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Freezes and stuttering walking into a new cell
l0new0lf331 replied to l0new0lf331's topic in Fallout 4's Discussion
Thank You audiodef, I will try building patches then and see if that will deal with the conflicts. I was setting my load order manually to make sure what I wanted showed in game and did not know or understand how to do these merges/changes manually. -
Freezes and stuttering walking into a new cell
l0new0lf331 replied to l0new0lf331's topic in Fallout 4's Discussion
DDSOpt is a program developed for Skyrim to fix Bethesdas textures. Read the page in the link for a far better explanation. It optimizes them and fixes some issues with them. -
Freezes and stuttering walking into a new cell
l0new0lf331 replied to l0new0lf331's topic in Fallout 4's Discussion
All right thanks for the help. I figured it was a game engine thing, I guess I was hoping a fixable cause was found. I thought I only grabbed 2k textures except for the satellite map so I'll go through my mods and make sure of it and fix it where necessary. My machine never had issues with 2k textures in SSE or Oldrim but if I have to I'll look into 1k textures. Is DDSopt good to use with FO4? And if so can I just use the settings for Skyrim/SSE? -
FO4 Modding Tutorial List
l0new0lf331 replied to Deleted33373940User's topic in Fallout 4's Discussion
Ok will do. I'm probably going the long and difficult route to try and figure out why settlers don't walk to some places/pieces. Reading a post a couple of days ago pointed out that using Scrap Everything can mess with the cells navmeshing as well. In Tenpines SE will allow you to scrap a piece next to the crops called "Forest Floor" or something like that. I did so and placed some concrete foundations but the settlers will not walk there even with the navmesh fixer I linked earlier. So I am wanting to try finding a way to make it all play well together. Again Thank You for the help!! EDIT: Are the settlement objects bunched in the same folder? Or is there a list of the file names somewhere that you know of? I don't mind the slow sifting through to find them but anything quicker/easier would be nice. EDIT2: How do you add the snap points. I apologize for asking so many noob questions. This is why I was looking for a tutorial on the subject. -
Freezes and stuttering walking into a new cell
l0new0lf331 replied to l0new0lf331's topic in Fallout 4's Discussion
It was just as bad with the uGridsToLOad=5. Putting it at 7 helped a bit and setting the cell buffer to 144 reduced it considerably. Sadly I cannot put the game on my SSD. Was just wondering if anyone founds what causes this so I can fix it. -
FO4 Modding Tutorial List
l0new0lf331 replied to Deleted33373940User's topic in Fallout 4's Discussion
I know my way around the CK well enough just really out of practice. I'll go through some of the tutorials to hammer it home again. That does sound simple to do. Is there a way to see if the piece is already navmeshed? So I don't end up doubling up on the navmesh, or will the CK tell me that if I try to add a navmesh on top of a navmesh? Thank you for the help. -
FO4 Modding Tutorial List
l0new0lf331 replied to Deleted33373940User's topic in Fallout 4's Discussion
Thanks for that. The snapping is something I'll dive into over the next few weeks. I already watched that navmesh video and it looks like it'll be useful for general settlement navmeshing but it doesn't show how to apply navmeshes to settlement objects such as concrete foundation or the half size wood floor. I appreciate the helpful response. -
When I am out walking through the exterior world when ever I enter a new cell (I think that's what it is) I encounter some brief freezes and stutters. When I googled it I couldn't find anything definite to what causes it to try and narrow down the problem. I am running the game on Medium settings. Other than the freezes/stutters on cell load and the random CTD here and there I get a fairly consistant 60 FPS (down to the Mid 40's in the City at times). I have my uGridsToLoad=7 and my uExterior Cell Buffer=144 (<--the cell buffer was a suggestion I stumbled upon that didn't fix it but reduced it considerably. I read back in the Skyrim days that it should be 64 for a uGridsToLoad=7-----7+1=8.......8*8= 64). I am only running 2k textures, Vivid Fallout and a few others. I already have the Texture Optimization Project. Shadowboost wasn't updated last I checked so I am running shadow distance low (3000). My EnBoost ini: My game is modded with 185 plugins. The random CTDs I almost got rid of by using FO4Edit and making manual adjustments to my load order. Most of the conflicts I have are the overrides that I want to appear in game since I don't know FO4Edit well enough to make the changes to the esps themselves. The other conflicts are things I don't think I should mess with like Scrap Everything. My MO2 Modlist: My current Load Order: I'm going to have to put LooksMenu Compendium back where it was before. ( I got the brown face bug and reinstalling LooksMenu and LooksMenu Compendium is what fixed it for me) If anyone can help me narrow down the cause of this I would greatly appreciate it. Thank You
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FO4 Modding Tutorial List
l0new0lf331 replied to Deleted33373940User's topic in Fallout 4's Discussion
