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azrielmoha

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Everything posted by azrielmoha

  1. Got it,a lready merging the two folder I already uncheck the folder option but the new text document still comes out in the form of of a text. Should i just rename it to nvse_config.ini?
  2. I'm sorry i didn't notice this before but turns out there's a NVSE and NVSE/plugin folder in the Data folder containing configuration for lutana_nvse, etc. While the one outside Data file is for the NVSR.dll and its component. Should i move the NVSR into the Data file or should i let them be?
  3. How do i created nvse_config.ini? as i can't find the NVSE folder, although i have a NVSE/plugins folder outside the Data folder.
  4. -I don't think i have any weapon mod that drop anything in Goodspring as i usually go for that spread it content in the leveled list(y'know for immersion and all). -okay, i have disabled the autosave. -Okay, i just di8sable Havok bounce.esp without problem. Haven't check on Goodspring thou.
  5. _Yep, i've tried walking from Primm to Goodpsring, the FPS doesn't happen till i reached the saloon. -When fast traveling to Goodspring, the game immediately crash as soon the loading screen appeared. -I'm pretty sure the developer of "FO4 Pipe Rifle" just create a model similar to the FO4 weapon. -I've tried to disable one of the Havok bouncer esp but for some reason my character freeze and my HUD won't appear, but i'm going to try it again
  6. Hey fellow wastelanders, as the title suggest i'm in a heap of trouble. Whenever i visited Goodsprings, the game went batshit and crash. I'm currently using a lot mods so i could guess its mod related, either something wrong with the load order, missing mesh, bad driver, etc. Note that before the crash, the game took a fps drop. Here's my load order Before someone pointing it out, yes i use FCO individual mod because for some reason, my game doesn't go well with the main mod and crashes when starting a new game, and i've use every methods there is.
  7. bringing back this topic to the UUUUPPPP!
  8. Since the GECK have arrived and Far Harbor have introduced us with new animals, wouldn't it be wise to bring back this thread just in case a modder want to work on something like this?
  9. I'm really new to FNV and its modding, so can anyone explain why this happens and which mod could cause this. I know uninstalling mods and see which causes the problem is a common way to solve troubleshooting but hey, why not ask. Here's my load order btw, its not arrange properly i know so if anyone can help me it would be appreciated. FalloutNV.esm GunRunnersArsenal.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm LonesomeRoad.esm HonestHearts.esm DeadMoney.esm OldWorldBlues.esm NevadaSkies.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm Interior Lighting Overhaul - Core.esm Interior Lighting Overhaul - L38PS.esm FCOMaster.esm factions reloaded raiders v2.esp Project Nevada - Core.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Project Nevada - Extra Options.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm NVCE Main (Faces Only).esm NVCE Main.esm [RWM]-Complete.esm Better New Vegas.esm NVStripOpen.esm Active Wasteland.esm NPC Project.esm DWCNV.esm Vurt's WFO.esp EVE FNV - ALL DLC.esp dD - Enhanced Blood Main NV.esp Better Burned Man.esp Companion Sandbox Mode3.esp Mission Mojave - Ultimate Edition.esp NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Basic Edition.esp MMUE-CP-EVE.esp Interior Lighting Overhaul - Ultimate Edition.esp ILO - PipBoy Light.esp ILO - Nevada Skies Patch.esp MMUE-CP-ILO.esp FCO - NPC Changes.esp FCO - GlowingOne.esp FCO - OHSB NPC Edits.esp FCO - HD Teeth.esp ClearWindows.esp FNV Realistic Wasteland Lighting - Enhanced.esp vault22FloralOverhaul.esp Ranger Merc Helms - Helmet Hunt.esp F4Quickloot.esp ImmersivePickupSoundsFNV.esp NCR Rearmament v1.5 (Lore).esp QS_Blackwolf_NV_Backpackmod.esp Project Nevada - EVE All DLC.esp AK47.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp MMUE-CP-PNALLDLC.esp MMUE-CP-Electrocity.esp NPC Project - 188 Trading Post.esp MMUE-CP-NVInteriors.esp TheLozza's_Gasmasks_V2.esp Brotherhood Armor.esp IMPACT.esp Project Nevada - IMPACT.esp IMPACT - AllDLC.esp Rustyhwys.esp TWO BEARS HIGHFIVING.esp Better New Vegas - NV Interiors Combo Edition Patch.esp Goodsprings Reborn.esp Novac Reborn.esp Primm Reborn.esp StripOpenMain.esp Sprint Mod.esp CNR_Beta.esp NewVegasStripOverhaul.esp Realistic Wildlife.esp UnderwaterFX.esp NCR Ranger Helmet Neck Cover.esp Animated Chems.esp FP gun follows crosshairs.esp RaestlozPCIdles.esp DYNAVISION 3.esp populatedcasino-medium.esp Holster Gear.esp Reload Sounds.esp kochandbohr.esp NPC Project - Freeside.esp FNV NPCs Travel.esp Active Wasteland - Vanilla Replacements.esp Active Wasteland - Goggle Tints.esp Active Wasteland - Dead Money Replacements.esp Active Wasteland - Dead Money Goggle Tints.esp Active Wasteland - Dead Money Coffee Maker.esp Active Wasteland - Coffee Maker.esp DEagle.esp FO4_PipeRifle.esp NPC Project - Aerotech Office Park.esp BuzzAxe.esp TribalWeaponsPackHH.esp GRA - The Right to Bear Arms.esp Integration - Couriers Stash.esp Distributed Necklaces and Chains.esp Light My Flare.esp Destruction.esp PA Footsteps.esp Companions Relax.esp RefinedCasinoPeople&Suits.esp Total active plugins: 113 Total plugins: 119
