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About Erenar
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United Kingdom
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FO4, Inquisitor, CyberPunk 2077
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Mass Effect series, Baldurs Gate series, Planescape Torment, Skyrim (Modded), Fallout series, XCOM Series
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Your second paragraph clearly shows that you see this as a one sided agreement. Don't get me wrong, I can see the benefit of collections. It took 2.5 months for me to put together a decent build with 500 mods with 1 crash in 160 hours. It'd be nice to do that a little easier, for sure. I'll be very surprised if we don't see alternatives sprouting up in the near future... something you could have avoided with basic discussion with your content creators. Imagine buying FO4 but all you got was the Creation Kit because the engine devs felt they were more important than the content team. That's what this feels like.
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3rd attempt at writing this without getting too overly passionate... so I'll keep it very brief. Your recent decision's fallout (pun intended) is now alienating authors. Authors are your bread and butter. As a user, I now I have to visit adult sites to get an update to a mod that has been core to my load order for years. Are you ok with that? What are your plans to bring back these authors, some of whom are the best authors on the site, so that we can all be friends again and move forward as a community, again? I hope this situation gets sorted out. It's bloody disappointing that it has come to this.
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Well Pra, if I hadn't already given you Kudos for a previous issue, you'd be one higher. As I can't, you have my thanks instead! So, your mention of precombines got me thinking. It has been 3 years since I created the vault and so I thought I'd check whether I had created some precombine data. xEdit came back with some errors.... with precombines. Not sure what I'd done to alter this but hey, we'll go with it. I regen'd precombines as per your post here: https://forums.nexusmods.com/index.php?/topic/4901100-remove-precombined-objects-regenerate-previs/&do=findComment&comment=76089443 No errors in xEdit.... phew! Load up, transition. WOOHOO! No oddities :D Seriously bud, you have my heartfelt thanks :smile: edit: Just a quick addition. I think that about 6 or 7 NIF files went AWOL, possibly deleted, although I have no idea how (either my cat or my daughter... or me late one night?) which was causing the <Cannot be resolved> messages in xEdit and the wallless void that had become my home.
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It's like all the walls and floors have just disappeared. Bizarre...
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I did neither, no.
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I created a player home that I've been using for 3 years now. Never had a problem. I started a new game about a month ago and the player home was fine. I've got some things stored in there and used it without issue until a couple of days ago. I've made no changes. So... I tried to enter it and got the result shown in the screenshot. I fall through the floor, reset, fall, reset etc. I've opened it in Creation Kit, ensured the landing marker is fine, moved it just in case, changed load order, tried TCL. Nothing works. Anybody able to give me an idea how this could have occurred and even more preferable, a fix for it? Could it be something hardbaked into the save? Is there anything that might fix that if so?
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It is possibly (needs further testing) having old man stockton's quest to kill someone active at the same time as the automatron initial quest active... They're both in the same area and just tried without stockton's quest active and it worked fine.
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Indeed, that's what I was thinking... maybe a mesh also that is only used on higher level NPCs. This is why I've got rid of the overhauls to see if it is an incorrectly formed LL, merge or mesh. I hope....
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Oh I should add, a couple of levelled lists were edited as BASH made a mess of them and included everything rather than breaking down levels and implementing different items at different levels. I've found this to be the case whichever BASH I use. It does require some manual intervention here and there.
