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Posts
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Everything posted by Jambo11
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And here is my current load order, exported from NMM: GameMode=Fallout4 Fallout4.esm=1DLCRobot.esm=1DLCworkshop01.esm=1DLCCoast.esm=1DLCworkshop02.esm=1DLCworkshop03.esm=1DLCNukaWorld.esm=1Unofficial Fallout 4 Patch.esp=1Snap'n Build.esm=1Scrappable_Commonwealth.esm=1ArmorKeywords.esm=1SettlementKeywords.esm=1Eisenwolfs Legacy.esm=1VerticalConduits.esp=1VaultPlus.esp=1VaultPlus_Railings.esp=1MoreVaultRooms.esp=1VaultPlus_MVR.esp=1Thematic and Practical.esp=1Thematic and Practical - DLC.esp=1PowerPylon.esp=1SnapBeds.esp=1Snappable Covenant Walls.esp=1bb_vendors.esp=1Clean Wasteland Workshop.esp=1TAS.esp=10.5xPlayerDamage.esp=12.5xEnemyDamage.esp=1QuickEnterFromStand.esp=1QuickExitToStand.esp=1EasyHacking.esp=1CROSS_GoreCrits.esp=1CROSS_GoreCrits_FarHarborPatch.esp=1RestorePAFrames.esp=1VATST_Combat_RealTime_25.esp=1VATST_Disable_ALL.esp=1VATST_Targeting_Pause.esp=1ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp=1ValdacilsItemSorting-Junk+DEF_INV.esp=1def_inv_scrap_en.esp=1Nuka World Clean.esp=1Fizztop_Grille.esp=1Mechanist Lair Overhaul SEC.esp=1You Talk Too Much.esp=1CMPA +300.esp=1DV-Invincible Vertibirds.esp=1DV-Armored Pilots.esp=1Craftable Armor Size - Fix Material Requirements.esp=1SkjAlert_All_DLC.esp=1ValdacilsItemSorting-Mods.esp=1Armorsmith Extended.esp=1ModifyCompanionWeapons.esp=1ValdacilsItemSorting-ZY-DLCAutomatron.esp=1ValdacilsItemSorting-ZY-DLCNukaWorld.esp=1Armorsmith All DLCs Patch.esp=1ModifyCompanionWeapons_FarHarbor.esp=1Craftable Armor Size.esp=1free_downgrades.esp=1free_downgrades_DLCCoast.esp=1free_downgrades_DLCNuka.esp=1Companion Infinite Ammo and Unbreakable Power Armour.esp=1Live Dismemberment - LiebermodeHardy.esp=1Live Dismemberment - RegularHardy.esp=0ValdacilsItemSorting-ZY-DLCFarHarbor.esp=1ValdacilsItemSorting-Aid.esp=1Immersive Water Bottle Recycling.esp=1X01Light.esp=1CleanSettlement.esp=1BreakTheWallsDownVault88.esp=1A Sensible Prydwen Overhaul.esp=1DLCLetters2xStandalone.esp=1DLCLetters4xStandalone.esp=1Crimsomrider's Unique Furniture.esp=1CastleRebuilt.esp=1HAIA With Crafting.esp=1CombinedExpansion4.1.esp=1Farm.esp=1DaltonFarmExpanded_Full.esp=1BreakTheWallsDownFarHarbor.esp=1LegendaryModification.esp=1LegendaryModification - DLC Far Harbor.esp=1Conflict Winner - Settlement.esp=1Rebuilt_HomePlate.esp=1llamaCompanionHeather.esp=1DD_AIO Test Mark 1.esp=1BreakTheWallsDownNukaWorld.esp=1A Better Curie-No Tattoo.esp=1SymbioticSettlements.esp=1BreakTheWallsDown.esp=1NoMoreRandomTurretMks.esp=1RRTV_RobotModelKits.esp=1Nuka World Bot Fixes.esp=1PD_LowerWeapon.esp=1RenCloseThatDoorMod.esp=1PurifiedToDirtyWater.esp=1DLCRobot - AdditionalVoices.esp=1QuickTrade.esp=1CompanionsGoHome_A.esp=1Immersive Waiting.esp=1K9TacticalHarness.esp=1Dogmeat's Backpack.esp=1Essential Crafting 1.5a .esp=13dscopes-FarHarbor.esp=13dscopes-framework.esp=13dscopes-NukaWorld.esp=13dscopes.esp=13dscopes-AddToSpawnList.esp=1M14.esp=1DOOMDesertEagle.esp=1ChineseStealthSuit.esp=0Farm_CP_VIS.esp=1ValdacilsItemSorting-Ammo.esp=1ValdacilsItemSorting-ZZ-DLCArmorBySlotOverride.esp=1ValdacilsItemSorting-ArmorBySlot.esp=1ValdacilsItemSorting-ZZ-DLCCosmeticsByClassOverride.esp=1ValdacilsItemSorting-CosmeticsByClass.esp=1ValdacilsItemSorting-ExplosivesSortBottom.esp=1ValdacilsItemSorting-Misc.esp=1ValdacilsItemSorting-Perks.esp=1ValdacilsItemSorting-Weapons.esp=1ValdacilsItemSorting-ZY-DLCContraptions.esp=1ValdacilsItemSorting-ZY-DLCVaultTec.esp=1CleanSettlement