  10. I did not clip under the road, the road was not there in the first place, leaving me able to walk under the ground.
  11. A game breaking glitch where a huge amount of road and other things doesn't load, making it empty. I've tried to load previous game but the area still doesn't load properly. http://images.akamai.steamusercontent.com/ugc/262709806380172770/6ECCACC5395BBF4D37F21F6686C978C42BA505C3/ I have no idea
  12. Long story short, I can't initiate dialogue with Preston Garvey, this includes, turning in quests, and recruiting as companion. When I'm trying to initiate dialogue with him, there's only a small click sound and he will just stand there like an idiot. Please someone help me.
  13. Definitely bumping this. A Minutemen mod is always one of my favorite.
  14. You know, with the creator of Raider Overhaul are working on a Supermutant Overhaul, I think you should focus on enemies that never touched by modders, I'm thinking adding new outfits to the Triggermen, or adding faction only outfits to the L&L Gang. Or you can adding new outfit to the Forged gang, using raider armors from previous installment as inspirations.
  15. What i found interesting is that there's two small and large sign category in the workshop, one inside the wall decorations category, and one outside of it. Is that mean something to you? Can anyone help me on this one, come on guys.
  16. In terms of canon, is the stuffs you have in mind are lore friendly? Not that I can mod It, I just have a few suggestions if someone will try to make mod like these. Now, the Glowing Desert mostly are empty with a few creature and destroyed buildings here and there, what I've in mind is adding new realistic(in term of fallout) and lore friendly creatures, items, and possibly buildings and settlements. For the creatures. I've two on mind, a new variety of supermutant and feral ghouls. -Have you ever noticed that the fact there's a nuclear bombing site in the Glowing Sea, yet there's no hazmat suit or any kind nor someone wearing a hazmat suit. So I'm thinking adding a variant of feral ghoul wearing a shredded hazmat suit just like the ghost people from New Vegas. -Second idea is to having to add a new type of Supermutants, this particular group of mutants patrolling the Glowing Sea, killing anything it can find, I'm thinking to add a new armor and weapons for this Supermutants, maybe with certain theme. I think adding these things and other stuff like short quests, interesting fallout esque NPCs, etc to the Glowing sea could make it more interesting,
  17. Hmm, that's an interesting idea. But if someone decided to make mod like these, instead of a glowing jungle, I'm thinking like a some sort of glowing plain(Something like the glowing grassland in Avatar)? Filled with these mushrooms and plants which have adapted to the radiation(But still can't live in areas which the radiation still highly concentrated such as the crater and areas surrounding it) while larger mushrooms forming this glowing forests. For the location of these plains and forests, i suggest putting it in the southern regions of the glowing sea and as further north, the mushrooms concentration slowly fading .
  18. Hey, two post in a row about workshop crash. Just going to point it out. I've no idea what I'm saying :turned: Anyway, just like the title say(which is self explanatory) for some unknown reason(probably because i'm stupid or something) whenever I'm trying to open the large sign category (I'm using Settlement Keyword) the game decided top quit on me and crash. F u game. SO if anyone could shed a light into this problem it would be appreciated(and i shall rain you with mongrel puppies and dead kittens) because as a compulsive immersive settlement builder, putting minor details such as signs and posters very important for me. Oh and yeah, here's my plugins in case someone wondering :psyduck:
  19. Sounds cool, I'm looking forward for the Minutemen, and the Railroad arsenal overhaul. And the Courser revolver sound awesome as well.
