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shadowninj09

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About shadowninj09

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    Netherlands
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    TESV Skyrim, Fallout 4

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  1. I had the same problem. Is anyone using True Storms FO4? Disabling it and starting the game worked for me. Its a bit of a pain but if you want to use the mod enable it in-game every time you start playing.
  2. Dearest users of True Storms FO4, I have found the solution to my problem I posted earlier today. I have been having problems with FO4 since the last patch, my mods did not load, Mod section in the main menu was gone and I couldn't load my game because of missing ESP files. I had to disable all my plugins in NMM and once in game enable them in the mod section of the main menu every time I wanted to play the game. The solution was to disable the True storms for FO4 mod, after doing just that it worked and all ESP files were checked. I have sent a message to the mod author and am waiting for a reply. This solution worked for "ME." and I can not guaranty it will work for all of you. Have a good day all.
  3. Most funniest thing, there is no interface folder in my data folder. Anyways thanks for your reply, it is really appreciated. Edit: After checking the ESP files again I think I have found the culprit, it is True storms FO4. Once I disabled it and loaded my game the mod section was there, ESP's were checked as well. I will sent a message to the mod author of True storms informing him of my findings.
  4. Dearest Nexus community, I have been having a problem with the latest version of Fallout 4. NMM's Plugins are enabled but the mods don't load in the game itself. I need to enable every mod manually in the in-game mod menu every time I start up the game after "PATCH 1.5.157.", this means I need to disable every plugin in NMM and then enable them in-game if I want to pllay FO4, this gets really annoying after a while and it's been bugging me for one to two weeks now. If I have the mods enabled in NMM before I start the game, the in-game mod menu disappears and the mods won't load giving me the error that ESP files are missing. I've been looking for a fix on Google and the Nexus forums, but so far no luck I have unchecked the read only box for Plugins.txt, and checked if the asterisks are there and they are. I have tried verifying the game cache on steam but that doesn't help. I'm slowly but surely getting frustrated with FO4. I have never had to deal with this problem before the patch. Falout 4 version 1.5.157. Nexus Mod Manager version 0.61.22. If anyone knows a fix for this, please let me know.
  5. Thanks for all the help, I really appreciate it. =D You peeps rock! Edit: I did as you guys said, but the dialogue option does not appear in the conversation menu, I think it has to do something with the quest aliases or the topic conditions but I'm not exactly sure.
  6. Thank you for the reply, I am going to try this out right now! A little experience with different things doesn't hurt. Do you know the other way too? Have a nice day kind sir!
  7. Pie and waffles for some reason. XD
  8. Hello peeps, I hope that someone can help me with a problem I have been having in the creation kit for skyrim. I'm trying to make a NPC use an AI package if a topic is spoken by that NPC. What I'm trying to say is that when the dialogue ends, the package starts running. I know how to do it in the G.E.C.K for FNV by means of a script, cause I did that a little while ago for my own follower mod, but I experienced that in the CK things don't work the way like they used to in the G.E.C.K. I have been looking at the tutorials on the official site for the CK, searched on google and even looked at packages and dialogue in CK itself as to get a reference on where to start, but I didn't find anything specific on how to get this done. I started tinkering with the CK only a few days ago, so if anyone could point me in the right direction, it would be greatly appreciated PS: I'm only a beginner when it comes to scripting, so go easy on little old me please. XP
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