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Bash only touches levelled lists and NPCs as standard. My merge has a couple of elfx edits and that's it for cell edits. As for the load order, LOOT did that, apart from putting Pydwen at the end. Prydwen went last after I got there and found duplicate overlaps, possibly due to an ELFX edit, and this was the only position that resolved it. As for the rest, LOOT was responsible... I've removed all overhauls and just left armoursmith, weaponsmith, chem overhauls and settlement mods. Even ELFX has gone to see if that would resolve the cell's glitch. I'll TGM and head over from a fresh start to see if the issue reoccurs on a new save game but, as I mentioned in my original post, I've been to both areas before (2 or 3 times) and it's only now that it's a problem. Weird one.... I think I'll go with extra armour and weapons, recipes, settlement build mods and forget all content overhauls. Thanks for the responses :)
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So I have a modded build of FO4 and all was great for 100 hours. Now, and I've been to these areas before, whenever I get close to BADTFL or Trinity, the game quits to desktop. My spec is below, my mods are listed. AMDMiscMerge is my own handmade conflict resolution file. Anyone aware of any conflicts, mesh issues etc that may cause me to crash? 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 DLCUltraHighResolution.esm 9 9 ArmorKeywords.esm 10 a Homemaker.esm 11 b HUDFramework.esm 12 c Loads.esm 13 d NewCalibers.esp 14 e SettlementKeywords.esm 15 f SimSettlements.esm 16 10 TrueStormsFO4.esm 17 11 DEF_WIDGETS_CORE.esm 18 12 ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp 19 13 def_inv_scrap_en.esp 20 14 SettlementMenuManager.esp 21 15 LooksMenu.esp 22 16 Movable Power Armor.esp 23 17 EnhancedLightsandFX.esp 24 18 jdmSofaSurfer.esp 25 19 Scrap Everything - Core.esp 26 1a Snappy_Scrap.esp 27 1b Weaponsmith Extended 2.esp 28 1c Armorsmith Extended.esp 29 1d Armorsmith All DLCs Patch.esp 30 1e Scrap Everything - Far Harbor.esp 31 1f Driveable Motorcycle Mod.esp 32 20 MojaveImports.esp 33 21 brotherhood of steel overhaul.esp 34 22 CutWeaponModsRestored.esp 35 23 3dscopes.esp 36 24 3dscopes-AddToSpawnList - CWMR Compatible.esp 37 25 3dscopes-FarHarbor.esp 38 26 3dscopes-framework.esp 39 27 BetterSettlers.esp 40 28 BetterSettlersCleanFacePack.esp 41 29 Eli_Armour_Compendium.esp 42 2a Eli_Chestnut Lodge DLC.esp 43 2b Eli_Faction Housing Overhaul - The Castle.esp 44 2c Eli_MarlboroughHouse.esp 45 2d RaiderOverhaul.esp 46 2e Snappy_HouseK.esp 47 2f ScrapUpdate - Core.esp 48 30 SuperMutantOverhaul.esp 49 31 Weaponsmith - Super Mutant Redux Patch.esp 50 32 AzarPonytailHairstyles.esp 51 33 WET.esp 52 34 Vivid Waters.esp 53 35 CutWeaponModsRestored-NukaWorld.esp 54 36 3dscopes-NukaWorld.esp 55 37 Wastelander's Cookbook.esp 56 38 Chemist's Cookbook.esp 57 39 chem redux.esp 58 3a [PPE] Chemist's Cookbook + Chem Redux [Patch].esp 59 3b [PPE] Chemist's Cookbook + Mojave Imports [Patch].esp 60 3c Crafting Workbench.esp 61 3d [PPE] Crafting Workbenches + Chemist's Cookbook [Patch].esp 62 3e [PPE] Wastelander's Cookbook + Mojave Imports [Patch].esp 63 3f CCOFO4 - Traits and More Perks.esp 64 40 PowerArmorT49.esp 65 41 Rangergearnew.esp 66 42 B-90.esp 67 43 America Rising - A Tale of the Enclave.esp 68 44 SSEX.esp 69 45 Better Vendor Stalls.esp 70 46 SimSettlements_XPAC_IndustrialRevolution.esp 71 47 BetterJunkFences.esp 72 48 BetterSettlersCCAPack2.0.esp 73 49 BetterSettlersNoLollygagging.esp 74 4a Raider Overhaul - AE Patch.esp 75 4b Cannabis Commonwealth.esp 76 4c CBBE.esp 77 4d contraptionslights.esp 78 4e SimHomestead.esp 79 4f CourserCrusher.esp 80 50 PlatinumCurieV2.1.esp 81 51 Deeper Thoughts (Curie).esp 82 52 kevbal.esp 83 53 ruined_simsettlement_addonpack.esp 84 54 TrailerParkDreams.esp 85 55 WVSimSAddon.esp 86 56 PCDugSIMAddon.esp 87 57 Mama Murphys Chair Redone.esp 88 58 SimSettlements_AddOnPack_Utilities_JtBryant.esp 89 59 hi_bettergardens.esp 90 5a CraftableAmmo.esp 91 5b CraftableAmmo_plus.esp 92 5c Crafting Workbenches - Ammo.esp 93 5d Crafting Workbenches - Automatron DLC.esp 94 5e Crafting Workbenches - Faction and Quest Requirements.esp 95 5f Crafting Workbenches - Junk Items.esp 96 60 Crafting Workbenches - Power Armor.esp 97 61 Crafting