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Everything posted by TheMagician16
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Fallout 4 crashes at the Workbench
TheMagician16 replied to Chiappetonne's topic in Fallout 4's Discussion
I would look at some of the weapon mods mods (modception? O.o) you have, since that seems like is what is causing it. Specifically bad meshes or missing meshes. Either re-install those mods or read their descriptions to see if you have missed something. Also a load order would be good for helping with troubleshooting. -
Another player having trouble with CTDs
TheMagician16 replied to SergeantQuackers's topic in Fallout 4's Discussion
From first look I don't see plugins that should cause immediate CTD's, however that is load order is incredibly messy IMO. Since you mentioned this being a pretty old session of Fallout 4, I imagine the files also is pretty old? In situations like these, where deactivating plugins one by one does not solve the issue, one must look at their loose files (since those get loaded, regardless of if their plugin counterpart is disabled). Specifically you should check out your HUD/UI mods. Go to your Fallout4/Data/Interface folder and examine each .swf file. See if you recognize any of them (and which mod they belong to). Write it down if need be and then remove them from that folder by either moving them out of there temporarily or simply deleting them. The former probably is the safer option. Once those files are not present in Data/Interface, play around and see if that improved in the CTD's aspect. If not, I would suspect something is wrong with other files, your ini files or worst case, your save file. You could also try to reset your .ini files: http://help.bethesda.net/app/answers/detail/a_id/32172/~/what-do-i-do-if-fallout-4-is-crashing-after-i-click-play%3F After deleting your ini files you must launch the game once through the default game launcher (i.e steam, no F4SE) so it can generate those files back to their default values. -
Game Crashes with newest version of F4SE
TheMagician16 replied to RG251's topic in Fallout 4's Discussion
Luckily that isn't always the case when/if a mod has proper version check, in that case it will tell you the mod needs to be updated. LooksMenu is a good example, which helps when it comes to people not knowing why suddenly game crashes. -
Persistant annoying crashes for seemingly no reason
TheMagician16 replied to dntthe8's topic in Skyrim's Skyrim SE
To me it sounds like interface issue. Disabling the plugins of a mod is not enough to prevent those mods from interacting with the game if they come in loose files form. Go to your Data/Interface folder and move one by one .swf file out till it stops crashing, when you find the culprit, find out which mod that file belongs to and see if you can update it to support new game version. -
In response to post #54659878. #54659948, #54660108, #54660288, #54660308, #54660578, #54660638, #54661128, #54661208, #54661358, #54661548 are all replies on the same post. I could not find those tags and when I went to "Browse all mods" to look at the top list of mods, some of them were missing, such as the unofficial patch. I even used clear filters, disabled some tags, re-enabled and in the end just went back to my content blocking setup. Even the "refine search" function didn't mention anything about mods not being found because I had used the "clear filters", only thing it possibly could hide is mods from blocked authors, but none of the mods I am looking for has authors I have blocked. https://imgur.com/a/WhZ89 In that picture the Unofficial Patch is missing for some reason. Edit: Ok, so to actually see some of the mods that I could not find I had to separately disable them from the profile settings and not just from the "Refine Results". And for some reason the Unofficial Patch counts as either; Save games, translation, Anime, Skimpy content because when I unlocked those tags it showed up suddenly. So I guess the problem is with the tags?
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In response to post #54659878. #54659948, #54660108, #54660288, #54660308, #54660578, #54660638, #54661128, #54661208 are all replies on the same post. Well many of the mods I was searching for already is avaliable for X1, so that's not the issue, and I did remove the tags. MrMason, I will take a look and sumbit something if I manage to figure out how that website works. Edit: i will double check to make sure
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In response to post #54659878. #54659948, #54660108 are all replies on the same post. It doesn't work reliably for me. When I search for mods, it doesn't always show the mod I was looking for. I think it is tag related as the same happens when I try to browse mods. As an example, sometimes I cannot search and find the unofficial patch mod on SSE site. So I have to switch to old design or use google. That isn't the only example, i search for a lot of mods and almost 50% of the time they do not show up unless I use Google/old site. I have tried removing all tags and filters and still no luck.
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[WIPz] Skyrim Script Extender (SKSE64)
TheMagician16 replied to ianpatt's topic in Skyrim's Skyrim LE
You won't find the port. It is not public. It will be public after SKSE64 is launched for general use. -
[WIPz] Skyrim Script Extender (SKSE64)
TheMagician16 replied to ianpatt's topic in Skyrim's Skyrim LE
Schlangster (Author of SkyUI) has done a port of SkyUI, however most likely waiting for SKSE64 to leave ALPHA stage. And the current status of SKSE64 (it being alpha) is not about getting SkyUI to work with SSE, that comes later. -
Schlangster said he would try to port it to SSE officially during the weekend. So we may see SkyUI already before next week.
