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Linmor

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  1. the proper file structure for mods is: KCD\Mods\(modName)\*.manifest KCD\Mods\(modName)\Data\*.pak From your post it seems that your pak files are in the games Data folder and not the mod specific folder. All files within the named mod folder are optional, manifest files are not required, but the folder structure is.
  2. Without wanting to start a new game, the easiest way would be to disable scrap everything. Anything beyond vanilla scrap will return, and then you can use ROTC which typically puts back anything scrapped from vanilla back if it needs it. After you get your city set up, and make a save without scrap everything installed, you may be able to re-enable it without everything dissapearing again. (Not sure on this, dont know if the save would have recorded all that was removed with the mod and kept the info after it was disabled) worth a shot at least, if it removes a bunch of stuff again, just disable it again and leave it off. Yes, i know its hard to not use it. I been having withdrawal whenever i see settlements overflowing with garbage piles.
  3. Looks to me that you need to rebuild the modded clothing to match your body shape in Bodyslide
  4. without a list of your mods, according to the error message, BCF_Quest is from the mod in slot 81 of your mod index. FormID (81006372) Look at your plugin list in MO and you will want to reference the column "Mod index" and find the one in the slot 81 The script in question may be packed inside a ba2 archive and thus not show up in the data section of MO (Im using MO2, not sure if original MO looks the same as ive never used it.)
  5. Mod install order matters when you are adding textures and meshes to the game. Say you have a mod that changes all the vending machines, but then you find one that changes just the cigarette machine that you like better, in this case you would install the vending machine changes and then install the cig machine so that it overwrites the one included in the vending machine mod. That is the biggest reason to install mods in a specific order. There is also the instance of multiple mods making gameplay changes to a specific item/faction/etc. Myself I would use xedit to merge those mods together, because normally the mod authors will typically copy the whole record for the item and then just make their specific changes on the copy. Multiple mods changing different aspects of the item, will default to the last one loaded, which typically nullifies the changes you like from the other mods. If the mod author only copied over the aspects of the item they wanted to change and didnt copy the whole record, you may be able to get away with not merging them, but this can only be determined by opening up the esp in xedit or the CK and looking.
  6. Ive ran across a few instances of MO2 not installing everything in the zip file. You need to check all of your installed mods, (or just the ones you are noticing problems with) vs the actual downloaded file and make sure the textures/meshes folders and/or the .ba2 files made it through the install process. It doesnt happen all the time, but sometimes MO2 just loses its mind. Also, dont forget to just adjust the plugin load order, but also the order that the mods are prioritized on the left side, especially in the case of meshes and textures overriding one another.
  7. On the main page for the game you are interested in, in the bar near the top, see the section labelled mods. mouse over that and at the very bottom of the list that appears is "my download history"
  8. I'm thinking the targeting area needs to be made larger also. As in make it more than just one pixel that lights up the name flag, it gets very tedious shuffling around to find that exact spot in the middle of the graphic that lets you harvest.
  9. Other than that concealed armor mod, the only one that i know of that lets you hide the armor is Custom Combat and Synth Armor by Endormoon It only conceals combat armor, but seems to work quite well. It also allows a large amount of different customization options to the combat and synth armor.
  10. Use task manager, go to processes tab and right click fallout4.exe and end process.
  11. There is this mod FallComplete - Automatically Track Quests - Locations - Magazines - Bobbleheads by kefka95 I haven't tried it with quests yet, but it works nicely for bobbleheads and magazines so far.
  12. Which mods are folks using that requires F4SE that cannot be disabled until it is patched? I have seen very few mods requiring the script extender so far.
  13. As long as the final version will allow these random/trending/whatever options on a game specific basis, I will like the redesign just fine. I tend to only play/mod one game at a time, and to be honest, I am not interested in a large amount of the games that the site hosts mods for. So without a way to filter out everything but the game I'm interested in, I feel the site will lose a large amount of functionality.
  14. True enough, lately I have been putting every change in the fallout4custom.ini. Although if you read the mod descriptions, which inevitably state to edit fallout4.ini or fallout4prefs.ini, you end up with changes in all 3 files. Just recently did i reread that the custom file takes precedence, pretty sure i knew that back in Vegas and skyrim, but it seemed new again :smile:
  15. I get what the OP is asking. In my perusing and using of different mods, I have run across quite a few that suggest making some ini edits. From the required archive invalidation lines, to the line to enable sprinting in edited cells, to the removal of screen effects on the pipboy. I was actually thinking about this the other day while attempting to stabilize my mod installs, would be handy to have all these ini edits in a separate file so that when i inevitably decide to wipe the game and start over, i wouldn't have to hunt them down and/or try to remember them all. As for answering the initial question, no, I haven't seen any listing of these ini changes compiled together anywhere as of yet.
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