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JamesRook

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Everything posted by JamesRook

  1. My machine installed the newest 4/23/17 Win10 update that includes the new "game" settings so I thought I'd see if it had any effect on FO4. I loaded up NMM and tried to start from the F4SE launcher and got a CTD. Tried the vanilla launcher, same thing. Tried launching through the Nvidia optimizer and it started, without F4SE of course. Played around with different avenues and found that I can launch the game using the NMM F4SE launcher only if "Close NMM after launching game" is selected in the general settings. Don't know what's happening, whether NMM needs an update or what, but maybe this will help anyone with the same problem.
  2. I was looking at my data folder and noticed there were a bunch of XML files there. I thought they belonged in the Bodyslide presets folder? Should I move them or just let them stay? Any effects good or bad?
  3. To decrease my mod loading I want to start to merge a few of the smaller esp's, especially weapon and crafting items. I'm wondering if 1) the compatibility patches that come with some mods can be merged into the original mod and 2) can that merged esp be merged into another? For example I have PWR - Passive Water Resources installed and there are patches for Homemaker and SKE. So can those patches be merged into the original PWR esp? If you can do a merge can you then merge that new esp with another esp, say JCW Builder for example? Thanks for any input!
  4. Mines are used mainly to deny an enemy access to something, land, a building, a pathway, whatever. In my opinion the mines in Fallout 4 should have been under the Traps catagory and should have counted a bit towards defense. The problem though is that if you use mines around your settlements the stupid provisioners or settlers trip them and die. I'm wondering if a "friendly" mine could be created that only targets enimies? If that's not possible how about some sort of a pathway (sidwalk) you could layout that friendlies could be confined to? Or even minefields that only trip from enimies? Any takers from you great modders?
  5. Thanks for the reply. I looked at Gambit's patches before and had a few conversations with him and got some good info on consolodating mods, but this still doesn't address where to put mods that all want to be last.
  6. I'm in the process of filtering all the mods I have installed and culling the extras. I'm going through all the install notes of the ones I want to keep and noticed that a few require that they be loaded last. I'm not sure how to deal with this - since only one can actually be last in the order. I'm using LOOT but it will rearrange the order incorrectly for those that are required to be last. Just put them all at the bottom of the load order one after the other?
  7. Thanks for the reply. Kind of thought something like this was in the cards. I have a lot of building mods and overbuilt a lot of settlements so I'll probably start with eliminating those I don't use that often. I think the eventual plan will be to do as you suggest and do a fresh install with only selected mods. Thanks again.
  8. I definitely went way overboard with mods, have bounced off the limit several times but am now down to 245 active plugins. Unfortunately, my game now stalls and freezes while playing. I'd like some advice as to what the best way to resolve the freezes is. Should I just start disabling mods until things get better? Should I unload those disabled mods? Should I just do a wipe of the game files and start fresh with a new download of the game and then do new installs of the mods I can't live without?
  9. I've been having problems at settlements where I used mines as a method pf defense, especially the Castle. Provisioners, wandering settlers, etc set off the mines and then the the settlement turns hostile towards me. Is there any way to somehow link the mines with the "Target Hostiles" script in a terminal? All the mines I've collected are just a waste otherwise. Thanks.
  10. One of the things I'd really like to see would be a set of snap-able crenelated walls, in textures that match the castle walls and the concrete walls. The wooden and steel railings just don't always work for me. Anyone up for it? Thanks.
  11. I'm doing some merging of plugin esp files to reduce my load order and was wondering if it's OK to merge the compatibility patch with the main file? For example, I have an M1014 Shotgun by ajhakra and there is an AWCKR compatibility patch for it. Would one merged file work? Thanks.
  12. Thanks. Gonna complete some side quests until F4SE gets updated and I can go back to settlement building.
  13. Since F4SE needs to be updated every time a patch for the game comes out I'm wondering if there is a quick way to tell if a mod requires it to run? I normally start the game with the F4SE option in NMM but when I get an error default back to the vanilla launcher. I disable LooksMenu and Place Anywhere because I know they need F4SE. I'm just not sure which of my other 200+ mods need it. Ideas? Thanks
  14. If I have a mod that just changes a texture, say like Telephone Retexture by jorhadoq, can I manually DL the mod, extract the textures from the zip file and then place them in the correct data folders without activating the mod in NMM? I'd like to try and decrease the number of mods I have loaded and am fine if the vanilla textures get overwritten with the ones I like.
