-
Posts
35 -
Joined
-
Last visited
Everything posted by MoreSly
-
Can't Use/Run tools...also can't enable it
MoreSly replied to sneakitype79's topic in Vortex Support
I might be having a similar issue. I just switched over from MO2, so I'm not especially familiar with Vortex, but when trying to run tools I'm just getting nothing. No error or anything, just natta. Running the tools from their respective file directories works fine, but re-targetting the tools in MO2 didn't fix the issue. EDIT: For some reason, enabling the tool bar and running from there works. So weird. -
Hey folks, Posting a topic here that I also posted over on simsettlements.com to see if I can get some answers. Returning to an old save and wanted to update all my mods. First run updating everything caused problems, as expected: CTD on start up. Initially thought it was just between UFO4P and Survival Options since disabling either of those fixed the issue. Rolled all my mods back (SS2 to v1.1.0) and started slowly updating one at a time each play session - starting with UFO4P. Game has been stable through all my updates until I reached SS2. Same CTD problem. Repeatable, disabling either UFO4P or Survival Options solves the problem. Rolling back to SS2 1.1.0 also solves the issue. No idea how I should go about fixing it other than killing Survival Options in the future and keeping SS2 1.1.0 for this playthrough, which isn't ideal. Any ideas? Log attached.
-
Thanks for the feedback folks! I'm gathering that uninstalling the HD pack probably won't hurt my save, so I'll try to do that slowly. I'll see if I can replace the esp with a dummy file in my load order and reinstall without the texture pack.
-
Two pronged question: Should I uninstall the HD DLC mid-playthrough? Should I remove the HD DLC for future playthroughs? I'm always seeing modders bemoan the HD DLC, but I never see much explanation. From what I gather, it makes load times slower and adds 50GB (not a problem for me) for little to no gain. Is there another reason? Or is it just about tolerating load times? I imagine there's no scripting involved, so though the official answer is never remove anything from your load order mid-playthrough, would it be worth trying? I haven't done a lot of texture mods in the past, but will in my next playthrough, so I imagine I'll disable the plugin there, but I figured I'd tack that question on here too.
-
Hey folks, just like the title says. Out at the river by Hangman's Alley I'm getting what I suppose is occlusion culling? Basically textures aren't showing, depending on the angle I'm looking, but I can't go through them. Could anyone help me figure out what mod might be causing this or a better load order to stop it? Images: https://imgur.com/a/KzgeEio Mod list: So far I've tried disabling HangManEx.esp, Unofficial Patch, Vivid Fallout, The Sewers, and SoTS. Any advice greatly appreciated!
-
Stimpacks being used whenever I take any damage
MoreSly replied to MoreSly's topic in Fallout 4's Discussion
Both behaviors seem to have been caused by an item from Militarized Minutemen (Minutemen Backpack [54]) with unlisted attributes. Thanks for the help! -
Stimpacks being used whenever I take any damage
MoreSly replied to MoreSly's topic in Fallout 4's Discussion
Me neither. I'm baffled. Only mod I've removed from this play list was Grounded, very early on. I'll give resaver a shot and report back. Also noticed I'm healing outside combat in survival. Haven't had time to look for mods/perks yet for that one but I'm not sure anything effects that. -
Hey folks, weird issue with my Fallout 4 save and I'm not sure where it's come from. As the title says, my character keeps using stimpacks whenever I take damage - even if my health is near full. I don't have an item that automatically applies stimpacks at any level, and I don't see any sort of perk related to this. I have an extensive list of mods installed, but did a TON of testing for this load order and haven't run into any issues from levels 1-30. Mod list attached. Should I look into using ReSaver for this?
-
Anniversary Edition Skyrim: prospects for Fallout 4?
