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amd64gamer

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About amd64gamer

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    Fallout 4
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    Skyrim

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  1. It seems like every other time I go to the Nexus website, I am logged out, asked to log in, and told I am already logged in, and asked to continue--then I'm logged into the site normally. This also just started happening when I access the site from the browser on my phone.
  2. I ran into something strange with the latest version of the game. In the first screenshot, we have the mod in NMM 63.14: https://1drv.ms/i/s!...CrIqx-GjDuaH7kh Note that the Form ID begins with "98." Same mod in FO4Edit 3.2 and again, the Form ID begins with "98." https://1drv.ms/i/s!...CuIwTR2lHFj-jYH This is the actual Form ID of the weapon. Begins with "98." https://1drv.ms/i/s!...CyRq15lf1tsZmrM So I put his weapon in a batch file called âaddweapon.txtâ to be called from the console like so: player.additem 98010000 ;M1911 Load F04, open the console and type bat addweapon Tells me that it doesnât exist. Quadruple checked the Form ID to make sure itâs typed correctly. So after multiple attempts with the same error, I type this in at the console: help M1911 4 <Enter> And this is what it returns: https://1drv.ms/i/s!...CnAvgtSi7MwiVcV Notice that it is 97010000 instead of 98010000 And itâs not the only mod in my load order that is doing this. Now there are no mods unchecked in the load order which totals 198 plug-ins, which is shorter that the 240 plug-ins of previous play-throughs. And at 240 plug-ins, I never had form IDs shift around on me like that. This started happening when I went from v1.9.4 to v1.10.40.0. When I had Windows 7 Pro 64-bit ant 1.10.40.0, it only affected the last 6 of the 240 plug-ins. Now that Iâve upgraded to Windows Pro 10 64-bit and a fresh install of FO4 and all the latest version of my mods, it seems like all of the plug-ins in my 198 plug-in load order, is affected. Iâm wondering if this has something to do with Bethesdaâs implementation of .ESLs to increase the plug-in limit beyond 255 mods.
  3. I ran into something strange with the patch. In the first screenshot, we have the mod in NMM 63.14: https://1drv.ms/i/s!AteE1g_ERdsJxCrIqx-GjDuaH7kh Note that the Form ID begins with “98.” Same mod in FO4Edit 3.2 and again, the Form ID begins with “98.” https://1drv.ms/i/s!AteE1g_ERdsJxCuIwTR2lHFj-jYH This is the actual Form ID of the weapon. Begins with “98” https://1drv.ms/i/s!AteE1g_ERdsJxCyRq15lf1tsZmrM So I put his weapon in a batch file called “addweapon.txt” to be called from the console like so: player.additem 98010000 ;M1911 Load F04, open the console and type bat addweapon Tells me that it doesn’t exist. Quadruple checked the Form ID to make sure it’s typed correctly. So after multiple attempts with the same error, I type this in at the console: help M1911 4 <Enter> And this is what it returns: https://1drv.ms/i/s!AteE1g_ERdsJxCnAvgtSi7MwiVcV Notice that it is 97010000 instead of 98010000 And it’s not the only mod in my load order that is doing this. Now there are no mods unchecked in the load order which totals 198 plug-ins, which is shorter that the 240 plug-ins of previous play-throughs. And at 240 plug-ins, I never had form IDs shift around on me like that. This started happening when I went from v1.9.4 to v1.10.40.0. When I had Windows 7 Pro 64-bit ant 1.10.40.0, it only affected the last 6 of the 240 plug-ins. Now that I’ve upgraded to Windows Pro 10 64-bit and a fresh install of FO4 and all the latest version of my mods, it seems like all of the plug-ins in my 198 plug-in load order, is affected. I’m wondering if this has something to do with Bethesda’s implementation of .ESLs to increase the plug-in limit beyond 255 mods. The game runs fine otherwise (well, as fine as a Bethesda game can be expected to run these days. I just started using IN-GAME ESP Explorer by a1a3a6a9: https://rd.nexusmods.com/fallout4/mods/16718 Lot more convenient than batch files and the console….
  4. Will wait for the official 1.3 release and for the mods I'm currently using to catch up with it....
  5. Added more disk space with a 480GB Corsair Neutron XT SSD--and of course an eVGA Geforce GTX 980Ti SC. I'm ready...
  6. In response to post #26162134. And then, when modders created higher-res textures, updated ENBs and mods, it will all seem like the predictable complaints will be a bad dream...
  7. In response to post #26152804. #26160334, #26167244, #26167844, #26169834 are all replies on the same post. And then, the mods to change the voice shows up... 8-)
