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Deleted3082751User

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Everything posted by Deleted3082751User

  1. just to make sure, you are defintely using F4SE right and Not SKSE ?
  2. what exact changes did you make to the ini files ? also in nexus mod manager, click on the Plugins tab, and ensure that the box is ticked next to each mod. pretty sure the Asteriks next to all of them mods, means their disabled ? (asteriks next to a file name usally means it is missing or deleted, or modified, so thats i why i assume the ateriks either mean their disabled or enabled) and since you say you moved the mods, you will need to link NMM to the new location of the mods: to do this you will need to: Launch Nexus Mod Manager - Click on Settings (the 2 Cogs icon) - Fallout 4 Tab - Click on the *3 Dots* Button next to Mod Directory - and locate where you moved your mods to, click on the folder, then press ok. relaunch NMM and click on the Plugins Tab - the Click on the Green Tick to Enable All Mods.
  3. first of all please use spoiler tags when posting massive comments: [*spoiler] Mods list [*spoiler] remove both asteriks to create spoiler (the majority of people will ignore comments that almost a page big) second of all, LOOT does not sort load order properly, the game has changed since skyrim. Always Manually sort your Load Order, their are plenty of Tutorials Out their, in how to create a correct Load Order. now onto the issue at hand, have you updated to the latest version of SKE, which was uploaded on the 1st of September 2018 ?
  4. all Mods that Requires F4SE will need to be updated for the New Version of F4SE so you simply need to download the updates for all the mods you was using that Requires F4SE same would apply to SKSE To know what mods you are using that Require F4SE go here: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins and take note of each plugin name, that will be the mods you will need to update. F4EE = Looksmenu for example (if you are using it) Note: Plugin = .dll extension
  5. list your mods, and we will go from there, it must be a mod that is doing it.
  6. if i was to use a green mod i would use this: https://www.nexusmods.com/fallout4/mods/1564 i am the type of person that does not like mods that remove the whole post apocalyptic feel, (so that literally means i do not want to see green anywhere, or restored trees, but i have checked that mod and like it, so if you are like me, i would recommend that mod) that mod is literally plug and play, simply download, install, enjoy, no user effort required. in fact now that i have remembered it i might actually install it again. it is a very nice mod.
  7. maybe this mod might be what your looking for: https://www.nexusmods.com/fallout4/mods/21358 includes canopys
  8. yea i am literally waiting for Cyberpunk 2077 (watched the 48 minute gameplay, and i am very impressed to say the least), and Rage 2 there have been no games i have been excited for in the past few years, but Cyberpunk is finally the game i have been waiting for as for Fallout 76, MMOs do not interest me in the slighest, and i cannot even imagine Fallout 76 to be on the levels of Elder Scrolls Online (which was my first and last MMO, i did enjoy it for a while, but it is broken beyond repair for me, and that is from bethesda's parent company, i cannot imagine fallout 76 to be of higher quality, both content wise, and quality control.)
  9. should also bare in mind, that they dont always just update the exe, they have been known to also update the master files, and possibly the ba2 archives.
  10. did you update place everywhere as well, which came out 31 of august 2018. here: https://www.nexusmods.com/fallout4/mods/9424?tab=files
  11. ah right yea, my reply completely refers to merged mods, my bad. i figured they would be the same thing, in that case you can safely ignore my reply :smile: thinking about it, you are correct, although typically merge patches would be used for massive overhaul mods, such as horizon. i had assumed that the merge patch you have was for merged mods (simply because people usually named the merge mods, test - merged patch for example, as per recommendation from using F04Edit to create xEdit patches, which are basically merged mods) and since i did not see any mod that would require a merged patch, i assumed that patch was actually for merged mods. also referring to bash patch for merged levelved lists, that is indeed correct, Tes5Edit did not do leveled lists well, as such this would most likely be the same for F04Edit. not only that but since Wrye Bash is also a mod manager, it would make much more sense for it to be the go to for leveled lists merges, and not only that but wrye bash has always been the go to for leveled lists merges, ever since the Oldrim days, possibly even longer than that.