Snap'n Build.esp=1New Landscape Grass v4 Light .esp=1AzarMoreHairstyles.esp=1ImmersiveScrapping.esp=1ImmersiveScrapping_VaultTecWS.esp=1ImmersiveScrapping_Automatron.esp=1ImmersiveScrapping_FarHarbor.esp=1ValdacilsItemSorting-NotJunk.esp=1ImmersiveScrapping_SeasonPassVisPatch.esp=1Double action revolvers.esp=1ExtraMeatFix.esp=1VibrantPowerArmor.esp=1Loot Detector.esp=1Scrap Everything - Ultimate Edition.esp=1Farm_CP_ScrapEverything_UE.esp=1Better Weapon Scrap.esp=1DLC Compatibility Patch.esp=1Conflict Winner - Ammo.esp=1Conflict Winner - Armor.esp=0LM Compatability Patch.esp=0Conflict Winner - Ingestibles.esp=0Conflict Winner - Misc.esp=0Conflict Winner - Scrap.esp=0Conflict Winner - Weapon.esp=0Disciple Blade fix.esp=0PracticeMod.esp=0Bashed Patch, 0.esp=0 I'm cuurently stuck im Far Harbor. I keep crashing whenever I try to get back to the Commonwealth, both from taking the boat back and from fast traveling.Oddly, when I take the boat back I crash as soon as the screen shows a glimpse of the game world, not when I'm seeing the loading screen. It probably makes perfect sense to someone more tech-saavy, but it doesn't make sense to me.
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Would you like me to upload a screenshot of Wrye Bash, so you can confirm that I'm not blowing smoke up your ass about the parent mods not being absent? http://i98.photobucket.com/albums/l268/Jambo11/WryeBash_screenshot_001.png http://i98.photobucket.com/albums/l268/Jambo11/WryeBash_screenshot_002.png
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Yep... ðž
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The mod, Clean Barns, can be found here: https://www.nexusmods.com/fallout4/mods/18882/
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I was thinking that the cores autoloading would be scripted, but I can't find any scripts associated with either fusion cores or power armor. I think what was said earlier might be right: it's hardcoded into the game.
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How many conflicts do you have between the mods that you're using? Or are you getting crashes despite not having any mods?
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1. Bailing out Preston, Sturges, c**t Marcy, crybaby Jun, and white female Tyron Biggums was the only time I used a minigun, but I do agree that it would be nice to see all of the guns that one has in their inventory. 2. One problem at a time.
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Hey, I'm trying to make standalone versions of dgulat's Clean Barns mod, so people would be about to build vanilla, painted, and unpainted barns. However, I have little to no understanding of making mods that utilitize the workshop menu. Any help would be greatly appreciated.
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Am I really the only person who sees how immersive animal field dressing would be?
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That would certainly be better than what we currently have, but I guess I just like the idea of manually changing out fusion cores the way soldiers had to have done at the Battle of Anchorage.