  8. Ran across this bizarre visual glitch while playing Fallout NV: http://1drv.ms/VRzJ8C This is inside the building where Ranger Chief Hanlon is at Camp Golf. I don't have a lot of mods installed but I do have some texture replacers. Everything is patched up to the latest, load order sorted with BOSS and I also have a bashed patch. I was inside Repconn HQ and I noticed a similar effect with the stands that the items in the museum were sitting on (the textures looked as if something "disintegrated" them. I uninstalled the POCO BUENO Texture Pack and installed NMCs Texture Pack (medium resolution). After turning archive invalidation off then on through Nexus Mod Manger and reloading the game, the missing/partially "disintegrated" museum stands were displaying normally again. But the walls inside the Camp Golf building were still messed up. I had a similar problem with Protectron Police Robots inside the chambers in the DC Metro System in Fallout 3--it was like part of their textures had been erased with a jagged eraser. Inside the Museum in the Washington Mall where you retrieve the satellite dish for Tree Dog was worse than the interior at Camp Golf. I'm wondering if these issues are linked to some kind of conflict with textures, or if there are specific ones causing a problem. I know Bethesda reuses a lot of interior textures in the game, and Camp Golf is the only place I've run into this so far.
  9. I've seen mods for Khajiit and Argonian children - anyone know of any mods that would bring High Elf and Dunmer children to Skyrim?
  10. Truthfully, except for the main players of the quest lines, the ending of the Legion and Stormcloak campaigns--much like the missions--are pretty much the same. Even with the resulting "changes in management," there are no dramatic changes in the way most NPCs aligned with one side or the other will behave towards you. Which is kind of a shame, because the game would have been much more immersive...
  11. Has anyone considered creating a mod that would make the Voice Of The Sky ability permanent once you gain it? I've always thought the ability was pretty cool after finally making your way up those 7000 steps and reading the ten shrines. It would be nice to have the spell permanently--maybe with the ability to toggle it on or off like the Khajiit night-eye..
  12. I play both male and female characters. Doesn't really matter so long as I have a good time playing (and I always do). :thumbsup:
  13. I'm having the same problem too. Happened as soon as I did a clean re-install of Skyrim and updated to the latest patch (minus the official HD texture pack). My missing landscape is always in the exact same places, though...
  14. I've just started having that problem. When I arrive at High Hrothgar, all the other Graybeards are stuck praying in various locations of the temple and will not come out to greet me with the head Graybeard so I can learn the rest of the Unrelenting Force Shout. I also had a glitch with Lydia appearing after killing the dragon at the watchtower and having the Jarl of Whiterun assign her to me. I uninstalled an older version of Skyrim, then reinstalled it and allowed Steam to patch it to version 1.3.10.0--that fixed the problem with Lydia, but not the Graybeards. The only way to get around that problem was to use the following command at the console: setstage mq105 140 then use the console to give myself the rest of the unrelenting force and the whirlwind shout to start the Jurgen Windcaller quest. I really wish Bethesda would do a better job of QA testing their games....:wallbash:
  15. I feel you pain and just pulled an all-nighter going through the same thing. This is Bethesda's version 1.5 game-breaking patch from Fallout 3's Broken Steel--on steroids. If we weren't tethered to Steam to the point of absurdity, we could download patches independently and reinstall previous versions that would at least let us continue playing the game without the DLC until Bethesda and Obsidian get on the stick and get things right the first time before inflicting it on their customers with these draconian and irreversible drive-by patches. I have an older build of New Vegas tucked away on my NAS that I will probably re-install disconnected from Steam when I have a day off from work next week. Sucks that I dropped the 18 bucks on unplayable content. But I won't make the same mistake again with the next title Bethesda rushes out the door. I think I'll wait about three or more months after the GOTY version is out after Bethesda retroactively fixes the game and the content for it. And I'll be waiting a least a month or more before going anywhere near Skyrimm.
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