  20. Why you may wonder?Why one person would ask for this mod that everyone will make anyway but for some reason no one does it yet? Well, here's the reason, my sweet summer child. THERE"S NO DIVERSITIES IN THE INSTITUTE'S WEAPONS OF CHOICE. The same thing goes to Minutemen, the Railroad, and The Brotherhood of Steel, it make them look so bland(which is why someone should make an overhaul for them). There's no diversities in their iarsenal, all of their weapon consist of laser rifles and shock baton which is stupid. A group of scientist hidden in an underground facility with advance technologies and the best melee weapon they could come up with is a shock baton? Come on Shaun! i didn't raise you to become a wimp. So yeah, i want a mod that add new weapons to the Institute arsenal. The possibilities is endless, so here's the obligatory ideas for the mod(if anyone would make it anyway) Heavy weapons You know what funny? the fact that there's no heavy weapon in their arsenal even though they're have to defend themselves from larger and superior faction such as BoS. For Insttitute heavy weapons, i'm thinking of a modified more advanced version of Gatling Laser, some sort of Gatling Plasma weapon, an EMP/sonar/pulse blaster, and a bigger version of Gauss Rifle. Small weapons The Art Of Fallout offer us with never before seen concept arts for many things that shoud've been included in the game, Raiders armors, Pipe assault rifles, Institute Power Armor(Why they doesn't implement this?) and this weapon That Institute syringer should've been in the game, to show how capable The Institute in both conventional weapon and biological weapon. Firearms like this: http://www.nexusmods.com/fallout4/mods/10697/? could also go well. A more conventional smaller version of Gauss rifles such as this one: http://outfoxedtw.deviantart.com/art/Hi-Tech-Assault-Rifles-88124323 (picture belong to its respective owner). And maybe for more silent weapon a high tech crossbow. Melee weaponsAll i could think of its this weapon: http://www.nexusmods.com/fallout4/mods/11675/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D11675%26gid%3D1151# If you have ideas in that mind feel free to comment on below and let's pray for our superior modders will make this into reality. Thanks
  21. Okay, i just reorder my plugin order, and the CTD on workshop categories are gone, but i still have a CTD on the wall sign category. Thanks anyway, but is there anything wrong? appreciated. Here's my reorder plugin order: Fallout4.esm SettlementKeywords.esm Snap'n Build.esm Homemaker.esm ZW's F4 Overhaul Master.esm ArmorKeywords.esm Snap'n Build - Modules.esp Snap'n Build v1.6 SK patch.esp Homemaker - Greenhouse Disabler SK.esp Homemaker - SK Integration Patch.esp Homemaker - Streetlights Use Passive Power.esp Simple Bug Fixes - Lone Wanderer.esp Simple Bug Fixes.esp Vault-Tec Rep and Sheffield Dialogue Fix.esp CroupSettlerRescue.esp KBCFixes.esp CompanionBugfix.esp BoS Pilot Outfit Fix.esp Utility Basement Fix.esp Business Settlements.esp BusinessSettlements-SKPatch.esp BusySettlers.esp BusySettlersRug.esp CraftableAnimationMarkers.esp CraftableFloorPatches.esp CrazyEarlsScrapyard.esp DD_TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp GruffyddsSignsAndPosters.esp SignsOfTheTimesPosters.esp SignsOfTheTimesShops.esp Siles - Vault Poster - PostWar.esp Eli_Crafting Shiz 9000.esp FunctionalDisplays.esp NX Pro - Farm Core.esp NX Pro - Harvest Overhaul.esp NX Pro - Farm Core - Homemaker.esp ProperStoreAnimation.esp WindowBoards.esp DD_AIO_I_Hate_You_All.esp Eli_PlantPots.esp BetterShackBridges.esp Northland Diggers.esp OCDispenser.esp OCDecorator.esp OSHA_Signs.esp Q Craftable Lanterns.esp BetterStores.esp BS-HomemakerPatch.esp BS-SKPatch.esp Simple Intersection.esp BrighterSettlementLights_LongAndSoft.esp ConstructionLight_Brighter.esp My_Minutemen.esp minutemenoverhaul.esp DiamondCitySWAT.esp DarkerNights.esp DarkerNightsDetection.esp Fr4nssonsLightTweaks.esp InteriorsEnhanced.esp dD-Enhanced Blood.esp FogOut.esp TrueStormsFO4.esp TrueStormsFO4-ClimateSettings.esp