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Klipperken

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Everything posted by Klipperken

  1. Excuse me: I run AWKCR, I have the patch installed (tried both the Non-DLC as well as the other one), but to no avail. The new PA's do not get detected (Hellfire and X-02), others (standard ones) are detected. I need to install a Jet Pack, however, this is impossible due to the fact I cannot see the pieces in my PA Workbench. Anyone that knows a way around to fix this (or, in worst case scenario, a cheat)? Thank you very much. Klip.
  2. @pra Mainly the furniture/crafting stations, Sir.
  3. 242 mods, all is well, safe for the Mecanist's Lair... That does weird graphical things, and I have no clue why? It's basically the ONLY place that is NOT modded. Bloody weird.
  4. Is there a way or mod that allows me to build Institute everything without having the quest done? Reason: I am doing all quests and side quests (Totalist), and it will be a while before i get there, but I'd love to make my settlements (3 now) more nice... Most, if not all, require the institute Quest to be finished... Thank you. Klip.
  5. Hilarious: I was in the steel factory, and I figured: "Damn, there's a LOT to scrap here...." Opened the Workbench once, error, use papyrus code, scrapall.... Well, all went nicely into the workbench alright, and fast too... Walls, floors, ceilings and all! lol. Meh, not that i have to be there again. Klip.
  6. @Payl0ad I run 4 Scrap mods, furniture mods, house mods, weapon mods, armor mods, .... I got fairly easy to that amount really... And I am not done, that is, I still have about 80 mods sitting waiting to be activated. Now, I do test quite a few mods, and recently i began to see how they are put together. One DAMNED annoyance is: I cannot load a mod by itself, it always loads the frikken masters... It's often hard for me to figure out what is the mod, and what is a dependency... Klip
  7. Restored the old file, thank frack for backups. :P Respawn rifle did it. Thrashing OP rifle. Klip
  8. @DekkerR Thank you, found it... Weird, I had set it to 5, buuuut.... The mag now loads 999 bullets. As this was insane, I reverted that back do 1, but... No cigar!!! So bloody weird. Klip.
  9. So, I found this sniper rifle, bullpup single bolt action rifle, but the load time is horrible. Being it a shot per shot, I need to load a bullet manually after each use, often if not always leading to my death. Where can I change it, so the rifle has 5 bullets in a mag, rather than just one? Thank you very much. Klip.
  10. Well, in my current game I am running 236 mods... Stable, though when I cross a "border" it dares crashing. Happens very few times, but it happens... And there are still so many goodies out there. :sad: Klip.
  11. How bizarre, 64 bit began effectively at Windows XP 64bit in 2005. We are now 13 years later, and still 80% of all software (programs, games, ...) is STILL made in 32 bit. One would wonder, if like they claim game makers use the maximum out of a system, most hop 13 years behind? @Payload: if they want to make a 64 bit, then they should do it the right way, thus 100% or not. Makes no sense... Klip.
  12. Figured it out. Odd, as I was looking for a tab, it is now a drop down list.... Klip.
  13. @RedRocketTV Sir, rest assured, you did not give me that "feeling". I am blessed with autism, emotionally I am a flatliner, I read things as they are. ;) I want to try and create a new race (exercise), but I have no clue where this data can be found. A friend told me to begin CKíng in depth, I figured: Why not try to make a race, blunder it to death, and learn from this? By the way, where in CK can I change race data? So I made a Body mesh, I have some texture files as body, but... In the TES Construction Set it's under Character => Race, but in FO4CK... it is not... So, how do I give a new race a body, Sir? Asking you since you seem to be quite aware of modding/altering game stats and the likes, so I hope you can help me with this particular CK issue. :) Thank you very much, Klip
  14. @RedRocketTV Thank you very much, good Sir. Your information is MOST appreciated.
  15. Now, I am one that is heavily OCD, due to being autistic with ADHD, This said... I cleared the beginner vault entirely. Summoned a Workbench. Tried to enter it. "You need to clear all enemies from this location first" it tells me. Odd, as no critter lives no more. Entered Console, KILLALL => enter.... Hit Workbench... same error. Annoying, as I want (read: NEED/HAVE) to clean up the vault and get the resources from it. I NEED to, I have NO CHOICE, AAAARGGGGHHH!!!! Does anyone know a way to overcome this issue, please? An OCDude thanks thee.... Klip.
  16. @Jannifer: How so: "They're built so that they'll run on your parents' four-year-old rig or your four-year-old rig, as the case may be. The idea is to widen their market share, not limit it."? Having a higher possibility of mounting mods does not automatically mean you HAVE to mount that many. Or is it? @all others: thank you for the information. Is this limit the same for 64bit systems? If not, Beth could for example make a 64bit system out of the old 32bit? Would this solve the issue? Thank you all for replying. Most appreciated. :) Klip.
