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requested

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  1. Hi folks! I hope you can help me with my problem, I looked over the forum threads, some google searches and the xEdit wiki, but I could not find anything that would help me with my specific predicament^^ TL;DR : How can I find out what entry in my .esp crashes FO4 at startup? Are there any nogos regarding mods? So, right now I am merging some weapon mods by hand. After every added weapon I start my game and test the animations, workbench etc. After adding the fifth weapon, the game refuses to go into the Main Menu. I see the black screen with enb info, and then back to desktop without error message. 1. Disabling my merge let's me start fine. 2. Reverting my merge to a former version let's me start fine. For the life of me, I can't see the culprit. If I don't edit the .hkx files for the reload sound, the animation lacks sound but the game runs just fine. If I have a typo in a .nif or a material file, the weapon doesn't appear correct in game, but it doesn't crash the game. So what could possibly cause it? Are there any edits that are known to cause this problem? Lacking a master file comes to mind, but my merge has only AWKCR as a master, and that is loaded of course and it was needed before adding the fifth weapon. Can't be the problem. I don't merge quests, not even ll injects, so that shouldn't be the problem either. Could that even cause this problem? I assume not. Edit: The entries added are cobj, kssm, kywd, misc, mswp, omod, race, sndr and of course weap. The files added are materials, meshes, textures and soundfiles. It baffles me that any of this could cause a crash on startup. And they all seem to be set up just fine. Maybe the culprit lies in the race entry? That's a field I'm not very familiar with. Edit2: I copied over the original meshes and checked the corresponding entries in my esp, just in case. No change. I disabled every other mod in my modlist and activated just my esp and its masters. No change. The next step will be setting up another file with just the last weapon, maybe that will illuminate the problem^^
  2. This is the first Nexus interview I bothered to read, to be honest. And only because I value the quality of your fixes, Qwinn. This was quite an interesting read, thanks to all people involved for these insights :)
  3. Since when is "I wonder why?" a simple question? :D
  4. I'd say absolute basic mods on which many other mods rely upon are: Fallout 4 Script Extender Mod Configuration Menu, which needs the script extender to work. Unofficial Fallout 4 Patch DEF_UI and maybe one of the many presets that suits your taste Armor and Weapon Keywords Community Resource (AWKCR), a basic mod that is often needed Armorsmith Extended for example needs AWKCR and reorders all clothing items in a logical manner, opens up new combinations of equipment
  5. Unofficial Fallout 4 Patch - I don't know if you'd consider this a mod. But I consider it a must have and I won't let an opportunity slip to advocate its use. There's just no reason not to. Beantown Interiors is always in my loadorder, carefully decorated interiors with some nice stories to discover, and there are even some items to craft and settlement objects to unlock. Great Mod. Tales from the Commonwealth and Atomic Radio. In my opinion everybody should try this out. Great quest mod with a variety of quality voiced characters, entertaining locales and stories. Eli's Armour Compendium adds a nice collection of beautiful and lore friendly outfits. Top quality. A Bundle of Tape - A weapons pack. Great collection of unique, high quality and lore friendly weapons. Companion Infinite Ammo and Unbreakable Power Armour - Quality of life mod, it's no fun to babysit your companions and their gear. Heather Casdin is one of the best companion mods available. Definitely recommended. I think these mods are quality content mods without too much hassle installing or using ingame. They fit well into the world, don't need any prerequisites and don't conflict with each other. There are a ton of great settlement mods, but I can't say which one would be a good start for a beginner. Maybe Workshop Rearranged? Sim Settlements needs to be mentioned, it's an awesome mod that everybody should try out sometime. I always hesitate to recommend graphical mods. I had a hard time figuring that stuff out, and if you never modded a bethesda game this area might be a bad start. You can make your game absolutely beautiful with texture mods and enb and stuff, but I gladly leave that to somebody else :D Honourable mention: The Mercenary - Pack is another high quality, lore friendly armour collection. It needs Armorsmith Extended, which needs AWKCR. So this might be too advanced for this list, even though all three of them are highly recommended.
  6. Hey antistar, first off I want to wish you good luck and perseverance for your plans. Ever since I first stumbled upon this thread I was hyped, I'd agree with most of your complaints and ideas. Like many others in this thread I'm hesitating to start another playthrough without WARS as foundation. Wish I could be of any help. There's one thing I wanted to ask, and I'm really sorry if it was already mentioned in this thread. (I really, really hate to be THAT guy :D) I always thought it would be nice to find almost all weapons right from the start, but to regulate stats and progression through some kind of damaged/worn receivers and gun parts. You'd be able to repair or exchange those parts only if you invest into perks, gun nut or something similar. Or maybe through schematics. It always bugs me to reach, idk level 15, and the first vendor I talk to has somehow got a shipment of shiny new stuff. Or the next five gunners I stumble upon have received new gear out of the blue. I don't know if my idea makes any more sense, I just wanted to ask your opinion about the topic. Edit: Similar to those strange magical effects of legendary weapons I'd remove legendary enemies altogether and make them stronger/more dangerous through better gear, special ammo, better gun parts. That would obviously work only on humanoid enemies.
  7. In response to post #23836199. #23839154, #23845829, #23853369, #23858174, #23858619, #23868714, #23869794, #23870749, #23874494, #23889664 are all replies on the same post. I can only speak for myself, but I never said it was wrong OR greedy to charge money for your work. There's nobody stopping you from doing this right now without Valve or Beth or anybody else sanctioning it. I expressed my (idealistic?) viewpoint, that a project shouldn't be done just for the money. (= satisfying the author's greed) I don't wanna namecall, but I could point you to dozens and dozens of software projects that are just a hoax, and simplifying the distribution of paid content without anybody checking it will result in problems. We don't know yet how it will work, but I won't pay for any mod just to see if it does what I expected and if it does so in an intelligent way or not. You can do with your work what you want.
  8. In response to post #23836199. #23839154, #23845829, #23853369, #23858174, #23858619, #23868714, #23869794 are all replies on the same post. We're just sharing opinions here.
  9. In response to post #23855034. #23864799 is also a reply to the same post. Sounds easy, but imagine a multi-modder project where you first had to agree on a split between the members. And then all of you have to negotiate with other authors about how much money they deserve for their contributions and with each other about what you can afford to give away. Or imagine that the other author sees how good your mod sells and decides to demand more money because of his/her 'essential' contribution. Would you let yourself be extorted just to keep an important part of your mod? I might be a pessimist, but I can see all sorts of problems^^
  10. In response to post #23836199. #23839154, #23845829, #23853369, #23858174, #23858619 are all replies on the same post. Panda didn't say that a modder is greedy for wanting to get paid, he said: "I honestly do feel that modders should be rewarded for their work. However, that reward should not be to satisfy monetary greed." For me this means the monetary part should not be the first or (god forbid!) the only purpose of modding. Like he said, "...modders shouldn't be creating mods for the masses, the money or even the pride of having a popular mod, but rather the modding experience and the end result." Greed is antisocial and will affect the modding community. It will lower the willingness to share and/or permit usage of assets. And it will lead to endless discussions over who did what first and if somebody stole an idea / a line of code / whatever. There will be drama, mark my words. That said, there's nothing wrong getting some money for a mod if it is a work of love :D
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