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Everything posted by YeOldeSensenmann
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This is the site feedback/questions section
YeOldeSensenmann replied to Dark0ne's topic in Site Support
I've seen a couple of \\\\\\\\\ being added to people's post. Anyone know what's up with that? Seems to only happen on replies which use apostrophes and only on the new layout. On the forums and the old layout, I've not seen this yet. -
A BUG!? (i can't heal myself with consumables)
YeOldeSensenmann replied to topeira's topic in Fallout 4's Discussion
You can't switch back to survival without a mod so if your loadorder is empty that shouldn't even work. You could run the whole thing through FO4edit and create a merged patch, although that's probably only a good idea if you know how FO4edit works in case the patch needs some adjustments. -
Due to recent workshop crashes ....
YeOldeSensenmann replied to cossayos's topic in Fallout 4's Discussion
Possible although my loadorder.txt is outdated as well. I had to use it with earlier versons of FO4edit but that's been updated as well. The bak files are not important, they are basically empty and are just there, leave them. As for DLCList and loadorder.txt, you could try and copy & paste your plugins.txt content into the two files but make sure you remove the * from them afterwards, only the plugins.txt requires the *, the other two don't. -
CK Hilfe Gegner Laufen Gegen die Wand
YeOldeSensenmann replied to wehrberus's topic in Fallout 4's Discussion
Kein Thema! ;) -
A BUG!? (i can't heal myself with consumables)
YeOldeSensenmann replied to topeira's topic in Fallout 4's Discussion
First of all, The Unofficial Fallout 4 patch loads way to late, it should come right after your last .esm so I suggest you use LOOT to optimize your loadorder. Next, Arbitration hasn't been updated in months, so that might be causing some issues. Disable that and try again. -
Delete the Interface folder and reinstall FDI after you did that. As for CBBE not working, what exactly isn't working with it? You might have to use BodySlide to batch build the meshes for the CBBE body. Remove all clothes/armor from your character and check if the naked version is what you selected when you installed CBBE.
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The folder it's in is hidden by default. Launch the game at least once. Not sure that's mandatory but it can't hurt anyways. After that click on Start and enter %localappdata% in the search box. Hit enter, go in the Fallout4 folder, there it is.
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Fallout4 uses 3 ini files. Well, techinically more since there are also the default.ini and the low,medium,high,ultra.inis but those can be ignored. Point being, Fallout4.ini loads first. Prefs.ini second, custom.ini last. Identical values will be overwritten, the winner being the last file loading, in this case the custom.ini Your custom.ini should contain, among other things that are not important right now, this: [Archive]sResourceDataDirsFinal= bInvalidateOlderFiles=1 sResourceDataDirsFinal is why your mods don't work properly. It needs to be empty after the = or some mod assets will simply not be loaded. You could just edit your F4.ini but the custom.ini is there for exactly that reason. Editing. There's no need to edit anything in the F4.ini or the prefs.ini and using only the custom.ini has the additional benefit of it not being overwritten whenever the game is launched via Steam to change settings.
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Mods continuously active...
YeOldeSensenmann replied to Emissaryoflight's topic in Fallout 4's Discussion
If you are on PC there is a mod for that. Phone posting so I can't really link right now but if I remember correctly it's simply called achievements. Some people claim that the latest f4se has that built in but I can't verify that right now. -
Do you have a fallout4custom.ini and does it contain the necessary lines to enable modding? I would guess no.
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CK Hilfe Gegner Laufen Gegen die Wand
YeOldeSensenmann replied to wehrberus's topic in Fallout 4's Discussion
Npcs gehen meist auf direktem Weg zu ihrem Ziel, die Wege sind über navmeshes festgelegt. Wenn die aus irgendwelchen Gründen fehlen oder blockiert sind, z.b. Häuser und Straßen mit spring cleaning gelöscht, sind die navmeshes meist mit weg oder eben blockiert. -
Well, I'd still recommend you scan your PC for malware and the like. Nothing in your second screenshot is part of the MO2 exe or the actual install, so those are coming from somewhere else.
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You need to update your usvfs files. https://github.com/TanninOne/modorganizer/issues/753 Scroll down, Tannins second post has the file you need.
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Yeah, that's not how it works. If Bethesda does nothing against this, sits it out and restricts mods to Beth.net for future titles, do you honestly think that modders will switch to Beth.net after being basically told to shove it and deal with it? Bethesda would have to offer some serious benefits for this to happen... Anyways, I applaud the mod authors who are actively fighting this and for what it's worth, I'm in total support of whatever the Nexus and the mod authors come up with to keep control over the content they've created.
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Please someone help, please! Permanently invisible.
