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I am trying to figure out why PA isn't giving me the strength boost to 11. Its the power armor perk right? I only have 1 mod that alters this perk, and it doesn't change anything really. https://imgur.com/a/WUFks And nothing I can find in Power Armor Perk alters the strength value. Am I missing something else here? As you can see here in these two screenshots: Strength goes from 6 to 8..and I lose endurance?? https://steamuserimages-a.akamaihd.net/ugc/915791366391534214/209E24A63762304483E59AEB543A47281235D4A5/ https://steamuserimages-a.akamaihd.net/ugc/915791366391534399/8E43F970D1C21FACBAD21E2F09B0BDA0FAFA9774/
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So I started a new modded playthrough. Went to Red Rocket, killed a legendary Mole Rat, no item. Okay, glitch maybe. Went on, killed a legendary Ghoul...again No Item. Then proceeded to go to the cabin nearby, kill Wayne Gorski and again, no legendary. Never seen this happen before. Was wondering if anyone might know of any common mods that seem to be removing all legendaries from drops? I was pretty careful and looked through bugs and such of all these mods when I installed and didn't see anything like this. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCWorkshop01.esm 3 3 DLCCoast.esm 4 4 DLCWorkshop02.esm 5 5 DLCWorkshop03.esm 6 6 DLCNukaWorld.esm 7 7 DLCUltraHighResolution.esm 8 8 Unofficial Fallout 4 Patch.esp 9 9 ArmorKeywords.esm 10 a Homemaker.esm 11 b Snap'n Build.esm 12 c SimSettlements.esm 13 d HUDFramework.esm 14 e TrueStormsFO4.esm 15 f Worsin's Garage.esm 16 10 PlasmaArsenal.esp 17 11 junkmaster-complete.esp 18 12 Fr4nssonsLightTweaks.esp 19 13 TrueGrass.esp 20 14 Vivid Fallout - All in One - 4k.esp 21 15 dD-Enhanced Blood Basic.esp 22 16 TrueStormsFO4-FarHarbor.esp 23 17 TrueStormsFO4-NukaWorld-FH-Compat.esp 24 18 TrueStormsFO4-EarlierSunsets.esp 25 19 TrueStormsFO4-EarlierSunsetsFH.esp 26 1a WET.esp 27 1b SettlementMenuManager.esp 28 1c Minutemenoverhaul.esp 29 1d GlowingSeaEXPANDED.esp 30 1e RaiderOverhaul.esp 31 1f WIPAG - Mod Overhaul.esp 32 20 AA FusionCityRising.esp 33 21 3DNPC_FO4.esp 34 22 D.E.C.A.Y.esp 35 23 SuperMutantOverhaul.esp 36 24 AllSetsExtended.esp 37 25 ASEFarHarbor.esp 38 26 SimSettlements_XPAC_RiseOfTheCommonwealth.esp 39 27 Crafting Workbench.esp 40 28 SimSettlements_XPAC_IndustrialRevolution.esp 41 29 Armorsmith Extended.esp 42 2a Armorsmith All DLCs Patch.esp 43 2b Eli_Armour_Compendium.esp 44 2c Crafting Workbenches - Removed Crafting Experience.esp 45 2d Crafting Workbenches - Automatron DLC.esp 46 2e Crafting Workbenches - Faction and Quest Requirements.esp 47 2f Crafting Workbenches - Ammo.esp 48 30 LegendaryModification.esp 49 31 LegendaryModificationMisc.esp 50 32 AzarPonytailHairstyles.esp 51 33 BetterSettlers.esp 52 34 BetterSettlersCCAPack2.0.esp 53 35 BetterSettlersNoLollygagging.esp 54 36 OWR.esp 55 37 OWR2.esp 56 38 AnS Wearable Backpacks and Pouches.esp 57 39 AnS Wearable Backpacks and Pouches - AWKCR.esp 58 3a AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp 59 3b AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp 60 3c AA Better Companions - No Conflicts.esp 61 3d ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp 62 3e ValdacilsItemSorting-ArmorByClass.esp 63 