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Kamuchi

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Everything posted by Kamuchi

  1. Let me start by saying that I solved this issue and just putting it here for future googlefoo'ers to find. To sum it up: Edit ini's 20 times, removing grass mods, removing tree mods or anything that touches flora items to rearranging mods 50 times due to settlement expansion, horizon, grass objects etc (you know the drill) and nothing works. All posts you come across tell you to do the below, which works in most cases but there are still plenty of "no grass" complaints going around and people scratch it off to old mods (that still work fine btw). Fallout4.ini: iMinGrassSize=15 bAllowCreateGrass=1 Fallout4Prefs.ini: [Grass]fGrassStartFadeDistance=7000fGrassMaxStartFadeDistance=7000.0000fGrassMinStartFadeDistance=0.0000 Double nope with different variations, mods and load orders.So if you have a persistent grass issue and you tried all those ini changes, checked you have them 200 times, tried different mods but the game just tell you to go and cry ontop of Trinity tower and then jump off, give this a try. Fallout4.ini:[Grass]bAllowCreateGrass=1bDrawShaderGrass=1iMaxGrassTypesPerTexure=3iMinGrassSize=20 Fallout4Prefs.ini:[Grass]fGrassStartFadeDistance=7000fGrassMaxStartFadeDistance=7000.0000fGrassMinStartFadeDistance=0.0000 So there's the fix.Not defining iMaxGrassTypesPerTexure in the ini makes the game believe it is 0 and that ofcourse is disabling grass entirely.Same deal with bDrawShaderGrass, setting it to 1 as with the iMaxGrassTypesPerTexure issue, we want grass so make sure the grass shader is enabled in the first place just for the sake of not having another aggravation if at some point in the future the engine decides to "hey! It's not defined! Today I'll pretend it's 0 cause random s*** and all that!". Or maybe it was just the latest patch that did something. Why those those entries got removed I suspect it might have been the actual game launcher, as if you load through F4SE and forget to start steam, you get the launcher and it some times resets half your settings and messes with the ini's (that random s*** and all of that!).1709 hours and check: still hate the launcher. Hope this helps some one in the googlefoo future with not finding a fix for no modded grass loading despite doing everything that is suggested.
  2. ...and then you have Horizon and it's dozen patches for mods. Took me an hour trying to get it decently sorted but never ended having the changed special skills show up ingame, throwing this entire insanity of "plugin priority" out the window, downgrade to LOOT 0.12.5 with it's global priority and change the horizon esp to 10, everything was sorted and working right in 10 seconds with the mod working as expected and extra mods that use the same items/ingridients with an extra sort after Horizon and it's patches. Why 10? Mods I give priority ten fold, easy to sneak in new mods or move a 2* into the 0 or 100 range so you don't spend time fixing 1 to 20, which is stupid. So reading everything so far, changing to this stupid global sorting method I am not going to touch this software. Spending a day to set 100 different rules for each mod to load after "x", befor "a" between "c" I'd be lost after the 3rd about what the hell I was trying to do... NMN also has a nice way to work with the plugin order aswel, even with multiple and spam the up or down button while it accounts for not skipping over dependencies, manually dragging every single mod when redoing manual ordering and it's dependencies? lol? NMN you open the program and it shows you all your mods, no fancy portal/home screen, no sorting, no updating, lacking alot of features and that's why it gives you total and complete control over every single aspect of our mod install. Thanks but no thanks. NMN does it perfectly even with it's flaws, stop improving with worse stuff instead of fixing a program that works great as it is but needs an upgrade. Feel sorry for you about wasting a year on this and instead go with a smarter sorting option, going the stupid LOOT route... Good luck.
  3. Thank you! So easy so why the hell don't they just allow to always be able to set your own desired game version, and remove that god aweful auto update crap. Confirmed that download_depot 377160 377162 1577971768113543910 is the last previous version number from may 23 :smile: I'm just going to call CC "Created Crap" from now on...
  4. So they decided to slowly kill Fallout and make it a stupid online fps thing, I guess companies don;t learn from their fellow idiots competitors. No single player, hard to advance if you do single player because everything is built for multiplayer, which I really don;t give a hoot for. No single player? No npcs? no modding? forced to be around griefers? run on single threaded crappy servers stuffed with multiple instances? So to play single player you need to buy the game, then rent a server and then you can't do crap with it unless you will most likely have to buy creation club junk... f.y. They should just sell the company to EA. They ain't getting my money, I'd rather load up a set of new mods and play 4 a few times more... This is absolutely stupid.
  5. Figured it out that it`s not related to the general load order but the file header load order, hence the reason why I wasn`t able to break it whith shuffling mods around. Never had to add stuff from another mod/dlc befor, hence the clueless bits, thanks though :)
  6. You need to have the mod LooksMenu http://www.nexusmods.com/fallout4/mods/12631/? After installing you can open the character edit screen in console by typing "showlooksmenu player 1". There will be a new option "R" to go to the LooksMenu tab where you can X save the character face under a name you want, loading it is simply clicking the face name. Aftr saving your face, it will be available as a preset and you can zip it up under "\Data\F4SE\Plugins\F4EE\Presets\", this is also the place to extract other presets. That`s it :smile:
  7. Always ask permission :smile: Just be honest, tell him about your mod, idea and future plans for it, ask if it`s ok to use his model while using your own custom textures and that you will give him credits for the model by name and link so he will get some credits and some renewed attention for his own mod. Don`t see any reason why he won`t give you permission as it`s mutually beneficial.
