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mac2636

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Everything posted by mac2636

  1. So I basically completely wasted your time. Sorry about that. Turns out it was just a load order issue. I failed to move Workshop Rearranged above your mods in my last set of updates. All vanilla floors stack fine now.
  2. Thanks for having patience with me Eth. I apologize for any frustration. I am able to stack the VE floors, but I only see 1 quarter floor option in the VE menu. Is this correct or should there be more options? Looking in Fallout 4\Data\Meshes\VanillaExtensions\Architecture\Shacks, it appears as though maybe more should be showing up?
  3. Thanks for responding Sharlikran. I really appreciate you sharing your knowledge. In your opinion is the best way to fix those issues, use CK first? Or could I just correct the BNAMs, FNAMs, and FormIDs in FO4Edit? I only ask, because I've never worked with the CK , and am just now starting to get comfortable with FO4Edit. Thanks again so much for sharing your knowledge.
  4. Thanks Eth. I think I'm probably being overly picky, but I find myself wanting the two quarter shack floors on the left in this screenshot to be stackable. I do use the VE ones on the right, but for some places they are a little too clean. Now that I've thought about it a little more, I may try to edit the vanilla ones myself. Could I just take the VE nif and replace the vanilla one with it, or should I edit the vanilla ones directly and add additional snap points to them? This would be the first time, I've tried anything regarding snap points, but with my particular tastes, it may be something I should learn to do.
  5. I did notice that, but am I correct that it is only the one quarter floor in wood? Or did my overzealous settlement mod install clip the others out? The VE junk fences are terrific by the way. Love the variety available.
  6. Just getting back to playing FO4 after some months away, and noticed Stackable Floor Small is no longer on Nexus. Anyone know of a good substitute? I used it a lot to help me get things to line up the way I want and also to fill some spaces when needed.
  7. Almost every recently updated file shows The file is currently being uploaded to our file servers and it will be ready to be downloaded soon. Anyone else getting this?
  8. Looking to figure out what may be causing these errors? Is it just a mod install error or something else like a mod update related issue? None of the mods in question have been merged yet, but I am finding quite a few Error: Could not be resolved, mostly with Armorsmith and or Armor Keyword replaces/compatibility patches. Example: The following mods have been installed as well as the base Armorsmith Extended v3.2 and the All DLCs Patch v3.2. In FO4Edit Armorsmith Siraxx Extended.esp has several entries that show < Error: Could not be resolved >. They all seem to be in the BNAM - Workbench Keyword and FNAM - Category Keyword fields. This is also the case in a few other AE replacer//combined esps. I believe I know how to repair the problems (updating the BNAM and FNAM fields to AEC_ck_ArmorsmithCraftingKey [KYWD:0E000851] and AEC_cm_CO_Dresses_Recipe "OUTFITS - DRESSES" [KYWD:0E000905]) or whatever the correct category is sourced from the base Armorsmith esp). I do not however know for sure if I am taking the right path or if I just screwed something up in the install. There is also the problem that the Compatch Form IDs do not match up to the master esp Form IDs. In order to correct it fully, I think I should change the Compatch's IDs to match the ones from the original esp. Is this correct? I sincerely hope my post isn't overly difficult to understand and if this is a case of my own errors you all will understand and excuse my lack of modding knowledge.
  9. The video is segmented so you can go directly to the part you need. They tell you that at the beginning of the video.
  10. Merge plugins utility available on Nexus
  11. Thanks for the feedback. I actually take the same approach quite often. Installing the new version for many mods, before removing the old one. This helps keep load orders from changing sometimes. I do wonder if a file is installed by v1 of a mod and overwritten by v2, does NMM always know to leave the updated file alone when uninstalling v1 of the mod?
  12. Thanks for the input damanding. I personally use NMM. My question is more of what others do as a general rule, mostly for those instances when a mod author doesn't give any specific info on upgrading. I do try to keep a lookout and even explore all zip files ahead of time to check if there is an injection script used. For me, I like to get rid of previous versions in NMM's Mods screen, it just makes it easier to reduce those listed as much as possible. Might be part of my personal OCD. Thanks again for giving your feedback.
  13. Curious as to other people's thoughts on general guidelines for updating mods. Any types or specific mods that you always completely uninstall old version first, then install new versions? Any types, you try not to uninstall when upgrading?
  14. Got all of my menus fixed. Not sure if all the steps are necessary, but a ran all of the fixes listed in my previous post, then reinstalled (did not uninstall) SKI via NMM and its patches.
  15. Ran ad3d0's and iDeaDMau's fixes. Seems it fixed a few of them but not all, so it may be a solution for you ProJohann. http://www.nexusmods.com/fallout4/mods/14589/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D14589%26preview%3D&pUp=1 http://www.nexusmods.com/fallout4/mods/7393/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D7393&pUp=1 Follow up question for you Sharlikran if you don't mind. Do you think it is possible, a uninstall and re-install of SKE or SKI would work? Forgot to put in my other post a huge thank you for all your modding work and all the mod troubleshooting help you provide. I cannot say enough how much I personally appreciate it.
  16. Thanks Sharlikran. That was what I meant. I'm pretty sure mine is related to uninstalling Tinas Cookiepocolypse, as it is the only one that I've uninstalled, that has scripts that I know of. Obviously not a lot of documentation available for uninstalling that one. I almost certain this is my particular source as the only other settlement affecting mod I'v uninstalled is Repairable Sanctuary. My next step will probably be trying ad3d0's lost category fix.
  17. I have seen the same think. So far for me, I am guessing, it is related to me uninstalling a mod that affects yhe settlement menus.
  18. It is much worse here, trust me. Runtime 1.7.22: http://f4se.silverlock.org/beta/f4se_0_02_07.7z Nice! Thank you for the amazingly fast update.
  19. It appears, with your current experience level, and MO's current state, you would be better served using NMM. Also, your thread title is too vague and you should consider providing your load order in spoiler tags.
  20. Yes how dare Bethesda update their game! Geeze cool your jets, it's not that big of a deal, or just play without F4SE. Or........or, Beth could just allow rollback via Steam. I don't know, sure seems like a simple solution to me.
  21. I downloaded the majority of the mods in this compilation about 2 weeks back and it is a mixed bag. Performance is hurt in random intervals and some of the mods do not seem to do anything and/or are not compatible with latest Fallout version.ÃÃÂ The work Haoswidasee put into it is great but the list is in a sore need of being updated with no longer up to date or under performing mods removed. ÃÃÂ I see where he has mentioned an updated list is in the works but no concrete date or even updates since July. Curious as to which mods you found incompatible with the latest game version and or ones that didn't seem to do anything.ÃÂ I would imagine some of the keyword mods may be incompatible by now. Textures should all work the same. I am removing the marijuana growing mods because they are pretty big and complicated, might want to leave that out.I actually thought it was pretty obvious, the keyword mods would need to altered. I'm usuing about 80%-90% of the compilation as a base, with a lot of extra mods on top and didn't run into any problems. IMO its a very good compilation.
  22. I downloaded the majority of the mods in this compilation about 2 weeks back and it is a mixed bag. Performance is hurt in random intervals and some of the mods do not seem to do anything and/or are not compatible with latest Fallout version. The work Haoswidasee put into it is great but the list is in a sore need of being updated with no longer up to date or under performing mods removed.  I see where he has mentioned an updated list is in the works but no concrete date or even updates since July. Curious as to which mods you found incompatible with the latest game version and or ones that didn't seem to do anything.
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