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I want to create a mod that allows the player to harvest all of the meat from an animal, but at the cost of taking up in-game time. I'm thinking that upon looting the animal of the normal amount of meat you get from it there will be a pop-up message asking if you want to field dress it, along with an indication of how much time it would take. I'm thinking that having a companion with you would reduce the time by 1/3, but I'd rather worry about just getting the mod started. I have the Restore Power Armor Frames mod, which let's you use power make use of power armor frames on fallen NPCs. You activate it by pressing Space Bar, and it takes 30 minutes of in-game time. I'm thinking that something similar for animal bodies might a better way to go. This would be especially beneficial for the Nukalurk Queen, since it doesn't respawn.
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I'm referring to the tutorial found here: https://www.nexusmods.com/fallout4/articles/112/ I'm trying to do this so I can become more familiar with adding items to the workshop menu. For the purpose of the exercise, I'm suppose to use the FormID for SettlementKeywords.esm, but I'm using Settlement Keywords Expanded, and its FormID is "NULL - Null Reference [00000000]."
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Like, make female enemies hesitant to attack you? That would be impossible to do with the face customization, alone. There would have to be a spell or item effect, similar to what Vim Captain's Blend does to Mirelurks.
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They're all present and activated, though. I'm looking right at them. For example: VerticalConduits.esp is reliant on Fallout4.esm and DLCWorkshop02.esm, yet both ESMs are highlighted in orange, even though both ESMs are present and active.
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That's what I meant. I didn't mean ESMs, necessarily. I meant plug-ins that other plug-ins are dependent upon. Every dependency is satisfied. That's why I don't understand why the plug-ins listed on the right for a particular ESP would be orange.
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I appreciate the help, montky, but that's all Greek to me.
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I haven't removed any masters, though.
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Is there a good tutorial video on sorting the mods? I I have no idea what the hell I'm doing. I move an orange mod all over the place, but it never changes color. Also, most of the patches I made with FO4EDIT are orange, even though they're all green in FO4Edit. Should I just delete them all?
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I do have the most current version of F4SE mod that I'm using, as well as the most current version of F4SE, but why would the version of the mod have any affect on whether or not F4SE is functioning?
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It's the 8gb version.
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Hmm...wrye bash sounds interesting. I'll have to give it a try. Manually sorting the mods until they're not highlighted a certain color sounds fantastic! Thank you all for the assistance! I really appreciate it!
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I have an issue with F4SE: it functions sporadically. Actually, I would say that it functions only 5% of the time. When it does function it only does so for maybe an hour or so. After a conversation with someone who thought I was talking about a mod, "Fallout 4 Settlement Expansion," and talking about my load order, I got to thinking that my mods might have some affect on whether or not F4SE would work. As it turns out, I was correct: disabling all of my mods allowed F4SE to function, which I confirmed by the console command "getf4seversion." How I know it would stop working is Place Everywhere would stop functioning. I really have no idea what is going on, or why I have such poor luck with this particular script extender, as FOSE, NVSE, and SKSE ran just fine for me. I'm thinking that maybe it has something to do with the fact that I'm running nearly four times as many mods as I ever have before, and it's taxing on my PC. I'm not playing on a potato, though, running a RX 580, a 3.4 GHz four-core CPU, and 16 gigs of RAM.
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I hae sorted my mods according to the guidelines Bethesda gave us, resolved conflicts to the best of my ability, and used Fallrim Tools to clean my most recent save, but I still crash to desktop when I try to fast travel. What the hell is going on, and what can I do to fix it?
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I want to create a mod that requires the player to get out if their power armor to put in new fusion cores, but with the benefit of fusion cores lasting 10 times longer. Getting the fusion cores to last 10 timea longer seems pretty straightforward, but I don't know how to go about preventing fusion cores from magically moving from the player's inventory to the back of the power armor. Or maybe I need to figure out how to fool the game into thinking that the player has no more fusion cores in their inventory. I get the feeling that I won't be getting any help with this.
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I'm working on making stand-alone versions of the Clean Barns mod for the painted and unpainted versions. (I'm just doing this for myself, for now; not even sure if dgulat, the author, is still around.) Anyway, how would I give the painted and unpainted barn tile sets FNAM categories that would put them right alongside the vanilla Barns in the workshop menu? Mind you, I don't want the pieces to be in the same category as the vanilla barn pieces, but I do want them to be in Structures.