  8. Immersive, like an alien craft crashing into Boston? oh wait, we coverd that already in Fallout 3 which made more sense with Zeta :pinch: Alien blaster, laser weapons become as common as pipe pistols, N7 weapons aren`t even remotely far fetched as experimental Institude weapons or recoverd from an old pre-war military cache, like an extra room at Fort Strong with a couple more terminal entries telling a short story of a shipment of experimental weapons from a classified project to be distributed along with the nuke launchers as those were experimental aswel. ...and we have immersion coverd :happy:
  9. Greetings ☺/ I have a small issue that I just can`t understand, the problem is not that it isn`t working, but that it does work :huh: I made a Far Harbor patch for Immersive Fast Travel, using FO4Edit (TES5) make a "copy as override" of the required forms to patch and have FH/IFT as masters refering to the workshops as destination. Now the problem is that DLCCoast loads as 03 with automatron and wasteland workshop which obviously require 03______ prefix, wanting to make patches for people who have no Auto/WW will require 01__ or 02__ prefix. The thing is, when loading it in FO4Edit, the load order prefix for the workshops is automatically updated to keep the reference intact, but from all I know, it shouldn`t and is the reason why people make multiple patches for the DLC`s. As I usually just fix small stuff, I need a second opinion befor just calling it a quits and call it working no matter what dlc`s. http://i.imgur.com/RRtPSA2.jpg This is while loading with only automatron so it gets prefix 03, but while making it I also had WW so all references were made with04______. Also in the values the references were updated to reflect the right prefix, heck, I even nuked my mods and dlc`s just make sure I wasn`t going nuts but it kept working :ermm: DLC03DaltonFarmWorkshopRef [REFR:02038EA8] (places DLC03WorkshopWorkbench "Workshop" [CONT:02023A96] in GRUP Cell Persistent Children of [CELL:02001942] (in DLC03FarHarbor "The Island" [WRLD:02000B0F]) at 0,15) Sabotaging my load order in anyway I can won`t break it either... I`m a mere simple fixer of small stuff, but does this actually ignore the dlc load order and dynamically use the right prefix? I`m just using KarmaCoin`s code and shuffled it around a bit, but am I going crazy or do I need to save several copies like this for each dlc as FO4Edit can actually do a thing the game can`t? I`d appriciate any feedback as I am really clueless at the moment lol Edit, ofcourse I posted in the wrong category while staring at a couple hundred lines of entries, sorry :pinch:
  10. Do you have Ada located in SH? I had the problem aswell at random times but 43 levels with exclusively building in SH it hasn`t happend and the only thing that is different is that I sent Ada to Red Rocket (empty) as she annoyed the crap out of me with her nonstop repeative lines. I do however have an issue with Codsworth refusing to do any farming and reset if leaving the cell, on the other hand, he was perfectly fine manning the clinic... bloody bastard :pirate:
  11. Why didn`t you just say you looked in that text file and said this? I understand and it actually does not work in the ini. I`ve restarted the game several times to wonder why the heck did it work for me... (which it didn`t) I tried it at dawn as that is usually when I leave to hunt garbage, this time I just let it load at noon and watch the fps where it drops slightly below the 45 till dawn: NPC/Settlers shadows... At dawn Sanctuary Hills is partially blocked and my settlers doing the crops behind the workshop house, they change position/late morning and start casting shadows and I didn`t have Piper on follow as she "died" and got reset (home is SH, just no horrible follow ai/casting shadows next to you) In my SH there is also less when looking towards the river (dawn), so a sort of half arsed quick "test" instead of waiting and just watching everything. I am sorry for being snarky and kinda embarrassed :down: Edited the original post as it was false, rest is quoted enough to haunt me for a decade :pinch: This is the page where it`s actually posted under 15.d: https://community.bethesda.net/thread/15354?start=0&tstart=0 d) Godrays Quality Tweak GR grid=128 (Ultra value: 64)
  12. y'know... Seriously? Linmor posted it 2 posts abouve my reply and I quoted it and said it was the mod indeed. Incase you are using a 747 inch monitor: The mod in question y'know...seriously...that mod just adds some console commands to a bat file. A bit different from ini lines (unless I'm badly misinformed on how ini files work for FO4). The .ini tweaks in question are to allow the .BAT files to apply from startup each time you load the game. But you'd know that if you read the whole mod description. Apparently you didn't understand my original question. Here's a link to my original post in this thread. Now, just to repeat the question again: What three ini lines are required to achieve this without the need for a batch file? Console commands are NOT ini entries. If there are no such ini entries then Kamuchi's original post was misleading. It`s a text file with 3 lines in it, if you would ONLY have botherd to even look at the damn zip! 1. Download mod 2. Extract mod 3. Have an epiphany that it is a text file (hint: .txt extention) 4. Open fallout4prefs.ini 5. Copy & paste 6. Endorse Want a manual with that? Oh...
  13. From all the upgrades I can remember... I had amd`s 5780, then switched nvidia 580, then switched to amd`s 290x and most likely my next upgrade I will go nvidia again for the simplest fact: amd drivers are just crap, the latest radeon drivers drove me off the cliff for the next couple of upgrades, you have no control over it and it`s basically setting nerf galore :x Using 4 290x so my next upgrade will be the next generation cards as the idea of unlinking my tubing is giving me a nightmare when just thinking about it lol
  14. y'know... Seriously? Linmor posted it 2 posts abouve my reply and I quoted it and said it was the mod indeed. Incase you are using a 747 inch monitor: The mod in question
  15. This is kinda silly as the whole point of F4SE is to launch it through the F4SE shotcut to begin with :pinch:
  16. Yeap, that`s the mod. Doubt it`s against the rules as it`s 3 generic ini tweaks, this tweak is actually posted somewhere else on the internet in a giant "tweakers" guide where I ended up double checking if it`s doable.
  17. Edit: I was wrong, it was between my ears and looked during dawn :sad:
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