize it might not be possible until NVSE is released, but I'm still curious if it's possible and if someone has plans to do it. I'm getting tired of sneaking up to open a door only to become trapped behind it like some kind of retard. Yes, I know if I stand in the right place I won't get stuck, but it's really annoying in the heat of battle. I had a raider beat me silly because I was trying to get out from behind it.
  19. It would be nice for a perk that gave some bonuses when collecting and cooking as well as placing a green marker on your compass when harvestables are nearby. I realize there are mods out that tweak the collection of harvestables and ones that modify cooking. What I am looking for is something that combines these with the added compass markers. When running around on a low end system, you have to be almost on top of these things to see them and it's taking forever to find things for quests and recipes. Cheers! Skunky
  20. Archer9 PM'd me the solution but I figured I would post here in the event someone else has this problem in the future: 1000 Kudos for you! That did the trick! I changed that setting at one time when trying to get rid of the blur that was happening at the edges of the screen (my eyes are bad enough, don't need the game adding to it!). It's so nice to see the land match the rocks, trees and buildings again! Weeeeeeeeee Cheers! Skunky
  21. True that it's next to impossible to eliminate neck seams, but you can hide them. Luchaires Neck Seam Concealer Comes in three flavors: Bronze, Silver and Gold. Has a with pendant and without pendant version of each. Has both an Amulet(A) or Tail(T) slot version as well.
  22. Correct. Just remember the first two digits are based on mod load order in hexidecimal. So if the mod you want the spell from is the 12th in your load order and the spell code is 000456, the command would be: player.addspell 0C0456 0C = 12 in hex. Cheers! Skunky Edit: Fixed my bad Hex math. Been a loooong time since I worked with hex!
  23. Are you opening an OMOD compatible archive? (This just means there's an omod script inside the archive) Can you list what mod your trying to install? (If the mod only contains data files and no plugin esps, the filter options won't list anything. The default is to only show the esps in the mod)
  24. My guess is you have two Edgar's with same ID and it's causing problems. Did you edit and save your change to a main game file and not as a custom ESP? This would also probably be a Bad Thing™. Since you seem capable enough to use the CS to find the spells you want, it would have been easier to use the console AddSpell command to get the spells instead of editing game files. If your concerned about getting the spells without paying for them, you can always donate some septims to your nearest street beggar to compensate ;)
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