The two things I want to learn about; snap points and settlement object navmeshes, have broken links. Is @Stuyk still involved with the FO4 Modding scene? Anywhere else to learn these things? I am wanting to fix the snap points between mods to be more uniform. Example: Vanilla Extensions>Structures>Wood>Outer Shack Wall. Clean Settlements has the exact model but textured differently (cleaner) and has a small piece that will snap to the side of it. That same small piece will not snap to the VE piece. On the flip side VE has Gap Fillers that do not snap to the Clean Settlement Pieces. They also don't snap to some pieces right. i.e. Snap to low. There are many inconsistencies to snapping in the game and across different mods that I would like to fix. As for navmeshes I would like to see if it is even possible to fix settlement object issues and settlement nav meshes in general. Using Scrap Everything I think messes with the inbuilt nav meshes. I built a simple walkthrough area in TenPines that my settlers will not walk on. I know the pieces I put down are navmeshed but they won't walk there. I even used Navmesh Fixer though it didn't work. Would like to learn these things through and through top to bottom to know how they work and see if it can be done. -
That doesn't work Dykun. At least not for me. This is a face I saved with Looks Menu and LM Compendium installed. Even starting a new game in a new profile in MO2 and ditching the save games that preset is bugged. In all the saves my PC has the brown face bug. Still trying to find a fix as none of the ones I tried has worked for me.
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I will try your fix. I noticed the Texture mods themselves loaded fine. While the Vanilla files were blurry. Weird seeing perfect ground texture with blurry rocks.
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Black Sacrament Armor Mod from OG to SE Help Needed
l0new0lf331 replied to PrincessAmysDragons's topic in Skyrim's Skyrim LE
Here are the steps I just took after dealing with invisible armor. 1.Download the file manually from here. 2.Create a folder on your desktop, I named mine Mod Builder since I am converting many mods now, but name it whatever you want, extract contents of the zip file there. 3.Download BA2 from here 4.Run it and point it to the Black Sacrament Armor bsa in your mod builder folder. Extract the contents to the same mod builder folder. 5.Download the Nif Optimizer here 6.Run it, click browse, and select the mod builder folder. Yes the base folder not the meshes. Why? Inside the optional folder of the mod are other meshes for body types,etc. If you are using the body types or still attempting to use NMM to install then you are choosing meshes that were most likely not optimized, hence the invisible armors. Nif Optimizer will scan all sub directories and convert/optimize the meshes within as well. 7.I just manually installed it at this point. I copied the meshes; as well as the meshes folder within the fembody folder of my choice (unpskinny was my choice); textures; scripts; Black Sacrament Armor.esp; and the BlackSacramentDBReplacer.esp of my choice (Shadowscale for me). 8.Now you should have the CK installed already if you do not, google how to get it. It's easy. 9.Start up the CK and set BlackSacramentArmor.esp as the active file. Once it's all loaded (ignore the warnings) Save the file. Done. Do the same thing for the BlackSacramentDBReplacer.esp. Now run LOOT and rebuild your Bashed Patch if you're using Wrye Bash (which you should be). Play!! If you want to still do an NMM install, just take those folders that I manually installed and add them to a zip file and add it to NMM. Let me know if you have issues. -
So a weird bug. I'm on EOS and just got into the alien structure. When I first got down there my squad was fine, but when I got to the room where you find the liquid I lost them. They were still there but not moving. So I pressed on thinking that something will kick them into motion and I noticed that enemy AI was just standing there as well. Shooting them had no effect on them. I heard my Ryder and the squad do their usual talking/yelling during battle, but my squad was nowhere near me and the enemy AI just stood there stuck. I tried restarting the game and Origin to no avail. I also tried loading an earlier save when I was outside the structure and as soon as I jumped down the gravity well, my squad and Peebee just stopped.I am running mods through the Frosty Manager here is a screenshot of my Frosty Manager for the mods I am using and their load order. I did add some after starting this game if that makes a difference.
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@Vlits thank you for that explanation. That actually made sense to me. And it explains the issues present in Vault 88. I'm not sure I could handle trying to fix that. @Trosski I'll have a look at that video and see what I can learn from it. Thank You all for your help and guidance VIitS
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What I saw of light boxes is that the light sources themselves are linked to it with a keyword I don't remember atm (I think it was literally "Light Box"). I'm packing it up for the night. One of the lights I linked to objects ended up deleting lights I didn't even touch yet so tomorrow I've got to figure out which one (or 2). Though I have a good idea which.