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GringoLoco91

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About GringoLoco91

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  • Country
    United States
  • Currently Playing
    Fallout 4
  • Favourite Game
    I really can't decide.

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  1. Basically I downloaded CBBE as well as some other mods back on Friday night and then Bodyslide and a few more yesterday and everything ran fine (aside from invisible extremities on a road leathers reskin). This morning I fire up fallout 4, and upon loading it told me something about content not existing, and I thought it referred to the specific combat armor texture since I THOUGHT I had swapped a texture in bodyslide..upon loading I found none of the mods were active. I exited the game and saw through NMM that all mods had been deactivated. I tried to reactivate all through the green check on the plugins column, but it only selected the top few. It didn't reactivate the others, so I had to check them manually. When I went to open launcher via the button on NMM, steam hung there at "Preparing to launch Fallout 4" and it never did, so I closed it all and restarted the computer. Second attempt I checked my mods, then did the same thing, game came up, loaded, everything was fine aside from some sluggish loading UNTIL I exited my power armor. As soon as I did that, my display crashed and went black on me. I had to forcibly reboot the computer at the power button because I couldn't get the display back up for task manager or anything. I will upload a picture of my NMM showing the list of mods in case someone has run into this before and has seen a conflict between two. I have a feeling there's a conflict between Optimized Vanilla Textures http://www.nexusmods.com/fallout4/mods/1204 and CBBE http://www.nexusmods.com/fallout4/mods/15 and a few other mods involving it and bodyslide because the former requires the sResourceDataDirsFinal equal all this stuff about textures, sounds, interfaces, meshes, etc, while the latter require it remain blank (not to mention NMM did fuss at me about conflicts between the former and the latter on multiple occassions). I'll leave that picture, and I really hope someone can resolve this. Here's my mods loadout as well as sidenotes http://www.nexusmods.com/fallout4/Images/14011/? UPDATE as I went through building a different loadout for a male character that wouldn't include CBBE and some of those, i got the following error message when turning on a crafting mod NMM keeps saying this but optimized vanilla textures says to have all that stuff there. Is what's going on basically like trying to make the game do two different, conflicting things at once?
  2. This is just a question I have pondered since trying out the ghoulish perk. If you up your radiation resistance via a hazmat suit, power armor, radx, etc, by decreasing the amount of radiation dealt to you, does it also reduce the healing you receive from exposure to radiation via the ghoulish perk?
  3. This morning I went to Goodneighbor. And what I did there goes into why I placed this in the spoilers section for those who have not yet been to the Hotel in Goodneighbor, particularly the upstairs. I ran into the Vault Tec Representative from the start of the game. He is now a ghoul, and I convinced him to join Sanctuary. Now as for my reason for reloading. I saved upon leaving Goodneighbor, and a good thing I did. I engaged some gunners outside the Mass Fusion building just outside town, and since I have rank 3 Sneak, I don't trigger landmines, and many times I do not notice them for that fact. so as I was looting the bodies, I saw something from the corner of my screen so I glanced that way and it was the Vault Tec Rep on his way to Sanctuary. Then a second later I heard *beep beep BOOM!*. The poor guy stepped on a landmine that I had overlooked and died. After the sad story he gave me at the hotel, I felt really horrible for convincing him to leave only to die stepping on a landmine just outside Goodneighbor. So I reloaded and after killing the gunners again, quickly rushed into the building so then, to best of my understanding of how the game works, the vault tec rep could make his way to Sanctuary without environmental hazards killing him because those hazards would not be loaded up. I really hope I can see him at Sanctuary because I plan to have him work at a store, you know...given his 200 years of experience as salesman, to paraphrase him. Anyone else have a reason for reloading a save generally based on regrets?
  4. I checked the cache and it's ok, but as for doing the aforementioned in the quote, what did you mean by FalloutLauncher + BAK? Are you telling me to rename various exe files to FalloutLauncher? And by saying that steam will launch the game however many ways it can, are you saying that I need to get it to bypass the launcher with the power armor guy?
  5. I run the following mods installed via NMM: Armorsmith ExtendedCraftableAmmo_plusCraftableAmmo (I think one is the core mod and the other based on quantity of ammo made)Increased Settler Population (IncreasedSettlerPopulation50)EasyHackingWorkshop_PlantersNoObjectLimitAR_AdhesiveRecipesOptimized Vanilla Textures FullCommand and Conquer Interface retexture PipboyFAR - Faraway Area Reform (LOD)Lockpick BarI run Fallout 4 in Spanish on Windows 7 64 bit with Intel i7-3770 @ 3.40GHz, 16 GB RAM, AMD Radeon HD 7700 Series 4 GB It does this now with mods enabled or disabled. I can run the game completely vanilla and it'll do it to me. It did not do this before I started using mods otherwise I wouldn't have been able to play enough to know I would like mods. Fortunately it does not affect my current saves, and I can load early saves of characters in the vault before the final touches if I want a new character; however, I know that this should not be happening. Any ideas why this suddenly started or how I can fix it? One way or another I'll be making a fallout 4 recreation of Three Dog.
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