MoreSly replied to mkr1977's topic in Fallout 4's Discussion
I just see it as their fault for the marketing they used. You have to be careful with the language you use and promises you make - something I know from working in the field. If CC was just Bethesda-approved and supported community mods I'd be 100% behind it and happy to pay because the third-party creators get a cut and we get supported content. It's that Bethesda released their own in-house content under the DLC-moniker of "Creation Club" to bypass a misstep in marketing that bugs me. The horse armor company shouldn't need that much foresight to be more specific. Heck, even the word "expansions" instead of DLC would have satisfied me. They could have eaten the mistake and said "Hey, everyone that purchased the Season Pass before we changed this language gets the in-house content free," but they just reject that their marketing was misleading. The lawsuit is good for consumers, imo. But I didn't intend to rehash the debate, just mentioned it as a reason they might go for the Anniversary Edition for FO4 - getting value out of something that was largely overlooked or boycotted. To add value to the original topic, I think this is why Bethesda is hiring Fallout 4 modders. If an AE is released after Starfield like MrMattyPlays predicted this is the right time to bring people on and start developing the extra content. -
Anniversary Edition Skyrim: prospects for Fallout 4?
MoreSly replied to mkr1977's topic in Fallout 4's Discussion
I'm hoping Fallout gets similar treatment, honestly. Mod problems aside, I've been increasingly interested but holding off spending any money on CC solely because I tend to agree with that lawsuit - Bethesda-developed content shouldn't pretend to be mods so they can bypass Season Pass promises. That said, if they release an affordable upgrade that include all CC I'll probably grab it. MattyPlays talked about this in a video today and suggested they'll use a similar release as filler after Starfield: -
Yeah, you're right about the age. I worded the question oddly but paste is still one of the first things I would check if I had that large of a heat change, personally. Even if it's a recent build it could have been poorly applied and the effects are coming out now. If I'm sure no settings have simply been changed, that is.
-
In Covenant, Penny Fitzgerald wasn't showing up for some reason. I restarted my game and she was there, but she has this weird jagged edge on her cheek bones that's driving me crazy (also had the blackface glitch in one image, but that goes away on restart. Though, advice there for a permanent fix would be cool too). Tried loading an earlier save out of Covenant (before she appeared but not before I visited, unfortunately), going into an interior cell and exiting, disabling and enabling the actor with console commands, she always has this weird facial thing. I don't believe I have any mods that should affect this actor, definitely not visually. Any idea what I should try next? I might have to kill Penny...
-
This is a feature of Sim Settlements 2 called "Non-Plot Maintenance", which is intended to balance generators, turrets and other automated resources. It's a bit unbalanced in the early game when you don't have a lot of junk, but the issue does go away. If you don't like it, you can turn it off in the Sim Settlements 2 menu. Can also be a bit finicky, I understand. I made a thread about it here earlier this month.
-
Professional Writer interested in supporting mods
MoreSly replied to MoreSly's topic in Fallout 4's Creation Kit and Modders
Very good tip. Unfortunately I don't have any fiction out there right now, but I can and should rip an excerpt out of something I've been working on. I'll update with that tonight! -
Hey folks, I'm a professional writer looking to diversify into games and would really love to start that journey in modding. Long time mod user, and I've lightly supported mod development in the past with some of the busy work. FO4 or Skyrim preferred but if you're looking for help on another game I may have it, and I'm open to picking new ones up for this. Collaborative stuff for larger mods would be really cool since this will be my first foray into writing for games and I'd be very excited to benefit from someone's experience, but I'm also happy to take on the whole writing component for a smaller project if needed. My professional background is in journalism and marketing, but my degree has creative writing components. I write fiction to keep up my chops on imagery and dialogue and participate in writer meetups in my city, but I've never tried to get fiction published. Please feel free to get in touch if there's a project you'd like my help on! Either here or through DM, I'll be happy to hear about it. I don't think it needs to be said, but to be clear: I am not looking for compensation for this. I'm also a trained vocalist and know the basic ins and outs of setting up a quality microphone and recording. Happy to rent a good mic and participate with voice overs if there's a need. Cheers!
