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TheBaconOverlord

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Everything posted by TheBaconOverlord

  1. It's absolutely horrible right now. I just moved to Florida and the speed on the website is so slow... it took 3 minutes to load ONE PAGE and that's on 1 Gbps download speed. It's happened before, but that was in Illinois and it cleared up eventually. It hasn't cleared up this time.
  2. Thanks for all the feedback. I think I got the answer when it was mentioned that scripted mods often break if their memory addresses change. So, loading newer mods to the end of a loadlist (the highest possible static mod ID available) will keep them from messing with other mods. I'll give that a try and see if it works. I use quite a few mods that inject weapons and other scripts. Hopefully this will keep those working. It would be great if Vortex had a way to freeze mod ids so new mods wouldn't mess with them. I guess another way to do it (just to be sure) would be to assign a static mod ID to each mod. That way newer mods would automatically sort to the very end and wouldn't be an issue.
  3. Oh, yeah I definitely get the incompatibility. I wouldn't load those together anyway. But, just normal mods. If they move a mod's load order or change their memory address, won't that screw things up?
  4. Game: Fallout 4 VR Using: Current Version of Vortex This is a two faceted question really... I'm asking how and how to do it with Vortex. Typically if I add a new mod during a current play through, something breaks or I get erratic behavior from some mods, etc. Especially mods that control things like spawns, weapon injections, etc. So. How do people do that? I'm soooo tired of starting a new game because a really awesome mod comes out I want to try, lol. There has to be a way to add the mod and not have it break other mods. Probably something to do with setting them all to a static mod index maybe? Or making the new mod load with a mod index that's at the end? Dunno.. anyway.. help me not have to listen to "war never changes" from professor skinny-neck for the 10000000th time, lol.
  5. I get this reliably every time I try to view my "save games" for Fallout 4 VR. It just says "exception" and refers me to this thread.
  6. It appears this was fixed in the update I received today. Nice.
  7. I'm sure this gets asked quite a bit, but are you planning a VR version of F4SE yet? Big fan, by the way. Thanks.
  8. Any fixes for this yet or information? I still don't get any notices when mods are updated. I know for sure some of them have updates, I'll select the mod and hit "check mod for update" and it doesn't show anything anymore. It USED to show the version number in red and give you the option to udpate it. Now I have to go manually check them on the website and do a fresh install with the new version and uninstall the old one. If this is just broken, that's fine, but can someone validate that it's not just my install?
  9. When I hit a single mod to check for updates, or several even, it says it's checking for updates, but none are reflected when there are several that have been updated since the last time I downloaded them. I'm trying to re-download the new files and install them, but I'm afraid I'm going to break my save this way. Please fix this or give us a workaround to make this work without re-assigning load order positions, etc.
  10. So I found a couple mods on the Creation Club that aren't on Nexus that I would like to install and use with Fallout 4 VR. I added them to my "library" on bethnet. But, how do I get them to the point where Vortex will see them? Are they downloaded somewhere? The whole process for mods on the CC is about as intuitive as brain surgery during a rectal exam.
  11. Yeah.. this actually WORKS! I just did the automatron DLC for the first time! So cool in VR!
  12. In response to post #62722856. #62730631, #62750281, #62781471 are all replies on the same post. I use that one. I meant the Extra Life Mod so you can skip the intro.
  13. In response to post #62722856. #62730631 is also a reply to the same post. It's the only subset... so, by default it's the highest. It was kind of a trick. But, yes I'm just bitter that I can't use it :(
  14. Too bad his mod doesn't work with Skyrim VR which is one of the largest subsets of people that still actively play this game right now.
  15. In response to post #60914602. #60914912, #60915742, #60916482, #60916597 are all replies on the same post. Arthmoor, actually he's right and it's a bit confusing. I've seen people get their mods removed due to Patreon links, but now they are allowed to remind people that they can donate to the larger "pot" of Patreon funds. I'm not sure which is right or why, but it's definitely a bit of a kick in the teeth for those modders that have been penalized for this in the past.
  16. In response to post #60913897. #60922977 is also a reply to the same post. Most modders generally appreciate donations and put those donors' requests on the forefront as a matter of courtesy anyway. The second one probably wouldn't happen, but they would be wrong if they felt that way. But, it was just a suggestion to help you guys get more donations. There has to be some form of incentive if you want more than $1 each.
  17. In response to post #60910862. It's not really about Patreon... it's about the modders getting recognized and getting an incentive to continue their great work for the community. Without this website I would have grown bored with these games a LONG time ago. And without a place for modders to put their work where it would be received and commented about, some of them wouldn't have continued either.
  18. Recommend some way to have a tag or some sort of badge that indicates how much of a donator someone is on Patreon. Maybe for the forum also? It might help get higher donations.
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