3f Eli Armor Compendium AE VIS Patch.esp 64 40 Perk Magazine Material Fix.esp 65 41 Homemaker - Bunker Disabler.esp 66 42 VendorCaps.esp 67 43 QuickTrade.esp 68 44 LongerPowerLines3x.esp 69 45 Faster Terminal Displays (20x).esp 70 46 SkjAlert_All_DLC.esp 71 47 WIPAG - Paint Garage - Full (Hard).esp 72 48 WIPAG - Decal Station.esp 73 49 WIPAG - Materials Overhaul.esp 74 4a WIPAG - ArmorKeywords Compatibility Patch.esp 75 4b WIPAG - Model-X.esp 76 4c WIPAG - Wearable Backpacks and Pouches Compatibility Patch.esp 77 4d PA-Quick Animations.esp 78 4e AtomicRadio.esp 79 4f BetterModDescriptions.esp 80 50 BetterModDescriptionsAE.esp 81 51 BetterModDescriptionsLMSurvival.esp 82 52 RichMerchantsLessCaps.esp 83 53 BetterModDescriptionsROWIP.esp 84 54 Quieter Settlements - Vanilla.esp 85 55 Quieter Settlements - Contraptions.esp 86 56 Quieter Settlements - Wasteland Workshop.esp 87 57 Raider Overhaul - AE Patch.esp 88 58 Stm_DiamondCityExpansion.esp 89 59 NoCraftingExperienceAutomatron.esp 90 5a Glorious_Glowing_Plasma_Weapons_by_Diranar.esp 91 5b DV-Durable Vertibirds.esp 92 5c DV-No Levelled Vertibirds.esp 93 5d Arbitration - Better Combat AI.esp 94 5e Arbitration - Reduced Grenade Spam.esp 95 5f Arbitration - Molotov.esp 96 60 Arbitration - Automatron AI.esp 97 61 Pip-Boy Flashlight.esp 98 62 Master Merged.esp 99 63 Bashed Patch, 0.esp
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Yeah WoTC wont be something I can use because of Sim Settlements and a few other scripts. I know It uses a lot and the longer you play, more likely to crash. I wasn't looking into making them bullet sponges and stuff. Just..overall better enemies without the bad balances of easy->very hard does. Think might found one. know anything about arbitration?
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Any idea whats causing this? Flashlight doesn't work, pipboy has no brightness whatsoever. I tried using geforce experience to optimize, ive turned off ambient occlusion in both game and control panel. nada. Tried every setting of AO (off, quality, performance, sbaoo, HBAO+) with no difference what so ever. No pipboy mods. https://steamuserimages-a.akamaihd.net/ugc/922544397854101572/3A08AD929FCEC883E4042481E42E3DB5A5DB4223/
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Im not talking overhauls like Horizon or anything. I just want some basic difficulty added. Smarter AI and such. Just something that isn't so all inclusive that makes changes to all things in the game, like needs. Want to play survival, with enemies that are just a bit smarter to give the game a bit more of a challenge and such.
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New Year, New Install, What are the must haves?
Rydis replied to rexsteel's topic in Fallout 4's Discussion
Do you know if Junkmaster plays well with Worsin's Immersive Power Armor Garage (WIPAG)? Far as I know Junkmaster doesn't make any major changes to power armor other than adding a few paints. Load WIPAG after it and you should be good. Awesome, thanks. Still learning my way around xedit and what are actually conflicts and not and such. Feel if I dont get it ready before friday and monster hunter..ill be starting over again from scratch because I forgot all I was doing lol -
New Year, New Install, What are the must haves?
