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JimmyRJump

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Everything posted by JimmyRJump

  1. It's not about NOT moving DLC around, it's about using the proper mod manager. Nothing wrong with Wrye Bash. On the contrary, it's a very good tool. But (there's always a 'but' isn't there) In fact, it's more about knowing the set (like, carved in stone) load order of mod extensions. This load order can't be changed by LOOT or any mod manager because it's the order the game HAS to load mods/DLC, first and foremost because most main assets need to be loaded first because other assets depend on them. That's basically why you have different extensions like ESM (Elder Scrolls Master) and esp (Elder Scrolls Plugin) and later ESL (Elder Scrolls Light Plugin). Why 'Elder Scrolls, I hear you think? Because the original system of adding mods was developed for the Elder Scrolls series of games. Anyway, I apologise for the intrusion (and I certainly don't want to take anything away from Gromulos' excellent responses and advice) but I just wanted to make clear that there's a certain order in which you need to use mod managers, just like you need to observe an order in which the game has to load mod extensions. And, as a fully personal advice, don't be tempted to switch to Vortex. It's a good mod manager, but it has too many flaws and inconveniances (I hope that's a proper English word) to mod comfortably. I'm not an expert at anyting, but I've tried over 5000 mods in FO4 with more than 700 in one try (meaning, the game had more than 700 mods loaded) without too many crashes. Getting the game to run with such an amount of mods is a small miracle in itself, but it's the result of more than five years trial and error. And, I must add, with Nexus Mod Manager as the main mod manager.
  2. I think I understand. That reference ID is used all over the map. Say I scrap a common lamp post and that reference ID is marked as deleted. The game tracks that I scrapped a lamp post. But it has to also track which lamp post, the specific one, it's location, or all of the lamp posts all over the map would be gone. If it is tracking a specific lamp post, it shouldn't be getting confused when it loads other lamp posts. I'm beginning to suspect that I have it all wrong. That all scrapping everywhere puts a bigger and bigger load burden on the PC to load any location, and the PC is set to CTD if it takes too long to load a location so that it doesn't get stuck in a loop. If that's the case it would explain a lot of what I'm seeing. It would explain why I can do all of these same things on an Xbox without it crashing, because the Xbox doesn't care how long it takes to load. And why one of the most powerful PCs on the market today CTDs when fast traveling to Sanctuary when there are only 35 settlers there. It's not that scrapping per sé puts a bigger strain on the loading of assets/items, it's that scrapping CAN (but hasn't to) get the game's calculations of what to load where in a knot. In fact, it's not the scrapping of items that can make things go awry, but the short-sighted naming of items by Bethesda (or whomever developed the game) is what throws a spanner in the works. They should have, first of all, divided areas into different name protocols (now, everything basic is named 'commonwealth', even when you're in Nuka World or Far harbor) and add letters to an item's reference I.D. so that there's no confusion about where this individual item is at. I must also add that most of what I write here is based on recollections I have from discussions I had with Tarsis (developer of the original and still best mod for the Red Rockets Settlement) about how or why some settlements showed as 'Commonwealth' entry instead of the settlement's regular name. I've never made a mod in my rocky existence and most of what I say is based on my own idea of what should be logical, but I've found out that a lot of folk who work in game development don't always (read: most of the time) follow that same logic. Things would (or could) have been so much easier if items in Far Harbor would have had a FH extensions and items in the Glowing Sea would have had GS added to the reference I.D., just for search sake in their own developers console. But instead the developers chose to use a simple (simplistic) folder structure where the uppermost folder is 'Commonwealth' and everything else is subordinate to it because every item besides the basic layer (sky, rivers, mountains, clouds, birds, etc) is situated in that 'Commonwealth'. Of cousre, the developers of the basic game weren't aware there was content to be added, content which would take place in/on parts of the map that would also be added and would be named differently from the basic map. Imagine fifteen or twenty people working on assets to be added to Far Harbor, while the assets they're working on need to be added to the 'Commonwealth' map and that 'Commonwealth' map needs to be split-up in three parts, two of which will be named differently (Far Harbor and Nuka World) and everything needs te be integrated seamlessly without changing the overall structure. No wonder there's errors here and there and also no wonder the game's engine sometimes runs circles until it gets so dizzy it just screams "sort it out yerself" and dies on you. I've ran the game with around seven-hundred (700) mods (about 239 esp and ESM plugs; the rest esp mods converted to esl and pure texture mods) with only the occasional CTD. Which is to be expected, of course.