  15. Thanks for this info. I've been having the same problem and now I have an idea what to look for.
  16. Thanks to all the modders for their efforts and unpaid work. You guys are great. I do have a little request though. Most modders are pretty good about doing this but occasionally I run into a problem with NMM where I'm searching for a particular mod to maybe update or get more information about the mod. It has a distinct name and author in the NMM mods view, but when you go to the plugin view the plugin name and author's name are completely different. It's really difficult to try to figure out which mod I'm looking for, especially when so many have similar names like crafting, settlement, or weapon. Very often a search on the Nexus using the plugin name or author comes up with nothing. Perhaps I'm missing something here, but other authors seem to be able to stay with pretty consistent file naming. Just as an example, I have a plugin named WeaponsCraftingYAY.esp by Leon(Mattdamon420) in my plugins. In the mods view, I have about 10 mods that start with crafting, maybe 10 with weapons and assorted others. Nothing with the plugin name and nothing with the authors name. Searching the Nexux came up empty for me. Process of elimination will find the mod, but it's tedious. Thanks for listening.
  17. Wiring up settlements has always been a pain for me when it comes to powering the inside of a house. I've been using a wiring glitch to get a wire to run through walls but I'd like something a little better. My thought is that a through the wall fusebox or connector that could be placed on a wall so there's a connection point on either side. There is sort of what I'm after in the new conduits menu with a through the wall conduit, so I know it's possible. Not having a clue how to mod I hope someone will pick this up. Thanks!
  18. I know there are several gun rack mods available and there are also some racks in the new DLC, and I've been using those, (thanks to the authors) but I'd really like to see racks that mount long guns vertically. I have absolutely zero modding skills so I don't have a clue as to making the mod.
  19. I'd love to see a replacement for the existing turret machine guns with the venerable "Ma Deuce". My thought is that the "light" version would be the 30 cal and the heavy the 50 cal. Upgrades could be dual guns and then quad guns, all of which actually existed. Shielding might also be an option.
  20. The machine gun turrets in the game seem a little underwhelming to me. I'd like to see the venerable .50 cal heavy machine gun modded into the game, preferably as a settlement defensive weapon. My thought is that it could possibly be attached to a guard post or similar emplacement, or as a standalone on a post or preferably tripod mount. A small radar console controller would add some realism. At higher levels you could craft dual and then quad installations. Weapon mods might include a mortar or grenade launcher.
  21. Well, we gots all kinda other insectoids, why not Ants? Sorry, got fat fingers, meant any rules.
  22. I've been using Functional Displays by SecretAgent99 (thank you) and like it well enough, but I'd like to be able to store guns vertically on a shelf or perhaps in a rack, without the background so the wall shows. Not sure if I can post a link but a video on YouTube illustrates what I'd like. Hope I haven't violated ant rules. Thanks to all the modders that are making such great things! :dance:
  23. I'm playing a very heavily modded game and am getting an annoying little problem when building. The power conduits will no longer power up a wall. I tested this extensively and it seems the short pylons, large tower pylons, and the small wall-type conduits won't supply or radiate any power. Any clues? Most likely a mod has changed a value somewhere, wondering if anyone has an idea where? Thanks
  24. Thanks for the replies. I try to follow the authors directions when available, but sometimes they don't specify. I'll go ahead and disable and uninstall the old before I install the new. I'm using LOOT for load order but will do a backup before installing the update.
  25. I'd like to see a mod allowing you to perhaps buy/steal/loot pack animals, maybe a brahamin or perhaps a mutated mule? to load with your loot. Command them to stay at a certain point before entering a building etc. or come when summoned and then go to the settlement of your choice like a provisioner. Or maybe in that same vein, a summonsable provisioner assigned to you. Maybe multiples for a real pack train. Make it attackable and in need of your defense.
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