  12. you're Welcome :smile: also to continue on from my reply, once you have created your custom keywords and formlists, they will then need to be placed in the master vanilla formlist which is this is the creation kit: WorkshopMenuMain simply drag your formlists into that formlist to make it appear in game ;)
  13. "So whenever I load my Fallout 4 or more specificaly F4SE, it tells me something about LooksMenu" Fallout 4 was very recently updated, which means F4SE needs to Be updated, and so does LooksMenu for the new version of F4SE "a Mod I had and have now deleated, but the mod lancher says I still have it" just update it: https://www.nexusmods.com/fallout4/mods/12631 and F4SE: http://f4se.silverlock.org or to Permanently Delete it Manually: 1. Go Here: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data - look for looksmenu, and delete any file named Looksmenu 2. Go Here: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins - Delete any file named "F4EE" doing both steps above permantly deletes looks menu, should resolve your issue, alternatively re-downloading Looksmenu and F4SE should also resolve your issue
  14. should not use merge patches because of form ids, and load order issues (which goes hand in hand). merging 2 different mods or more together will mess up the load order, as said mods should be in different locations, thus overriding other mods, and potentially breaking other mods, but as gromulos said, merging 2 of the same mods is perfectly fine, as they would be placed in the same location in the load order, however with that said, the merge patch should be placed where the merged items would be placed in the load order, for example if you was to merge say textures, you would place the merge patch much higher in the load order, where the other textures should be (as all a merge does is combine mods, so they should be placed where other mods are of a similiar nature in the load order). also where you have placed the merge patch grants it Maximum priority which allows it to override any other mod that would edit the same thing, and also denying other mods higher priority, such as start me up, which requires maximum priority, as it is active immediately. the only merge patch you should be using is Bash Patch for leveled lists. not too mention that .ESL files makes F04Edit merged patches redundant anyway. as the only reason to use merged patches is to override the 255 ESP/ESM limit. the .ESL file format does that and in a non intrusive way (with regards to load order, as they are classed as master files, thus granting maximum compatibility with other mods). you are nowhere near the 255 limit, no idea why you are opting for xEdit merged patches.
  15. script inject is better from a compatibility stand point, but i prefer hard leveled lists edits. and since we are using wrye bash to merge leveled lists, hard leveled list edits would be ideal. so in my case i would always go for direct leveled list edits. the merged leveled list edits created by wrye bash will eliminate any potentional issue with multiple leveled list edits, thus choosing direct leveled list edits better. the only time i prefer script injection is for workshop mods. so basically i would only choose script injection for leveled lists, if i was not using wrye bash.
  16. A potential cause could be that you may have Disabled Vsync and also Not Enabled any type of Framerate locking, just to make sure, go here: C:\Users\Your Computer Name\Documents\My Games\Fallout4 - Open Fallout4Prefs.ini - Search for iPresentInterval and if its set to 0, that means you have Disabled Vsync which also means your Framerate is Unlocked, which could very well cause the issues you are very likely experiencing, as the Game Messes Up after Exceeding 60 fps, more specifically the Havok System, but other issues can arise from Excessive Frame Rate, after all fallout 4 just like skyrim is a console game through and through, meaning it was made and optimized for inferior hardware that at absolute maximum can only push 60 fps. if that is the case, for iPresentInterval=0 (Change to 1) so it now looks like this: iPresentInterval=1 Save and that should fix the issues. if the above is not applicable then proceed below: List Your Mods, and we will go from there. also what do you mean when you say Erratic, as in Framerate Spikes ? what is your Full System Specs ? and lastly, are you running an ENB or Reshade ? Game Freezing and Erratic Behavior. can also be caused by many Potential problems, such as Hardware Problems, 3rd Party Software interfering with fallout 4, Temperature Issues, etc etc Save Bloat is also another very likely cause of Game Freezing and Erratic Behavior.