  3. Every item has a reference I.D. Even items that normally aren't supposed to be scrapped because they're outside a settlement's build perimeter. Those items are used all over the game and scrapping them can probably lead to the game getting confused where to load and not to load certain items. That's a wild guess, mind.
  4. As long as you don't alter the game's setting for pre-combined objects, most objects outside standard settlements (and a lot inside, too) are being made part of the background. As such, using console commands like 'markfordelete' or 'deactivate' will make the object disappear, along with a large chunk of said background, leaving you with a permanent hole in the game. Mostly however, without a scrapping mod most non-scrappable objects cannot be selected in console mode because they don't show their reference I.D. and the game won't allow you to delete the whole of the surrounding world since that would be catastrophic to the game. Using a scrap mod that changes the pre-combined objects setting allows you to scrap things of which the layers were pried loose from the background. This usually has no consequences, except for LOD flicker when it concerns items that weren't supposed to be scrapped and the game still tries to load said items after removing them. This results in a flicker because the game doesn't render backgrounds that are supposed to sit behind an item, again temporarily showing a hole in the game on and offwhere te scrapped object used to be. Strangely, this only happens when approaching the area with the scrapped object from a certain angle/height.
  5. Precombines are everywhere, also in Sanctuary. Precombines makes it so that large objects are combined to one whole instead of dozens of small objects that can be scrapped separately. This is done to alleviate the strain on the GPU because it only has to load one big object instead of several smaller ones. But this means that certain objects can't be scrapped, or they are scrapped completely. In vanilla, most of the intact houses in Sanctuary cannot be scrapped without a scrap mod. I've been using Spring Cleaning since it was released and never had any problems with it. Be aware that using several mods that tinker with precombines will eliminate one another's effects and precombines will be disabled or enabled again, depending on your settings in the Fallout4.ini.
  6. Put a shortcut to F4SE on your desktop and start the game from that shortcut, not from inside MO2.
  7. It has to do with running out of RAM while the game is loading. Actually, it's because the RAM for some reason doesn't get flushed and the game waits for the RAM to get flushed so it can load the textures. Since the RAM never gets flushed, you end-up staring at a black loading screen untill the end of time.
  8. Should you get a message about not being allowed to assign a settler as provisioner then there's an error between AZERTY and QWERTY or whatever keyboard layout you use. You get this when the game uses one keyboard layout and you yourself use another.
  9. Hit the 'tilde' button (usually left of the number 1 key) to open the game's console and type TGM. Hit enter and close the console by hitting the 'tilde' key again. Done.
  10. Vortex has a tendency to untick certain mods after a restart of the game when Vortex has been closed and started again. It was one of the (many) reasons why I switched back to Nexus Mod Manager. NMM is far easier to use and doesn't screw-up your game like Vortex seems to keep on doing. Vortex isn't a 'bad' mod manager, just don't believe the hype spread by all the fanboys.
  11. The vanilla game has lots and lots of places with textures flickering. It's where mistakes were made and two different textures were used for the same place and they 'fight' for visibility. Normally, any texture mod that has new textures for the flickering items should make the flickering go away.
  12. Merry Yuletide and a happy New Year...
  13. Was able to lay my hands on an AsRock RX6800XT for a fair price from someone waitig in line at the PC shop who wanted to trade-in his GPU for a 3080 card. My pleasure entirely.