YeOldeSensenmann replied to xKiwil's topic in Fallout 4's Discussion
Try dropping a pulse grenade at your feet or find/build an eletric trap in one of your settlements and have that shock you for a second or two. Make sure it doesn't kill you. -
Very long time to launch the game
YeOldeSensenmann replied to lucian_dragos's topic in Fallout 4's Discussion
Nothing in your loadorder triggers any alarms so while there is no guarantee that this isn't the problem it seems unlikely. I assume it's ordered with LOOT? Two things that come to mind. 1) What happens when you start the game with all mods disabled? Does it load faster? 2) Is NMM installed on the same drive as Fallout 4? If it's not and your NMM is set up to use Multi HD support with the Virtual Install folder being on a slower drive, that might be it because when NMM runs that way the game loads from your SSD but all mod files are loaded from the other drive. If that's not a SSD as well that takes a lot of time if you have a bunch of heavy texture replacers. -
Which part of did you not understand? Your exported list contains all plugins you are running, that's why it's called plugins tab in NMM. UI mods don't have plugins, so obviously they won't shop up under plugins, only under mods. Your reply would make sense if you had posted your Mods tab, but you didn't and instead came back to call my reply pointless. Well done.
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Mods not working after far harbour download
YeOldeSensenmann replied to vodonex's topic in Fallout 4's Discussion
Solution 1: Create a Bethesda.net account, launch the game, go to Mods, log in to Beth.net, click on loadorder and enable your mods. This should only be necessary once. Solution 2: Click on Start, enter %localappdata% in the search box and hit enter. In the folder that opens find the file called plugins.txt. Open that and put an * in front of all the mods. Save the file. And finally, is your NMM up to date? The latest release is 0.61.23 and what you're describing should not be happening with that. -
I run ENB and Shadowboost with the latest update and F4SE. No issues whatsoever. Make sure you are running the correct F4SE version. There is one for the beta (1.5.205) and one for the normal version (1.5.157). Also, did you make any edits to the enblocal.ini or the shadowboost.ini? Maybe you made a mistake there. enblocal.ini only needs the videomemorysize amount as reported by the vram tool. Well, it doesn't even need that to run but it's good to set it anyways. The shadowboost.ini needs a valid target FPS amount only, the rest can be left unchanged. Any changes you want to make to ENB can be done via the ingame ENB overlay. Shift+enter brings that up.
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You don't need SKE or SKI. They are nice to have because, at least in SKEs case, they store most non vanilla categories in their own SKE menu. Better sorting for settlement mods, so to speak. Mandatory? No. Never used SKI so no "judgement" here. And that list is a bit huge... Basically, install everything in no particular order and sort it later with LOOT. The only things where you might have to be careful is when you install mods that have seperate updates or compatibility patches. Install the main mods first. Updates second, compatibility patches only after you've installed the main mod, the updates and the mods that they handle compatibility for. Same for any pipboy or map mods. First the main mod for the pipboy overhaul. Next the map. Last, the extended zoom. Once everything is done run LOOT and apply the loadorder. Once that's done run the whole thing through FO4Edit to check if there are potential errors LOOT failed to recognize because one of the mod isn't in the masterlist yet. No errors, you are good to go.
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- load order
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Very long time to launch the game
YeOldeSensenmann replied to lucian_dragos's topic in Fallout 4's Discussion
That can happen when you have a lot of save files. Open your saves folder and delete all the saves you no longer need. -
need helpp with my load order
YeOldeSensenmann replied to vincent2327's topic in Fallout 4's Discussion
Did you try Loot to optimize your loadorder? http://www.nexusmods.com/fallout4/mods/5310/? -
1) You don't have to log into Bethesda.net every single time you load the game. You do that once and that's it because the game stores your login credentials. Furthermore, a lot of people don't have a Beth.net account and they don't have any issues with mods so something else is not working right. 2) NMM will only show you as logged in once you download a mod from the Nexus, endorse a mod or search for updates/get missing mod IDs. Starting NMM and having it open without doing any of these things will show you as not logged in which is correct because a constant connection to the Nexus is not required. 3) A lot of the time it turns out that people are simply using an older version of NMM. Updating to the latest one, 0.61.23, fixed it for most. 4) If you start the game via Steam and not NMM or the F4SE loader, chances are high that your ini files get reset, so any changes to the ini that enable modding might get removed. This doesn't happen to everyone but it happens to some people. 5) If Steam is installed in C:\Program Files(x86), there is a big chance that this is the problem. That's basically a protected environment so any changes NMM, Mod Organizer 2 or whatever you use might not even fire because Windows doesn't like tempering in that folder and its subfolders. You'll not get an error message, it simply won't work. Again, this doesn't happen to everyone but moving Steam, or the Steam Library to a different harddrive or just outside Program Files might fix a lot of issues. 6) ini changes to enable modding should only be done to the Fallout4Custom.ini, that's what it's there for. The [archive] part of your Fallout4.ini should not be touched. 7) Some people have reported that disabling all mods in NMM and then enabling them again fixed it for them, so there's another thing to try. This is not directed at anyone in particular, it's just a "compilation" of things that can cause issues with enabling and using mods.