  17. The maximum amount of mods one could place in FO4 is 255. This is a softwarematic hardcoded number. What does this mean to you, can't you be bothered by this, or are you one of those maniacs that need tenfold that amount, as you gather every possible mod, good or bad, to test it, and when liked keep it? Have another idea or feeling regarding this? Well... My thoughts. Now, we can alter data. For instance, we could change damage of the 10mm pistol. Or the armor rate of the N-7 armour. We can add NPC's, alter view distance, PoV, you name it. I am bloody sure, we can also make a mod that would enable us to mod limitless. The restriction is software, and through software we can alter the 'set' values. After all, these values are no more than data, and specific directed injection to that data can override it. I do not quite get why Beth figured it would be funny to give us this restriction, as in each game they released (based on this engine type) this given amount ALWAYS ran short. Many complained about this. And rightfully so, I would think. If you allow users to mod, then why restrict them? It makes no sense, but all modern game companies seem to be using this tactic. Perfect example would be Suckstar with their GTA5. "Oh, we do support single player modding, we almost encourage it." But... Single player is VERY limited. Adding 2 missile weapon types already breaks the game... TWO!!! So, no matter what airplane or helicopter you add, you can only use the given missiles once you added 2 uniques with their own weapon systems. Still, MANY of the boundaries in GTA5 have been broken today. Adding cars now virtually is limitless, we can add weapons where before we could only replace them, and these limits were also hardcoded. And these can be overridden, I am sure... I am waiting for some genius to break the limits for Fallout and TES games, as i am stuck with the limit, and FAR too many mods that need be installed... I am sure that day will come, eventually. What you? Respond, but please keep it civil. Thank you very much. Klip.
  18. Figured it out through a lot of damage and reinstallations. Thank you. Klip
  19. https://www.nexusmods.com/fallout4/mods/29350?tab=description This is a mod i'd love to check out. Needs a dozen of additional mods. Here I run a snag though, which do i install first, and how do I work my way up? As the mod creator failed to mention this. Reason, I do not want to make errors, I am OCD in that regard, I want the "perfect" installation order, to have the best result... Mods needed: - Elysium Tower - CWSS Redux.esp - MasterworkArchitectureProject.esp - cceejfo4001-decorationpack.esl - SettleObjExpandPack.esp - SanctuaryParts.esp - Homemaker.esm - cartman1975_concrete-glass_beige.esp - ccfsvfo4002-midcenturymodern.esl - Vault118.esp - AWARHERO Japanese Decor Pack.esp - Evan_Modular Kitchen.esp - ManufacturingExtended.esp - MoreVaultRooms.esp - VideoMaster.esm (not mandatory) - Colored Workshop Lights.esp - FoodGenerators.esp - hzy-newfurniture.esl - AkaWaterWorld.esp - MYLadyKillerBed.esp - MakeYourOwnSynths.esp - PrewarCommunities.esp Could anyone help me out here? Thank you very much! Klip.
  20. @Indeity As reply: Indeed. I had loaded every mod into my Editor, about 200, 230... Fixed every sodding issue, took me DAYS to do this... Clean Masters, remove masters, yappety yap, and finally... MERGE... I ended up with a not even 20KB file???? The hell happened here? THANKFULLY all fixes were saved in the correspondent fixed files, or I had gone mad.... It did not the first two tries though. One could imagine the frustration. Oddly, small completely independent mods like weapons and small armor/clothing mods did got merged, when loaded separately, one at a time and merge. This brought my load back with about 40 mods. And this works, so far no issues noticed. But once I tried to add one that conflicted somewhere, it was horror... impossible. Now, as for going the long way: I have basic understanding of CK, I can add meshes/textures/sounds, alter data, things like this, but then I get to Cell conflicts... Like something is already used (room for instance), and the add-on new mod ALSO uses that room... Here I go bananas.... Note, I am autistic with ADHD, I lose my focus fast. If things take too long, I simply loose track. And then mistakes start to happen. And of course, this is where everything goes south. Another annoying thing about me, I am a VERY visual person, in text I often do not quite get the explanations. Video is good, personal in house or similar is superb, where a coach can interrupt my mistakes and lead me to the solution, so I learn. Although, i learned quite a bit by mistakes. But these mistakes are frustrating, as often I have no clue where I made the mistake. At any rate, thank you, good Sir. Most kind, and appreciated!!!
  21. @Indeity: Sir, I'll give you my Discord.... And not for asking for help, believe me... Let me PM you, good Sir...
  22. I have never used that for my mods. My guess it is related to FO4MM. It might be worth checking on the page for FO4MM. I am cure your not the only one that has this issue. I am also not sure which controls the plugins.txt file. I also use F4SE. Have you tried launching through Steam? Just to see if that works. You might need to start new post on this. I am sure there are other's that use FO4MM, and can help with this. But that is just it, it ALSO did this when starting FO4 clean, or through say F4SE. It is not just bound to FO4MM.... :) Might be more like an issue on my system, incompatibility with a background program. A clean Windows installation would surely help me, but I am SSOOOOOO LLLAAAAAZZZYYYYYY.... ROFL
  23. @Bill8872 I do not use NMM, but FO4MM (or FOMM). I launch through that or through F4SE. But no matter which method I used, it kept disabling the mods. Seems FO4 deleted the content of PUGINS.TXT after exiting... So bloody weird. Additionally, these asterisks are required I think... They separate the file names in the TXT file.
  24. @bill8872 I figured it out by looking at FO3... Aparently the plugins are saved in a .TXT file called PLUGINS.TXT in AppData\Local\Fallout4. There's a line on not to delete blahblah, and after the end of the line you begin with *NAME1.ESP*NAME2.ESP*MANE3.ESP (where NAME# is the ACTUAL name of the .ESP, for example *ARMORKEYWORDS.ESP*HOMEMAKER.ESP...) At the end, no asterix is needed, just save, close AND make READ.ONLY, or Fo4 will again screw this up and delete the whole... Which we do not want. Who would've figured eh? :) I can PLAAAAY....
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