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Linmor

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Posts posted by Linmor

  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. 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.)

  4. 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.

  5. 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.

  6. 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.

  7.  

     

    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.

    I still don't see how you can "optimize" your ini file. Those are not optimization changes. Those are recommended, and sometimes needed changes that come with each particular mod. There is only one ini change that you HAVE to do and can be carried over any mod - the very change that enables them.

     

    And btw, that's what Fallout4Custom.ini is for. Saving the ini changes you need/want so they don't get overridden every time you redo the ini files. And a rule of thumb is to make a backup of your files if you know you want/might want them back in case of a failure.

     

     

    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:

  8. 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.

  9. Just a simple suggestion/request to enable the search bar when the plugin tab is active.

     

    With the large number of mods a lot of us seem to use, being able to find specific esps to adjust our load order is a bit tedious having to look thru the list to find specific ones.

     

     

     

    (I attempted to use the search feature on this forum section, with no relevant results, so if this has already been suggested, my apologies)

  10. Considering that all the other plugins you are using in that screenshot do not affect what true storms does, you can essentially place it anywhere in your load order.

     

    When not using a load order sorting program, I try to keep to the general theory of placing items that affect a larger amount of items towards the top and then follow with those that have a more focused purpose.

  11. It appears you are out of luck on this problem.

    The game is attached to your old account, re-installing under a new username will get you an error stating that the CD is already in use.

     

    As far as this site goes, if there is a way to bypass steam, it is not allowed to be posted here due to site rules.

     

    Only way around this problem that I can see at this point, is to purchase another copy of the game and install it under your new account.

  12. Go into your Fallout New Vegas folder, see if the file's actually in there.

     

    i get that error with fo3 only, and the file is missing(in fo3 folder), new vegas just crashes before the main menu(there the file isnt missing) i tried preinstalling only fo3 stopped giving me the error after preinstalling new vegas still crashes...

     

    EDIT: ok i managed to fix new vegas too, i remembered that on f3 once i deleted calibr.esm and my game started crashing on start too, soo i remembered again that i deleted the selectfirescript.esm, when i added it again the game stopped crashing haha.. whats with deleting esms??

    Removing esm files without making sure to remove any other esp or esm file that depends on it, will crash your game every time.

    You must have some other mod that requires those esm files as masters which is causing the crashing problem after removal

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