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Everything posted by mac2636
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https://www.nexusmods.com/fallout4/mods/1478/?
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I have successfully added quite a few custom armors in the game (some of them are mashups using resources from various sours). However, I am getting a CTD with one specific accessory pack, I've added just before a save loads (game loads fine to main menu). It happens if I've constructed one of the accessory packs (ammo pouches, gun holster, etc), then saved the game. During the game I can craft the accessory kit and even equip it on myself or an NPC with no issues, it is just when I try to load a save even if they are not equipped on anyone. Is this likely an issue with the mesh file or could it be an error I made in the ESP? Thanks in advance for any help. Edit: Problem solved I found the issue. I'd accidentally overwritten the OBND - Object Bounds in one of the accessory pack entries.
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Does anyone have a base esp they use for their armor/clothing mods they could share or possibly a script that will help create or edit? Or is there a mod that would be a good base that can easily be copied to create multiple entries quickly and easily? I've downloaded and compiled a number of armors/clothes as well created quite a few mashups I created, and conversions I did (around 30-40 in all). I would like to create one esp and for all of these, but find myself making too many simple errors, not to mention the fact of how long it takes to add all of the fields for each manually. I need it to use AE and would like one that has leveled lists added as well.
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Still has value, especially for newer mod users. Yes, a lot of the settlement mods now use script injection and user don't need to be as ultra careful with install and load order, but your guide is still a good start for best practices.
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CC seem a to be a step in the right direction. Much better than previous attempts, but some suspicion/cynicism is warranted. Mostly evidenced by the credit system in place vs actual money (could be wrong as I only looked at it briefly). Assigning credit costs to mods versus actual money, is a way to both try and seperate payer from payee as much as possible, and somewhat disguise real cost. Very common (and effective) among free game apps that entice players to pay money for gems, coins, etc. Another reason for skepticism is, there was already system and website up and running which could've easily been converted to revenue generating enterprise for Beth, mod authors and Nexus. Simply partnering with Nexus to allow better donation integration, premium member access, and site advertising it could've easily been turned into a profitable enterprise for everyone, while keeping mods much more affordable and rewarding current and past mod authors (and Nexus) for building and expanding the community. Based on Beth's own comments, the nodding community is directly responsible for significant portions of their game sales. How Beth doesn't feel a responsibility to find a way to simply reward those authors is beyond me. Regardless I am happy to see some progress in improving mod author's options for receiving monetary rewards for their work. Though I much prefer to reward them through donations and Patreon pages.
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Thanks for sharing. I'm starting a new build after 6 months away. Excited to see NX Pro Farming in you load order as I always liked having it. Still use it? Also you have Armorsmith really high in your load order compared to what Gambit and others I've seen recommend. Is there a particular reason you load it there?
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Thanks for sharing. I'm starting a new build after 6 months away. Excited to see NX Pro Farming in you load order as I always liked having it. Still use it? Also you have Armorsmith really high in your load order compared to what Gambit and others I've seen recommend. Is there a particular reason you load it there?
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Certainly agree Sharlikran. Would you be willing to share your current load order? I'm very curious which mods and what order you are using.
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USO or Unlocked Settlement Objects is a mod created by AndrewCK and is available on the Bethesda mod site. It adds tons of random bits and bobs from the world space to the workshop menu that I haven't even been able to find the in game files to add myself(hence why I am so fervent about trying to get it to work).Okay in that case I would not be able to give you specific details on USO. I would defer to Sharlikan's advice though. Not really anyone that understands the menu system better. My bet is, USO does not use script injection method and also alters workshop menus. Considering it is Beth only, I would also bet there is not a preexisting SKE patch for it. While I certainly understand the desire to have it work, unfortunately it is possible, the only ways to get it to work are either create a patch between the two mods or create a SKE patch for USO. This is certainly not meant to be disparaging to anyone, but the settlement menu issue was an enormous issue for some time. Many mod authors like Sharlikan, Stuyk, Ethreon, etc spent a lot of time finding solutions and finally got some help from Beth with the keyword cap increase. That said, at this time there really is no reason for a mod to not use script injection and not have a SKE patch. Edit: Forgot to add, Sharlikan is absolutely correct that script injection prevents conflicts, so the conflict is likely not with SOE, but something else.
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What is USO?
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Thank you for working on this. I plan to start playing FO4 again after a >6 month hiatus and am anxious to see what you come up with. FWIW, I previously had well over 255 mods working (including texture mods) with very few problems.
- 29 replies
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- fallout 4 mods
- mod lists
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(and 1 more)
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The liability issue is one reason I think a paid access site supported by advertising would be a better way to get money in the hands of mod authors. Problem is, it would significantly reduce the profit margins for Bethesda and require them to be directly involved and dedicate measurable resources to be the intermediary between mod authors and users. Unfortunately, this is not something Beth is willing to do or capable of doing. Mod authors absolutely deserve some type of compensation for their work, which ideally should be decided by the authors themselves. Unfortunately, it is a necessity that Bethesda be involved, which historically has completely fouled up the whole process.
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new SSD, new game 170 mods & the flu. please help.
mac2636 replied to aprn7676's topic in Fallout 4's Discussion
That is a fairly pooly optimized load order. Though that may not be causing your issue. There is a sticky at the top of this forum "Ten rules to get a mod...." Load order is explained fairly well there.- 1 reply
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- workshop mode
- target settlers
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(and 1 more)
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Settlers get randomly unassigned all at ones bug
mac2636 replied to tawatabak's topic in Fallout 4's Discussion
Mod list? -
Is there anything similar to "don't call me settler"?
mac2636 replied to cossayos's topic in Fallout 4's Discussion
I thought I read somewhere, the mod still works unless you run one of it's scripts. That's when things begin to go haywire. Not sure if this is correct but I'm pretty sure I read this somewhere recently. -
Have you tried verifying your game cache?
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Pink = missing textures
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Washed out grey textures with newest update
mac2636 replied to NCRForever's topic in Fallout 4's Discussion
That sucks. It does seem like you have a very unique set of issues. Sorry you're having so much trouble. -
Washed out grey textures with newest update
mac2636 replied to NCRForever's topic in Fallout 4's Discussion
Have you verified game cache? -
If they are the exact same files, that is true.
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Not sure if it means anything, but I did not use the speedrun patch. I used one from a different forum location.
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Strange problem with the inis. Which version did you roll back to?
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ini related?
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For me, I needed to revert to the previous BSAs for, materials, misc, shaders, and interface, as well as the previous fallout4.esm.