-
Hey folks, I'm a professional writer looking to diversify into games and would really love to start that journey in modding. Long time mod user, and I've lightly supported mod development in the past with some of the busy work. FO4 or Skyrim preferred but if you're looking for help on another game I may have it, and I'm open to picking new ones up for this. Collaborative stuff for larger mods would be really cool since this will be my first foray into writing for games and I'd be very excited to benefit from someone's experience, but I'm also happy to take on the whole writing component for a smaller project if needed. My professional background is in journalism and marketing, but my degree has creative writing components. I write fiction to keep up my chops on imagery and dialogue and participate in writer meetups in my city, but I've never tried to get fiction published. Please feel free to get in touch if there's a project you'd like my help on! Either here or through DM, I'll be happy to hear about it. I don't think it needs to be said, but to be clear: I am not looking for compensation for this. I'm also a trained vocalist and know the basic ins and outs of setting up a quality microphone and recording. Happy to rent a good mic and participate with voice overs if there's a need. Cheers!
-
This is less of a support question because I'm reinstalling FO4 to fix the issue rather than messing with files, but when I installed Take Cover and followed the instructions to edit Fallout4Custom.ini (http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation) my frames completely and irreversibly tanked. I had made a backup of the .ini file before edits. When I loaded in and the frames tanked I figured the mod just didn't work for me. However, after uninstalling (with the command instructed) and reverting the .ini the drop stayed. I deleted all Fallout4Custom.*** files and validated FO4. The drop stayed. It's more than just a frame drop, my game becomes completely jankey. I'm not sure it's the mod, but because it's taking a reinstall to fix I'm not planning to test if it was this or the .ini edits that did the deed. I couldn't find anything about this - anyone else experience it? ----- UPDATE: I checked one last time before I did the deed and realized I hadn't redeployed in Vortex (D'OH) and that fixed it. So I did avoid a total reinstall by deleting those .ini files. Since I avoided another clean download, I reinstalled the mod without the .ini edits in that link and got the same issue. ----- UPDATE 2: Seems it was an irreversible break after all. If I don't delete the Fallout4Custom.*** files and deploy in Vortex before every launch the issue returns. Not necessarily the mod in that case, so I'll see if the issue persists if I reinstall by making a backup. I don't consider that a 'clean' install, but if it fixes the problem I'll test the mod again without those .ini edits to make sure if it's to blame. If the backup reinstall doesn't work I won't bother, just too much hassle. I'll be reinstalling tomorrow.
-
Useless interior cells to exterior cells
MoreSly replied to Kall399's topic in Fallout 4's Discussion
I'm looking into doing this with The Castle Tunnels right now. There's definitely an interest. -
I'm working on making The Castle Tunnels an interior settlement like Home Plate is, but I've run into an issue with certain objects not being scrappable. I'm new to modding, so I might have missed something obvious but I can't see it. I followed this tutorial - https://community.bethesda.net/thread/11633?start=0&tstart=0 - to create a functioning workshop in the interior and went through the script to ensure a player couldn't use the workshop without first beating Sarge (that was pretty much default). How can I allow these objects to be scrapped in workshop mode? You can find screencaps to show what I mean and the .esp here - https://www.dropbox.com/sh/a55a99otgzrad6c/AADq9wr5PhMVcFs0LLiAswixa?dl=0.
- 2 replies
-
- settlement
- objects
-
(and 3 more)
Tagged with:
-
UPDATE: I found a mod to this effect. My keywords were wrong when I was looking. http://www.nexusmods.com/fallout4/mods/4270/?
-
If anyone might have a way, I think it'd be helpful to have the ability to toggle collision on items. For those of us who like placing items on display, it'd be helpful to return to them in the same spot. NPCs bump them, or they're moved for no apparent reason, but turning collision off should keep them in place no matter what. This was possible with a console command in New Vegas and FO3, but doesn't seem to be anymore.
-
Bumping this old post. I'd love to be able to remove furniture from the workbench in my hearthfire homes. It would not only make building SO much easier (building anvils that I otherwise wouldn't want in my home, then removing them after I've finished construction) but it would also help to keep the hearthfire home fresh in the wings you invested in (changing up the trophies that you originally created in a trophy room). If anyone could make a mod like that, I'd download it in a second!