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Everything posted by Shadowrunner340
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FO4Edit Change referencing records
Shadowrunner340 replied to Shadowrunner340's topic in Fallout 4's Discussion
It seems so obvious now, lol -
Is there any way to do this as an override, instead of changing the records in the original plugins? Thanks! EDIT: For that matter, is there any way to ensure that any changes at all are done as overrides?
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TTW does it without copyright infringement. You have to own both games for that to work.
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Add multiples of crafting recipes
Shadowrunner340 replied to Shadowrunner340's topic in Fallout 4's Creation Kit and Modders
Oh, I gotcha. Thanks! -
CK or FO4Edit mass record changes
Shadowrunner340 replied to Shadowrunner340's topic in Fallout 4's Creation Kit and Modders
OK, I got as far as 'Copy to selected records', then it throws an error 'twbstruct.addifmissinginternal is not implemented'. It doesn't seem to work when I select a specific line in the subrecord, but the whole subrecord. But that makes the quantity uniform across all the selected records. Is there any way to preserve the quantity and change only the reference? EDIT: I grouped by ingredient and quantity, that seems to have preserved everything I needed. -
CK or FO4Edit mass record changes
Shadowrunner340 replied to Shadowrunner340's topic in Fallout 4's Creation Kit and Modders
Cool, thanks! I'll give these a try. -
If you haven't already, go find Place Anywhere on the Nexus. That combined with turning off clipping in the console will let you place power lines, conduits, and all that other good stuff behind walls and under floors. You can also run a power line from a generator directly to any powered objects in a settlement, no matter the distance. The wire will penetrate surfaces without issue.
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I'd like to request a patch for Modern Firearms/Sidearms and Crafting Workbenches. I don't know the rules for MF patches since it was taken down.
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In WSE, the 5mm has EditorID Ammo5mm and is named (Ammo) FN 5.7x28mm Round, according to FO4Edit.
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Ok, guys, thanks a lot! The problem turned out to be the ammo expanded and special .esp's from the Crafting Workbench mod. WSE2's compatibility patch has one .esp that has all the ammo .esp's merged. The two .esp's from CW were after it in the load order and overriding the values. There's even a small note (I forget where) in WSE2 that says to disable the plugins from CW. All is working to my satisfaction, but I seem to not have 5mm ammo now. If that's unavoidable, I can live with it, lol!
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Bump
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Any help people? Issues load order.
Shadowrunner340 replied to tenkaii's topic in Fallout 4's Discussion
I'm sure the last one in the order overrides the other four, but you should only have one of the Suit Dreams .esp's activated. Besides that, visible weapons and let's dance jump out as potential culprits. I don't even know what headcrab bunny is, lol!- 6 replies
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- load order
- loadorder
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I need some help with my load order. I've used loot, but it's not 100%. I still have a few niggling issues, such as items missing in crafting menus and weapons not using the correct ammo. Thanks in advance! EDIT: From reading mod descriptions, it seems I may not need some of these plugins. If you could, point those out for me.
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Help with load order/crashing
Shadowrunner340 replied to Shadowrunner340's topic in Fallout New Vegas's Mod Troubleshooting
OK, well... I've had this game (and have been modding it) since it came out, and on Windows 7, and everything worked then, so... Thanks for the effort, though. -
I have a relatively small amount of mods and would like some help with the load order. I used LOOT to sort them, but I'd like some flesh and blood expertise on it. I'm using FOMM, fnv4gb, NVSE, NVSR, and NVAC. I'm also getting a crash every time I try to get into the Gun Runner's factory. I tried changing the cell through the console, which resulted in the same error. FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Rebalance.espCFWNV.esmWeapon Mod Expansion.esmWME - GRA.esmWME - DLCs.esmNVInteriors_Urban_Edition.esmProject Nevada - Cyberware.espWeapons.of.the.New.Millenia.esmProject Nevada - Extra Options.esmUWHNV-Core.esmoHUD.esmBetter Game Performance.espUWHNV-Addon-DLC.espUWHNV-Addon-GRA.espDarNifiedUINV.espThe Mod Configuration Menu.espProject Nevada - WME.espWeapons.of.the.New.Millenia.Leveled.Lists.espProject Nevada - Rebalance Complete.espProject Nevada - Cyberware Additions.espMission Mojave - Ultimate Edition.espProject Nevada - All DLC.espCFW-DLC.espFellout.espWME - GRA - Complete.espWME - GRA - All Weapons.espWeapon Mod Expansion.espUWHNV-SortingOverhaul.espUWHNV-Addon-NoCompanionsRoom.espWME - GRA - Just Guns.espMMUE-CP-WME-Complete.espWME - DLCs.espWME - Named & Sorted.espWME - GRA - Weapon Integration.espWME - GRA - Vendor Reform.espWeapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.espWeapons.of.the.New.Millenia.Store.espWME - GRA - Unique Integration.espfriendofnightforfellout.espMMUE POP.espR700.espUWHNV_Purifier_NVInteriors.espSorterUpdater_UWHNV.espZan_AutoPurge_SmartAgro_NV.espmine.espCASM.esp Total active plugins: 60Total plugins: 63 *Note: Those blue esps are ones I've added in the last couple of hours trying to solve the crash. I just haven't sorted them properly yet.**Note 2: "mine.esp" is my merged patch. Finally, every time I hit the settings button in FOMM, I get an error message: Friday, August 21, 2015 - 00:14:14Fomm 0.14.11.12OS version: Microsoft Windows NT 6.2.9200.0 System.OverflowException: Arithmetic operation resulted in an overflow. at Fomm.Util.UacUtil.get_IsUACOperatingSystem() at Fomm.Util.UacUtil.get_IsElevated() at Fomm.SettingsForm.LoadGeneralSettings() at Fomm.SettingsForm..ctor() at Fomm.MainForm.bSettings_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) So, any help would be greatly appreciated.