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So they never ported 3dNPC over to SSE?
TheMagician16 replied to yzerman19's topic in Skyrim's Skyrim LE
Could you give a link to the exact page where you find the updated esp? Thanks... I used the loose files from here since BSA packaging doesn't quite work right with 3DNPC: http://3dnpc.com/2016/10/27/3dnpc-v3-31-sse-alpha/ Then if you scroll down far enough you should find a comment from a user called Comaug that shared this link: http://www.mediafire.com/file/7524y077lug7zhe/REPACK+3DNPC+SSE+v3.31+Alpha+%2B+Children+fix.7z So, only use the .esp file from the second link, and use all other files from the first link. Let me know if that made any sense to you. -
So they never ported 3dNPC over to SSE?
TheMagician16 replied to yzerman19's topic in Skyrim's Skyrim LE
Been using the CK64 updated .esp file alongside the Alpha loose files hosted on their blog which has worked perfect with no issues 50+ hours into the game. No bugs yet. The updated esp can be found on the comments section of hosted Alpha version of the mod, but make sure to replace the esp that comes with the alpha version with the one that is updated. -
So, When Creation Club Gets Around to Skyrim...
TheMagician16 replied to LeddBate's topic in Skyrim's Skyrim SE
More likely more than what Nexus donations (or any other donations) can offer.- 60 replies
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- creation club
- bethesda
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So, When Creation Club Gets Around to Skyrim...
TheMagician16 replied to LeddBate's topic in Skyrim's Skyrim SE
I find the CC to be a matter of the good old "don't like it, don't buy it". Personally I am 100% for anything Bethesda makes so that authors get compensated for their work if they wish however if it means affecting free mods on a big scale then thats a no-no for me. What is a bigger problem is that this whole CC thing has revealed a lot of things in the commuity. Author makes mods for free since Morrowind, and to justify time and money spent, he/she decides it is a good idea to earn money by creating mods, however some users want to rob that oppurtinity from the author simply because they don't like the CC. That shows a lack of gratidude in my opinion.- 60 replies
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- creation club
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[WIP] Weapon Addition and Replacement Suite (WARS)
TheMagician16 replied to antistar's topic in Fallout 4's Discussion
Antistar, your mods are always of high quality. I've used them many times for FO3 and FNV, can't wait to see your mods on Fallout 4. Best of luck to you.- 2744 replies
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- weapons
- weapon mods
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Yes but they're prioritizing SKSE64 and not F4SE because there is a pretty big demand on SKSE and already a lot of mods depend on SKSE. Expired (one of the main devs on F4SE) has hopped over onto SKSE64 development as well. I am unsure if ianpatt is also working on SKSE64 or F4SE (or both) but suffice to say (educated guess) I think F4SE will not have too much impact on SKSE64 development.
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This was a great read. Thanks for sharing. If you ever find yourself modding Skyrim or Skyrim Special Edition again,I recommend giving "The Forgotten City" a go. http://www.nexusmods.com/skyrimspecialedition/mods/1179/? Recently I gave it a shot and was amazed. Definitely one of those mods that makes you appreciate the community and the modding scene so much more.
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Great interview. Skyrim would not be the same without Chesko.
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Creation Kit for Skyrim Special Edition
TheMagician16 replied to FenexFox1234's topic in Site Updates
In response to post #43805265. I have added this line: [General] bAllowMultipleMasterLoads=1 in CreationKitCustom.ini (you create one in the same folder as SkyrimSE.exe) Instead of the default CreationKit.ini. This will make it so if there is any update to the CK, your changes will not be reset. Just throwing it out there ;) Edit: Missed the part where you had put it in the OP. Please disregard this. -
Ideas for people to interview: Arthmoor and Expired6978/SKSE/F4SE team
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In response to post #43209145. #43209380, #43211385 are all replies on the same post. Similar issue with Roy only it happened more recently to me, unfortunately I do not remember the details only that it updated and asked me about uninstalling all mods with no option to refuse. That is the biggest issue I have had with NMM.
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This is perfectly executed comment and expresses my thoughts on this whole situation. Dark0ne I don't know how you do this, but you really show how powerful a modding community can get. My hat's off to you.
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I think about this all the time. Is it possible? Let's say I have Nick and Deacon with me, and I am in a conservation with Moe in Diamond City that sells baseball bats etc. I tell him that that isn't how baseball is played and normally my companion will comment something and join the conservation. Would that work with two followers they both saying their lines fully working and comment at locations etc? This is ofcourse for the GECK (once it comes out) I feel like this would be hard to do, having to manually edit every single conservations where companions will comment on stuff.