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RasterOps

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  1. Or... Start NMM Create a new profile and name it Vanilla Select Tools and "Disable all active mods" Switch to the Plugins tab Manually deselect any remaining esps, e.g. "Unofficial Fallout 4 Patch.esp" "Save Current Profile"Now at this point I launch FO4 from Steam... and start a new game or load an existing vanilla game.
  2. Good morning. My latest non-modded save game loads and I can start a new game from within Steam. I have accumulated over 1300 hours FO4 game time. Prior to this CTD I have played modded games with 80-90 (or more) mods. The only CTD's were easily fixed by ensuring the mods were installed correctly (required files and order, etc.). I had to disable all mods to start collecting achievements again. Also I had to remove some edits to ini files in on order to fix the huge Nuka Cola bottle display bug. So I thought to play a modded game, all I should have needed was to re-enable my mods... I reapplied my ini edits. The last ini edit I made was for Enhanced Blood Textures. I can play modded again as my game no longer CTD's. Fair Warning Deleting the contents of the data folder included a file, "...-prey.esl", which I assume is the key (?) for Morgans Spacesuit (Creation Club), which the engine informed me was required by my non-modded game. It is missing from my inventory. Verifying the integrity of the game files does not restore this file. Fortunately, it is possible to open the Creation Club and re-download the ".esl" file.
  3. brucethemoose is right about finding a bad mod. Out of desperation I was fooled by the OP as well as others. Now I'm reloading game content (23%, 2.9 MB/s)... This morning my game was running fine (vanilla + DLC, to get some achievements). This afternoon I reinstalled my mods. I updated all those that had newer versions including F4SE and deleted a few mods. Had to reinstall NMM and let it remove some mods (odd). Now the engine won't start a new game or load a save. I ran LOOT and sorted the list. I verified that there were no errors in the PlugIn tab. I disabled all mods in the plugin tab and the game still crashes. Then I disabled them all on the Mods tab; game still crashes. The game files were checked and Steam fixed a few (before I deleted the games files in the data folder...) Game still crashes. Guess I just have to wait for the game files to re-install to see if the OP's delete step caught something (30%, 3.1 MB/s). It's late, I'll try again in the morning.
  4. Used NMM, got a child's bedroom, adopted a few kids... For some reason changed to MO, did a wipe, reinstall, re-download and install all mods. Fought the learning curve, Perkus Maximus... Patchus Maximus... and getting the order right. Now I can't purchase the child's bedroom (click on dialog option but no coins are taken, no room installed). If I purchase the study, same thing happens: click, no monies removed, can't replace it with the child's bedroom. Solved (4 me): And my solution was in the BFU Posts, Solutions, item #6 (sort-of). I moved Hearthfire (and unofficial patch) after Patchus Maximus, where I had already placed BFU. My final 13 of 65 mods. MO sort order (left side): Patchus MaximusHearthfiresUnofficial Hearthfire PatchBFUProudspire Manor RefurbishedAlternate StartTraps Make Noise - More Dangerous TrapsWiseman303's Trap FixesThieves Guild Requirements - No Auto Quest Start BrynjolfTraining CostsRemodeled Armor for CBBE Bodyslide TBBP HDTLockpick Weigth FixedEqualized Lockpick Health
  5. Not sure where I am near (on Solsthiem, of course). Outside. Made the mistake of saving, evidently at the edge of the occurrence. Now loading the Quicksave CTD's. INI changes have not helped. I have installed the Alternate Start mod which started my PC in Solsthiem. And since this PC has never been in Skyrim (well except maybe having been abducted from there), she hasn't met with the Greybeards. Reloaded an earlier save and made my way to the area inquestion. It was daylight this time... And I have been able to proceed... This is good and bad news. Bad: Whatever is causing this still exists. Good: Maybe now I can find my way off this rock.
  6. The point is to have a Fire damage spell that is self sustaining, costs only the original 23. I have read about all kinds of self sustaining custom spells like mine. The first costs x and the second spell casting is free due to the Magicka boost. I can see that my Magicka is being boosted and the second spell is cast within the 3 second time period. Again, this is the same technique as other custom spells that supposedly require only the initial spell cost...
  7. v1.2.0416 Mods: Smarter Mecantile v1.65, Unofficial Patch 3.20 I created this custom spell, which costs 23 magicka to cast: Fortify Magicka on Self for 3s 10 Fire damage on Target for 1s 20 Weakness to fire for 3s 20 Weakness to Magic for 3s Pick a target any non-spell reflecting target. I'm on fire, although I take no damage, maybe, Very annoying, I can't see the target! Why am I on fire? More importantly, repeated casting just depletes my magicka... At least until it drops to about 80 then casting is self sustaining. What gives?
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