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mac2636

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Everything posted by mac2636

  1. I will try to test the, "total size" theory as soon as I get a chance.
  2. Just some threads on Reddit and Sim Settlements site and my personal experience. I will try to count the exact number of ba2s that are causing the issue for me. However, since finding out this was the issue, I've successfully added another 14 weapons mods (most of them containing ba2s) by unpacking the ba2s into loose files. My plan is to go back a re-pack all of the weapon ba2s into a merged set of archives to keep things going smoothly. I certainly could have had an issue with memory, but wouldn't that also occur after unpacking as well? Current PC AMD 5600x 3.6ghz 16GB Ram RTX 3080 ti Game drive - 2TB Pilot NVME with 800gb available space https://www.reddit.com/r/FO4mods/comments/sglstg/getting_around_the_ba2_limit/ https://simsettlements.com/site/index.php?threads/maximum-number-of-loaded-ba2-files.16892/#:~:text=New%20Member,-Messages%201&text=So%20you%20can%20have%20700,that%20are%20loading%20BA2%20files.
  3. As I understand it, in certain scenarios (modlist, mod manager, computer hardware, maybe some other variables) too many ba2 archives will cause a ctd startup. In order to prevent the crash, you have to convert the ba2s to loose files or combine them with other archive packs.
  4. Just as an FYI. I found the issue. I've run into a ba2 archive limit. Going through and combining a bunch of the ba2s in order to resolve the issue.
  5. Never mind. I found out it is a ba2 limit for my current setup.
  6. Thanks so much. Also, thanks for pointing our the Glock86 duplicate. I forgot to disable the ESP after downloading the mod author's ESL version. Though, after looking at both of them in FO4 Edit, the ESL has quite a few differences vs the ESP, but I will go with the author's judgement on that one.
  7. I apologize if this has been answered elsewhere, but I'm getting a (missing master type) crash at the loading screen if I add any other mods to my current setup. I'm well north of the normal 255 limit on ESPs, but have converted many of them over to ESLs (around 130 converted and around 15 merged into a personal ESP) via FO4Edit and using Ruddy88's script to identify which can be converted. Currently, I'm at 228 Active and 222 Light plugins showing in Vortex. However, anytime I add any other mods which contain ESPs, I get the resulting crash right before the main menu appears. Current load order below Thanks so much in advance for any help or direction
  8. Could you please be more specific? Like what are the issues you mentioned?Did (and do) you have those issues with my modules alone already, or only after adding more mods?My Modules are designed to be used with each other, in an attempt to provide and grant a wide range of playablity - meanwhile, I can and will not support any and every available mod that is available on nexus and/or other pages, its just too much. On ESL'ing and Merging... Dont mix with collections, your pain will increase.Because the moment you use 1 mod of collection for your merge, you wont be able to just toggle that collection (because it will actiave the mod you've also merged and thus are using in another "mod"),Mainwhile, ESL'ing can destroy loadorders that are stored and configued in collections, therefor also raising the cause of issues, as ESLs are loaded differently than ESP.Not 1 person I know who is doing merges and manual ESL'ing uses collections (or anything smiliar), guess why. Thanks so much for responding. I apologize for asking when other collections and mods are involved. No major issues with load order associated with your collections. To me it looks more like normal LOOT jacked up order. Was really just hoping to get your thoughts on overriding Vortex's LOOT load order prior to making changes via FO4Edit. I'm guessing I may need to just use the collections as a guide as to which mods to install. I have been able to get a fairly robust mod list (loadorder.txt shown below), merged a few mods (different hair packs and some tweaks and fixes into my own personal ESP). Have also ESLified a bunch of small ESPs using Ruddy88's script and FO4Edit. Build is pretty stable, very few crashes and almost no other glitches to speak of. However, it does seem as though I've reached a limit regarding Vortex which I'll ask about in the Vortex support forum. As is, Vortex is showing 228 Active plugins and 222 Light, but anytime I add any other mod with an ESP I get a crash to desktop at startup. Anyway, thanks so much for all the work you've on collections and modding in general. Super appreciated.