Workbenches - Pre War and Manufactured.esp 98 62 CROSS_GoreCrits.esp 99 63 CROSS_GoreCrits_FarHarborPatch.esp100 64 CutWeaponModsRestored-Automatron.esp101 65 CutWeaponModsRestored-FarHarbor.esp102 66 CWMR-NW-Patch-ValdacilsItemSorting-DLCNukaWorld.esp103 67 CWMR-A-Patch-ValdacilsItemSorting-DLCAutomatron.esp104 68 CWMR-FH-Patch-ValdacilsItemSorting-DLCFarHarbor.esp105 69 CWMR-Patch-AWKCR.esp106 6a CWMR-Patch-ValdacilsItemSorting-Weapons.esp107 6b dD-Enhanced Blood Basic.esp108 6c DPAssaultCarbine.esp109 6d DPAssaultCarbineNukaWorld.esp110 6e DPAssaultCarbine AWKCR.esp111 6f DX Courser X-92 Power Suit.esp112 70 DX_Black_Widow.esp113 71 Eli Armor Compendium AE VIS Patch.esp114 72 EnclaveX02.esp115 73 EveryonesBestFriend.esp116 74 SurvivalOptions.esp117 75 FemsheppingsPorts_LeahLilithAndKalilies_AWKCR_AE_V1.esp118 76 IndustrialCity_Sim_Settlements_Addon.esp119 77 Loads of Ammo - Leveled Lists.esp120 78 LongerPowerLines3x.esp121 79 LooksMenu Customization Compendium.esp122 7a LoreFriendlySurvivalChems.esp123 7b MI - WC - LFSC - RO - LLP.esp124 7c T-51C Power Armor.esp125 7d Vault-Tec Power Armor by NewerMind43 & Captain-Ultima.esp126 7e UnionBlaster.esp127 7f MidWest PA.esp128 80 Minutemenoverhaul.esp129 81 MinutemenPropaganda.esp130 82 More Where That Came From - Classic.esp131 83 More Where That Came From Diamond City.esp132 84 MP40.esp133 85 NewCalibers_MP40.esp134 86 OCDecorator.esp135 87 OCDecoratorDLC.esp136 88 OCDispenser.esp137 89 OctaviusSentibar_Labels.esp138 8a PCDugWedges.esp139 8b Pip-Boy Flashlight.esp140 8c PortableRecycler.esp141 8d Scrap Everything - Nuka World.esp142 8e ScrapUpdate - FH.esp143 8f SimSettlements_VIS.esp144 90 Snappy_DecoKit.esp145 91 Synth Overhaul.esp146 92 Synth Overhaul - Black Patch.esp147 93 THBrows.esp148 94 TrueGrass.esp149 95 TrueStormsFO4-FarHarbor.esp150 96 TrueStormsFO4-FarHarborExtraRads.esp151 97 TrueStormsFO4-GlowingSeaExtraRads.esp152 98 TrueStormsFO4-NukaWorld-FH-Compat.esp153 99 WeaponSmith Extended 2 - Survival Ammo Weight Patch.esp154 9a VIS - Loads.esp155 9b Wasteland Sniper by Hothtrooper44.esp156 9c WCB - ViS Sorting Patch.esp157 9d def_w_buffs1.esp158 9e PowerArmorHUD.esp159 9f def_w_PA1.esp160 a0 def_w_PA1_remove_PAConditionIndicator.esp161 a1 def_w_PA1_remove_PAConditionIndicatorFrame.esp162 a2 def_w_amm1.esp163 a3 HoloTime.esp164 a4 CompanionStatus.esp165 a5 DEF_WIDGETS_SURVIVAL1.esp166 a6 Bashed Patch, 0.esp167 a7 DCGuardOutfitOverride.esp168 a8 AMDMiscMerge.esp169 a9 The_Prydwen_Overhaul.esp
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Blog Piece: We're getting an office, and we're hiring
Erenar replied to Dark0ne's topic in Site Updates
In response to post #48868072. #48869077, #48869532 are all replies on the same post. Btw, where will the office be located? Are you central or on Sowton/Marsh Barton? -
Blog Piece: We're getting an office, and we're hiring
Erenar replied to Dark0ne's topic in Site Updates
In response to post #48868072. #48869077 is also a reply to the same post. I figured to be honest :) It was just a cheeky way of requesting a visit ;) -
Blog Piece: We're getting an office, and we're hiring
Erenar replied to Dark0ne's topic in Site Updates
I'd love to come and visit the offices when you're up and running. Having been a network admin for a decade, I'll be interested in your infrastructure and, of course, any potential vacancies :) Another great company moving to Exeter... exciting times! -
In response to post #36127135. #36127445, #36127625, #36127845, #36128375, #36128665, #36130230, #36130760, #36135625, #36137125, #36138065, #36139095, #36139110, #36139180, #36142335, #36143320, #36144985, #36145295 are all replies on the same post. Mods - removed so that, as with most Nexus hosted mod bugs. devs are not having to work out what caused what where. Console - because if you can amend stuff in game, whether to get round a bug or not, you are not playing the same as player x, y and z. Beta - testing the same base code with the same base config (barring graphics and sound) is a mammoth task... add mods and console configuration and you're fighting a losing battle. Do you guys even realise how complicated debugging a fully versatile and moddable engine is? And then to debug additional features on top of that? And then to address whiny gamers who just do not appreciate what the dev team are giving to you... for free? I know that sounds harsh, but imagine being a Bethdev reading these comments? Personally, I'd say "Screw you lot then" :)