  17. 1. i prefer nexus mod manager for installing mods (and especially for its ability to add/create categories, which i like a lot, especially as i have manually created all the categories, so i move all the mods i download into the custom categories so i know where to place them in the load order, and also what order they should be installed.), and wrye bash for its ability to merge leveled lists, and to quickly enable/disable mods, and moving them, so i basically use both mod managers simultaneously. but nmm exclusively for installing mods simply because of fomods. wrye bash is primarily used for its ability to merge leveled lists and quick load order management, and mod testing, as it is much faster then NMM with regards to loading and managing the load order, as well as mod testing. i would say both mod managers are equally as user friendly as each other. as for mod organizer i have never actually used it. however for the way i use both mod managers, i have no reason to ever use mod organizer. 2. definitely manually, LOOT is not reliable as it was once for Skyrim. for fallout 4 it is strictly only used to quickly see if any of your mods have issues (as in dirty edits or deleted references, it does not sort mods correctly in fallout 4) however with said, i actually deleted LOOT quite a while ago now, since i now always manually manage my load order, and if their are issues, i then use F04Edit, to check for issues. so i strongly recommend to always manually sort your Load Order, their are plenty of tutorials out their, and i can also help you as well. oh yea, i forgot to mention, Every Time you Change your Load Order, or add more mods that edit Leveled Lists, you will need to Rebuild the Bash Patch, 0
  18. open Console and type: help pipboy 0 note the ids of it, and then Open Console again, and type: player.additem "id of pipboy"
  19. first of all your welcome :smile: now for the Wrye Bash tutorial: 1. download it, once downloaded extract all files, for best results, copy and paste them to your Fallout 4 Root Folder: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 <-- (default location) 2. go to your fallout 4 root folder, double click on Mopy folder, and launch Wrye Bash, scroll right to the bottom of your mods (Left Window) until you find Bash Patch, 0 3. right click on Bash Patch, 0 and click on Rebuild Patch, on the window that pops up, simply click on Build Patch (as wrye bash is pretty good at detecting all mods that use leveled lists automatically) 4. after that simply click on Yes to Activate Patch (or you can simply click on the box next to it, to enable and disable plugins). thats it all done, nice quick and easy, now that you have a bash patch, 0 all of your mods that have leveled lists or edit them, will now all have an equal chance to appear in game, instead of 1 mod overriding the other preventing the other mod from having its content appear in game now Bash Patch, 0. esp should always be the very last esp in the load order, ensure that it always the very last mod, and you will be good :smile: Note: it would be slightly quicker to download the installer version of wrye bash, as that will move all files based on the location you tell it, however i tend to download manually, hence the manual part of the tutorial. Note: fallout 4 root folder simply refers to the location where the fallout 4 launcher is. Note: wrye bash is also a mod manager.
  20. Hi, can you let me know which scripts are known to break with a low timescale ? I ask as I published a mod "SKK Dynamic Workshop Timescale" that automatically adjusts the timescale to 1 when building and I am naturally concerned that the 10,000 active PC and Xbox users may be at risk. does the timescale stay permanently changed. or is it only whilst building, as i was referring to permanently changed, having a timescale set to 1 permanently will eventually break the game (at least that was the case in skyrim, i highly doubt the rules would be any different for fallout 4), especially weather and lighting mods and quest mods. and also by scripts i am talking more like quest mods, less likely for workshop mods though, but it was only a suggestion for workshop mods. since your mod has dynamic in its title, that would suggest the latter, so the chances are slim to none, as again i am talking permanent timescale change. not temporary.
  21. go here: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Presets and ensure their are .Json files (Character Presets) inside that folder, if their is not, then that is why the presets option is greyed out. however if they are, then it could possibly be an incorrect load order issue.
  22. first of all LOOT Does Not Correctly sort the Load Order for fallout 4. 2. open Console (by pressing the Tilde key) whilst the Console is open, Click on your Character and type: unequipall 3. i have never seen that before, both the problem, and the equipment you are currently wearing.
  23. since you are using NMM: go into Nexus mod manager, click on the Plugins Tab - click on the 5th Icon down - export plugin order as text, and then open that text document and paste the information here. once you have done that, we will go from their.
  24. welcome :smile: i am happy to help, if you need any more information, lets us know, otherwise happy modding.
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