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l0new0lf331

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Everything posted by l0new0lf331

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. @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
  15. 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.
  16. Ahh ok I figured it was something like that. Just not with the technical words. I remember on the Scrap Everything page they did mention issues with scrapping items in those 2 places. I wanted to be able to scrap those particular lights as they tend to bleed through the walls of vault pieces I put in. Would a light box accomplish that?
  17. After some quick research for making items scrappable, for some reason even following the instructions here, I cannot get the all the wall lights in the main cavern to scrap. Some of them will but not others see here (yes I realize in the pic of the ones not selectable, my cursor isn't on it. Trust me it won't light up for scrap). They are named the same. Any ideas? The ones attached to the wall CANNOT be selected for scrap. The ones attached to the columns CAN be selected for scrap. For reference --VltLight05UtilCage01MountedWhiteLit-- Used 98 times in Vault 88 It isn't a part of the wall mesh that it's attached to. It's a separate selectable piece in the CK.
  18. I figured it out. Put the keyword on the light source and I just linked to object in render window, chose the light object and wala! No more light when scrapping!! Thank You very much with your help!! Now I have to find ALL the lights in that place......sigh..... gonna have to start a new game so I can find all of them. In my current play through, if a light was scrapped already, even linked the light source will remain. Again Thanks!!
  19. No stacked parent keyword or even just a parent keyword. Went to Abernathy farms and the WoodCrate01/02/03 did not have any linked references to them. I'll look around there again since I was in Abernathy Ext01 first time. Tried WorkshopRecipeFilterScrap that did not work. Do I link the light source to the object or the object to the light source? EDIT: it's WorkshopStackedItemParentKEYWORD, is that what you're talking about?
  20. I am trying to fix a glaring issue with Vault 88 lighting (yes I know there are more than just lighting issues). There are certain lights, that even when you scrap the object, the light source itself will remain. In my game set up I use Scrap Everything which allows me to scrap the lights in the tunnels leading to the water pump area. However when scrapping the objects the light source remains. Is it possible to link the light source to the object so when it gets scrapped the light source will also be deleted? How do you create a parent object that when things are linked to it, whatever happens to the parent object happens to what is linked to it. I ask this because there is a mod that just deletes the light sources themselves. While that works, it messes with immersion to a small degree. If I can make this work I will extend it to other settlements as well.
  21. I'll try that out but i do believe I got the latest for that one
  22. Hello everyone. I'm having an issue with not being able to select settlers. I point my mouse at them and DO NOT get the prompt (E/Enter) to select them. It started a couple of days ago and Google didn't turn up a lot for this particular issue. It is not, I repeat, NOT what everyone else is going through in these threads: 1st, 2nd. I cannot even select them to try to assign them to any task. One thread I did manage to find for my issue suggested removing UFOP and start a new game. Did so and nada. Bug still there. Is it related to Arthmoors post? Or should I reduce the settlement object mods. Yes I use LOOT.
  23. Yeah sorry for the thread. When I saw what NMM was saying about my number of plugins, I searched for the answer. However, nothing in my search said total or active plugins. I figured it was active but wanted clarification before I went over the limit and had to learn how to merge like mods again. (I used to know how in Oblivion using TES4Edit but I don't remember anything now.)
  24. A habit I picked up on from my Oblivion days is to create a Games Folder on your C:\ Drive (or D:\) and install your game there. I personally install Steam, Origin and UPlay and their subsequent Game/App folders into my D:\Games folder to avoid any issues from UAC with Program Files and Program Files (x86) when modding. i also Take Ownership of the Games folder as well. Though that step may not be needed.
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