  9. Thanks so much for all the work you've done. Really appreciate it. After installing all modules in order except the Synth and Warhammer ones. As well as adding two other collections (small weapons and armor ones), the load order appears to be less than ideal. At least based on the load order guides I used pre-collections. Everything does seem to work with very few issues, but as I continue to expand this setup, I will need to start converting some ESPs to ESLs and merging some. I'm thinking I'll need to straighten out my load order before proceeding, but Vortex seems to be kind of a pain in the arse in regards to load order (circular sorting issues). What would be your recommendation in regards to load order prior to ESLifying and Merging?
  10. Thank you for the reply. Unfortunately, I have noticed this isn't always the case. Especially with some tools like F4SE, xFO4Edit, Outfit Studio, etc. Also, when there is another version of a mod (v1.1 and v1.2) it downloads both. Though the option to disable one of those seems to work well in the version case. As I said, if it's the exact file (including version) it will not be downloaded again. If it's a different version, Vortex will pull that version. Thanks so much. Yes, that is the behavior I've seen for most mods and the option to disable the different versions works quite well. I suppose for the tools and offsite mods and files it would be difficult to have Vortex automatically handle. In those cases, would you suggest just uninstalling them before starting the install of new collection?
  11. Thank you for the reply. Unfortunately, I have noticed this isn't always the case. Especially with some tools like F4SE, xFO4Edit, Outfit Studio, etc. Also, when there is another version of a mod (v1.1 and v1.2) it downloads both. Though the option to disable one of those seems to work well in the version case.
  12. Perfect. Thanks so much for your help. I really appreciate it!
  13. In Vortex, what would be the best practice for installing a subsequent collection which contains a mod, already installed by earlier installed collection? For example, if I the first collection I install contains MCM, but then find another collection later which also contains MCM.
  14. Thanks so much. So, if I wanted to make a personal edit to a modded texture, I would find the winning load order mod and modify texture in its Stage folder?
  15. I apologize, but I was unable to find the info on my own. Though, I am sure it is likely easy to find. When does Vortex write texture files to the game directory? Does it do it every time you deploy a new mod, when you launch the game? Thanks in advance for any assistance.
  16. Primarily it changes SLocalSavePath=Saves-Modded\ to SLocalSavePath=Saves\H1DIMY4aq\
  17. Thanks so much for responding. I'm pretty sure I am not understanding something. Do you mean manually edit, then save the INI via text editor (Notepad++). Then, open Vortex and deploy mods? If so, I have done this, but now Vortex continues to overwrite my saved INI every time a make a change to my mod list.
  18. Just started using Vortex and followed Sephrajin's setup instruction on Steam, then installed several his collections successfully. Trying to make some changes to Fallout4Custom.ini now, but Vortex keeps reverting it to the same as when I first set up the profile. Is it possible to change what Vortex sets the ini files to as default? Vortex 1.5.13 Fallout 4 Windows 10
  19. Export from 3ds max to nifty. Import nifty file into Outfit Studio. Load reference body. Move/rotate armor mesh to fit reference body. Delete reference body. Export armor to fbx from Outfit Studio. Start new project and import the fbx file you just exported. Use Outfit Studio to fit armor to body. Select armor in right hand top column, right click and copy bone weights, then select slider - conform selected. Most of the Outfit Studio stuff can be found in tutorials found on Youtube.
  20. Beware, high poly outfits could/would significantly affect performance.
  21. Vanilla Extensions is actually probably your best bet. It is very well done by a very experienced and accomplished modder. It doesn't require a bunch of extra content.
  22. Yes, I guess that answers my poorly written question. I was thinking about underarmor scaling and .sclp files. Creating a variant of every armor piece in the game for every outfit using Outfit Studio it's pretty much impossibile. There are more or less 80 unique outfits in the game and 12 armor sets with male/female variants, and stuff like "spiked leather". That's literally thousands of models. So, I was think that maybe there could be a way to use the vanilla system of scaling armor around underarmor. That could still be a lot of work, I don't know, but it sound possibile at least. Unfortunately, none that I know of that could handle layers of clothing. Now you understand why Gambit and other mod authors don't usually spend a lot of time on eliminating clipping from layered outfits and armor.
  23. You would need to use Bodyslide and Outfit Studio.
  24. Does this accomplish what your are hoping for? https://www.nexusmods.com/fallout4/mods/30823
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