Rydis replied to rexsteel's topic in Fallout 4's Discussion
Do you know if Junkmaster plays well with Worsin's Immersive Power Armor Garage (WIPAG)? -
You can do most things you need to in FO4edit for basic editing and merging of mods. (and I haven't used a merged patch since Fallout NV) Using multiple patches works best (for me) due to some mods needing to overwrite certain mods at certain levels in the load order. Having one big patch causes some mods I use to not function correctly or to have different outcomes because of overrides further down the load order (see rule of 1). I find it's best to sort your load order with the least amount of conflicts then create compatibility patches. This has provided me with the greatest amount of stability. Welcome to Modding, some weeks I don't even get to play because I'm adding another mod and then re-doing my load order and reworking all my compatibility patches to get it stable again (you should see the boneyard of broken saves on my back-up drive). Best practice is to go slow and add mods either one at a time or in like bunches (ie. clothing mods, or armor mods, or weapons mods) Then load the game in FO4edit and check for issues, build a compatibility patch, Play the game for a few hours, then start on the next bunch of mods. Is a compatibility patch just a merged patch? Just going into Fo4edit and checking off the red boxes until they are all gone basically? Is this an easy thing to figure out when you have about 100 mods? How do you decide? Sure armor mods you can do with other armor mods, but do you do those with overhauls that change who gets armor? Like Elianoras armor mod with better settlers and Minutemen redone mod. Most was just curious as to why people used 2 patches (bashed and merged) deleted the leveled lists out of one to do them in another program creating a 2nd patch that the first one already did. Just didn't make much sense.
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So Ive been trying to learn about making merged patches and such for better compatibility, but it seems from all the information ive gathered, bashed patches shouldn't be needed if you use merged patches via Fo4edit correct? Because bashed patches only work on leveled lists, while merged patches work on basically everything, including leveled lists. So you just make your leveled list edits in fo4edit and forgo ever having a bashed patch, correct? And to clear up any conflicts, I should really only make 1 patch with all my mods and make all the changes I want there right? Or is selecting specific mods and smaller patches better? I just always seem to fall into the habit of spending a week or 2 trying to mod, thinking no conflicts, then eding up with random crashes few minutes into the game I can't figure out and end up not playing at all.
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Well I had a 1070, and with texture packs+ a slight ENB, it couldn't do 1440p with a nice constant fps
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I got one coming and wondering what to expect in terms of being able to play at 1440/4k with enb. Think be ok at 1440 with all HD extures and a simple ENB at 60 fps or maybe even 4k? I know game isn't super optimized to overcome even this graphics card.
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how often should crashes occur with 0 conflicts?
Rydis replied to Rydis's topic in Fallout 4's Discussion
i sure: i5 6600k @ 4.4ghz GTX 1070. Hovers around 45ยบ 16 GB Ram DDR4 3200 16/18/18/38/2 Windows 10. Installed on an SSD with 120 GB free space after Fo4 installed. Asus Xonar DX. Only ini settings changed were ones needed for mods. I know ENB isn't tailored made which is why I stated what size I used, total 24gb worth of ram, I even played it safe using only 14000. Though I have tried many numbers between 8gb and 18500, with no change at all. Im on latest nvidia drivers, though ive also rolled back as well. Its the only game that ever crashes. Event log shows nothing following any crash in Fo4. Is there anyway to log better whats going on during crashes? Ive seen others post logs before, and not sure what they used to do so. -
how often should crashes occur with 0 conflicts?
Rydis replied to Rydis's topic in Fallout 4's Discussion
im on a 1070. it 6600k and 16 GB ram. ENBboost set at 14000. I see people with setups as good or better than yours complaining about vram problems every week on these forums. The reality is that regardless of your hardware you're going to have vram issues. That mod in particular has vram issues. so you saying ENboost is a bad mod to use? probably causing it? I was talking about True Storms. ENBoost should actually improve vram issues provided you're just using the boost and not graphical presets. i was using subtle ENB. but still the 14000 setting for me enbini -
how often should crashes occur with 0 conflicts?
Rydis replied to Rydis's topic in Fallout 4's Discussion
im on a 1070. it 6600k and 16 GB ram. ENBboost set at 14000. I see people with setups as good or better than yours complaining about vram problems every week on these forums. The reality is that regardless of your hardware you're going to have vram issues. That mod in particular has vram issues. so you saying ENboost is a bad mod to use? probably causing it? -
how often should crashes occur with 0 conflicts?
Rydis replied to Rydis's topic in Fallout 4's Discussion
im on a 1070. it 6600k and 16 GB ram. ENBboost set at 14000.