Radiant Clouds and Fogs.esp Insignificant Object Remover.esp DarkerNights-FogOut.esp DarkerNights-TrueStorms.esp MMP4APA-blue.esp MMP4APA.esp Eli_Fixed Dressers.esp RRP4APA.esp Synth Overhaul .esp Better Locational Damage.esp BLD - DD 0.50.esp Better Perks.esp MKIIGrenadeStandalone.esp Lasers Have No Recoil.esp LasersNoRecoil - Beam Splitters Patch.esp MinigunGyroRecoil.esp RainofBrassPetals.esp Realistic Death Physics.esp Better Explosives - Normal.esp Better Explosives - Perks redone.esp Better Explosives - Grenade Frequency 45.esp moreoil.esp Permanent Pacification.esp Reverb and Ambiance Overhaul.esp Colorful Mirelurks.esp Better Miniguns.esp Less Obnoxious Mutations.esp MoreBirdsx3.esp SRM.esp SRM_Corpse6.esp SRM_Mercenary_Mortal.esp SkjAlert_RS-.esp TakeCover.esp challenger.esp VisibleWeapons.esp MojaveImports.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp BetterSettlers.esp NewFace_Settlers.esp BTSynths.esp Docile Radstags.esp MamaMurphyEdit.esp Magnolia.esp Armored General by Hothtrooper44.esp Wasteland Sniper by Hothtrooper44.esp Eli_Utility Jumpsuits.esp Eli_Accessories.esp FactionBandanas.esp FB for FFO.esp GlovesOfTheCommonwealth.esp Eli_Sleeveless Outfits.esp Companion Infinite Ammo.esp MoBettaScrap.esp PreWarSafes.esp Brotherhood of Steel Kit.esp LacyFeatheredDresses.esp ASCOCait04.esp ASCOCurie05.esp ASCOPiper02.esp Faction Field Outfits.esp Faction Field Outfits Level List.esp AbstractDress.esp CombatVests.esp SettlementContainers_NoRespawn.esp Buildable_PAFrames.esp Wastelander's Cookbook.esp [PPE] Wastelander's Cookbook + Mojave Imports [Patch].esp Glowing Animals Emit Light.esp IS_BEST_FIGHTER_Strong_v2.esp Soldier_of_Misfortune_Preston_v2_1.01.esp DESTROY_ALL_Cricket_v2_1.00.esp Lots More Facial Hair.esp Lots More Female Hairstyles.esp Lots More Male Hairstyles.esp BS NS Merged Patch 1.4 - Mortal.esp AzarPonytailHairstyles.esp MeetTheNewRaiderettes-NR.esp HairVariations_YoungAtHeart.esp HairVariations_Elegant.esp HairVariations_Sophisticate.esp HairVariations_Conversions.esp RadiantBirdsv05.esp BS-FunctionalDisplaysPatch.esp FunctionalDisplays-MISC-Vanilla.esp FunctionalDisplays-Drinks-MI.esp DependencyQuestFix.esp ZW's F4 Overhaul - Power Armor.esp Weaponsmith Extended.esp Weaponsmith Extended - DOOM_AddOn.esp TrackerKnife.esp tumbajamba Advanced Engineering.esp CampoGiro.esp Carbon Fiber Combat Rifle.esp Glorious_Glowing_Plasma_Weapons_by_Diranar.esp GrenadePistol.esp Parang Machete.esp R91M.esp roadflare.esp pipeshotty.esp M14.esp PipeShotgun.esp PipeShotgun-AWKCR.esp Rangergearnew.esp SkibsWHMk22HMG.esp Kukri1.1.0.esp Friffy_Holstered Weapons.esp DD_M79_Launcher_woooot.esp Weaponry Overhaul.esp FunctionalDisplays-Weapons-WO.esp ASVektor.esp Smaller Institute Weapons.esp Crossbow.esp IncreasedWeaponModDistribution.esp GatlingRifle.esp GatlingRifle-AWKCR.esp GatlingRifle-AWKCR-NoIdiotSavant.esp DD_bleu_Ump_Extreme_Lore_friendly_edition.esp GaussRifleMk2.esp GaussRifleMk2 - tAE - AWKCR.esp Armorsmith Extended.esp Grunts.esp AE-LacyDressPlugin.esp Field Scribe Army - AE Comp.esp Field Scribe Army - BoS AE.esp RaiderOverhaul.esp Weaponsmith Extended Leveled List Patch.esp Raider Overhaul - AE Patch.esp Scavvers of the Commonwealth.esp Scav-RO Patch.esp Dogmeat's Backpack.esp Armorsmith Hothtrooper44 Extended.esp FieldScribeBackpack.esp FieldScribeBackPackLevelList.esp EferasShoulderBag.esp HubrisShoulderBags[Chemistry].esp AnV Camo Backpacks.esp Armorsmith Pack It Up Pack It In.esp EndorsCustomCombatArmor.esp Minuteman_CB_ECCA.esp Combat_Helmet_Illumination 1.2.esp ARMSMTH - CCCA -Combat Helmet Illumination 1.2.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp
  22. Is it this one?forums.nexusmods.com/index.php?/topic/3767665-ten-rules-to-get-a-mod-setup-with-a-lot-of-workshop-crafting-mods-to-work/page-3#entry34309235 I've already view that one, in fact, I order my load order based on the one presented in there, is there anything that could be the cause of the CTDs, it's game breaking since I can't decorate my Settlements.
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