  14. Was able to lay my hands on an AsRock RX6800XT for a more than decent price from someone waitig in line at the PC shop who wanted to trade-in his GPU for a 3080 card. My pleasure entirely.
  15. Waiting for AIB partners to release the 6800XT or 6900XT GPUs so I can dump my Vega64. Preference is the 6900XT but it's too expensive for the power difference with the 6800XT.
  16. Waiting for AIB partners to release their 6800XT and 6900XT GPUs so I can dump my Vega64 for either one of the two. Preference is the 6900XT but it's too expensive for the difference in power.
  17. I tried to understand but nothing. Only thing I more or less understood that your problem got fixed when using Google Chrome. GigiDaniele indicates you could be French, so, pourquoi pas écrire en Français?
  18. It depends on the game's A.I. as far as I know. The NPC is transported into the other cell just like your character is when fast travelling. But, NPCs are 'steered' by the A.I. and as such their 'chosen' path is as predictable or unpredictable as the A.I.'s behaviour. NPCs usually have a set behaviour that is almost always the same for the individual NPC. Traps and turrets are not triggered if said traps and turrets belong to the same faction as the NPC. If not, then the A.I. will trigger those traps and turrets against the intruder. The same goes for other NPCs that don't belong to the same faction. They will either ignore one-another (when the factions are not each other's enemies) or try to kill each other when the factions are at odds with one-another.
  19. The 3080 is a thousand per cent silent because you can't buy it anywhere. So, why bother?
  20. When you have this issue with Firefox, try another browser like Google Chrome, Opera or Safari. Firefox often has issues with showing parts or complete website pages, for some reason. When installing a different browser, you'll get an option to import stored links and logins from the 'old' browser so that you don't have any problems accessing websites that need a login.
  21. Looks like you mixed different skin textures when you're using something like Unique Player.
  22. Your RX580 has only 4GB of V-RAM. That's not enough for some games. Framerates always fluctuate, depending on what's going on on-screen. The only time FPS stays constant is when you set FPS lower than the lowest the GPU can handle. For decent gaming at a minimum of 1920x1080p, you'll want a GPU that has at least 8GB of V-RAM and 16GB of system RAM (V-RAM is Video RAM, to differentiate from system RAM). To add an extra fan, check the motherboard for three- and four-pin connections that say FAN next to it. Three-pins are mostly fans that run at a constant RPM, four-pins are for fans that have a variable RPM. Three-pin fans can be added to a four-pin connector when plugging them to the left (leaving the pin to the right free). Your power supply should have at least one free cable with Molex connectors. These are connectors with four cables and four pins. You can plug fans to those Molex connectors with a cable adapter should the fan come without a Molex connector. Get a magnifying glass and flashlight handy.
  23. Latest AMD processors are the 5000 family and AMD's new video cards have been announced on the 28th of October and are the RX6800, RX6800XT and the RX6900XT (available 18 november and 8 December for the 3900XT). All of the latter are trading blows with NVidia's RTX3000 series. Getting the latest AMD CPU with a 500 series motherboard and a 6000 series GPU will boost graphic performance with between 2 and 10 percent, depending on the game and ray-tracing with the 6000 cards is better than with NVidia's RTX2000 series but not as good as with the RTX3000 series. AMD have an equivalent of DLSS in the pipeline. I've never used Linux so I can't answer any of the questions you have regarding that OS. Like niphilim222 asked, what's your budget? A decent budget is the difference between dreaming and reality.
  24. You don't need to get active plugins below 255. Active plugins are all plugins that, hey, are active. This includes esm, esp and esl. In a mod manager like Nexus Mod Manager, you need to look at the bottom of the plugins tab to see how many esm/esp plugins are counted (installed mods with esl plugins are seen as active, but are NOT counted towards the limit of 255). You need to get xEdit and clean-up the 'dirty' plugins. Dirty plugins can cause things to not function like they should.
  25. Bell notifications don't work. And I saw that for me this started to happen after the news item on it. Before the news item, all was fine on my front.
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