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Jambo11

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Everything posted by Jambo11

  1. Like the title says' On the page where the games are listed, why are they not organized alphabetically? I mean, would it not make it easier for one to select a game if they were listed in alphabetical order? At the very least, it would be nice if all games belonging to a particular franchise were grouped together, instead of scattered around, aimlessly.
  2. No one with any advice? Okay. Hopefully, I'll have better luck when I upload it. I hate uploading a mod when I know for a fact that it doesn't work 100%, but maybe some of the uploaders will be able to help me troubleshoot the problem.
  3. I was testing my mod, Better Armor scrap, and the scrap output os fine for everything, except for Metal Armor Chest Piece, Raider Armor Chest Piece, Combat Armor Chest Piece, and the Raider Armor Legs. I deleted the vanilla scrap recipes, so they wouldn't conflict, as I had that issue with my other mod, Better Weapon Scrap. So, I'm not getting any scrap output for the Raider Armor Legs, but I am getting 1 unit of steel for the Raider, Metal, and Combat Armor Chest Pieces, which is odd: thry're no longer referenced by the vanilla scrap recipe, which gave 1 unit of steel, so one would expect to give nothing. I've checked the "Uses" of the armor pieces in question, and there wasn't anything that should prevent my mod from working properly. Any ideas?
  4. Yep. I already copied the associated Constructible Object recipes, Form Lists, static objects, etc. associated with the barn tiles as new records into their own ESPs. The nice thing about XEdit is it lets me remove prefixes, add my own prefix, and automatically applies them to what I copied. I already painstakingly renamed all of the textures from the mod. Now, it's just a matter of applying them to the proper objects, and putting the mods into the Settlement Keywords submenu. I'll be sure to check out that page you linked to. Thanks!
  5. You must not be doing something right. I followed Gopher's instructions, and all of the F4SE files ended up right where they needed to be.
  6. NMM doesn't install mods to the Data folder; it installs mods to the Fallout 4 folder. ESPs and ESMs go into the Data folder because the modder places them in its own folder, named "Data," which merges with the pre-existing Data folder in the Fallout 4 folder.
  7. I'm talking about the plug-ins being orange in Wrye Bash, as shown in the screenshots. Nexus Mod Manager is pretty easy to figure out. Wrye Bash is a whole different animal. No, I'm not using a bashed patch. Regardless, I've been suspecting that something was wrong with my mods, or possibly my computer, anyway, because for some reason, I can't get F4SE to function. (Yes, I'm using the F4SE loader. It only functions when all of my mods are disabled.)
  8. I recently uninstalled and reinstalled the game, though. I did previously delete "all identical to master" records with FO4Edit, but that was before I uninstalled and reinstalled the game. Maybe there are some mods that are conflicting badly enough with the ESMs to fool wrye bash into thinking they aren't there. Hopefully, reactivating all of my mods will clear up some of the orange.
  9. 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.
  10. 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
  11. The mod, Clean Barns, can be found here: https://www.nexusmods.com/fallout4/mods/18882/
  12. 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.
  13. How many conflicts do you have between the mods that you're using? Or are you getting crashes despite not having any mods?
  14. 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.
  15. 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.
  16. Am I really the only person who sees how immersive animal field dressing would be?
  17. 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.
  18. 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.
  19. 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]."
  20. 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.
  21. 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.
  22. 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.
  23. I appreciate the help, montky, but that's all Greek to me.
  24. I haven't removed any masters, though.
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