Jump to content

Deleted3082751User

Account closed
  • Posts

    499
  • Joined

  • Last visited

Everything posted by Deleted3082751User

  1. 1. you need CBBE: https://www.nexusmods.com/fallout4/mods/15 2. You also Need Bodyslide and Outfit Studio: https://www.nexusmods.com/fallout4/mods/25 download em both, install CBBE then Bodyslide and Outfit Studio, via your mod manager of choice 3. now go to fallout 4 root folder (where fallout 4 launcher is located) - double click on the Data Folder - Tools - Bodyslide - Double click on Bodyslide x64 (if you are running windows 64bit, otherwise choose Bodyslide x32) 4. A box will popup asking where fallout 4 is installed to, For Target Game Option: Click on the Drop Down Box and Select Fallout 4 5. if you have fallout 4 installed in the Defualt location on (C Drive), then copy and paste this into the Game Data Path Field: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\ 6. then simply click on Ok - now in the actual program, first click on the Preset Drop Down Box - and Select CBBE Curvy (as an example) 7. now simply click on Batch Build - (Located on very bottom left of the Program) and Thats it, All Done, now the Armor and or Clothing mods you was referring to will now be shaped around the CBBE Curvy Body. also the Female PC (player controlled character) and all Female NPC(s) will now be using the CBBE Curvy Body aswell as the ability to equip said custom armor and or clothing mods. and that is the basics on how to get Custom Body (CBBE) + Custom Armor and Clothing (with bodyslide data) mods to work in game for all Female Characters
  2. Fallout 4 only has CBBE out of them body mods listed, so considering UNP is exclusive to Skyrim, CBBE will be the one you want, (as you are posting this question on the fallout 4 forums) even so i would also choose it for Skyrim as Well, CBBE is far superior, it has higher polygon count, Arguably better default textures (although the textures available for fallout 4 are pretty damn amazing and as such i use them instead such as the 8k Body texture mod), and the Ultimate Bonus Being Bodyslide and Outfit studio, where you get to fully customize your CBBE body, thus allowing you to create females exactly how you like them, CBBE also includes all vanilla armor and clothing Bodyslided to CBBE anyway, so you dont even need to worry about that. as all Vanilla Armor and Clothing will fit perfectly on your new custom body. and then with bodyslide and outfit studio you will be able to bodyslide them to your custom preset as well. case in point, CBBE all the way. for fallout 4, Cbbe is the highest rated and has the most custom armor and clothing specifically made for it. almost all armor and clothing mods are in fact ether made for it or supports it. as for skyrim, i dont know, not played it in a very long time. for the record, CBBE on Fallout 4 Blows Skyrim out of the water. the character models with the ultra hd textures, just looks amazing in comparison. its like going from dvd to bluray. thats a big part in why i stopped playing skyrim, i hate how fake the game looks. with the right setup, fallout 4 visually blows it away. (but thats another topic).
  3. try this: Open Console (by pressing the tilde key), And type: Set Timescale to 20 see if the workshop crashes after that. changing timescale can mess up game and all parts of the game, ie scripts. so my train of thought is, you might be using script injected workshop mods, you also have a mod that changes the timescale to 10, this could effectively mess up the potential script injected workshop mods, thus causing potential CTD
  4. ^^ to be fair the OP did specifically state the workshop dlc ("The dlc pack only, or the workshops dlc to be exactly", which are pretty small in comparison. but yea, the reason bethesda games are so big is because of their dlc, its like 30GB for fallout 4+ dlc, and then only like 8 - 10 GB for fallout on its own, huge difference. and @Op it is not Legitimately possible to get the fallout 4 dlc with out downloading fallout, as the only legit way to get fallout is via steam (that i know of). and their is no option to only download the dlc (especially given the fact the dlc literally requires fallout itself), and not too mention that even if you did find a way issues will be inevitable.
  5. in the AutoExec.txt it needs to be added exactly as below: sStartingConsoleCommand=cl rim 0.0025; gr grid 12; gr scale 0.8 going to assume, because you did not get messages from the console, that would imply you might of not added the sStartingConsoleCommand at the start of these commands ? or try: sStartingConsoleCommand=cl rim 0.0025;gr grid 12;gr scale 0.8 (basically without the spaces) it has been a long time since i done the above so cannot remember exactly how i entered the commands alternatively, just add the sStartingConsoleCommand=bat Test then create a text document called Test, and paste each command into it,as you put in your first quote: "gr grid 12gr scale .8gr maxcascade 1SetGameSetting fCombatMusicPlayerTargetedThreatRatio 1000" without the quotation marks so the autoexec, launches the bat file, meaning the bat file loads immediately on game load, eliminating delay, meaning a higher success rate.
  6. you will need to find the COBJ of all files you wish to move, then for each COBJ change the WorkshopWorkBenchType (this is the Main Workshop Menu for each vanilla Menu, for sub-menus they are done via form lists and keywords.) Note: COBJ = Constructible Object Example: say you wanted to move the Lightbulb from Power (Main Menu) to Furniture (Main Menu) You would do this, in Creation Kit, go to Constructible Objects - *Copy and Paste* this into the Filter Box workshop_co_Lightbulb - double click on it, click on the Workbench Keyword *Drop Down Box* - Change *WorkshopWorkbenchTypePower* to *WorkshopWorkbenchTypeFurniture* For Sub-Menus, you will need to change the Keyword inside the *Lightbulb* Constructible Object Example to put the Lightbulb into Furniture - Decorations, Delete this keyword *WorkshopRecipeFilterResource02Power03Lights* and add this Keyword: WorkshopRecipeFilterDecor02WallDecorations To create your own Custom Menus, you will need to create the Keyword for Each Item, and a Formlist for the items, you would then place the new *Keyword* into the *Formlist*, and then add the *Keyword* to each *Constructible Object* for each item For SKE. you will need to read the main description page, as their is a tutorial found at the bottom of that page.
  7. going to quote my other post: "download this: https://www.nexusmod...llout4/mods/102 place it in your fallout 4 root folder, open fallout4ConfigTool - Click on the Tweaks Tab - Click on AutoExec - Click on Add - and add all of them commands into the AutoExec.txt Document that Pops up, save the document, then back on the tool, click on Save. you should be good to go i have tried it myself with many commands and it worked flawlessly the game has to check all 3 fallout 4 ini files on load, which is likely why it is flopping after the first command, where as using the method above, it will check the commands at the right time, meaning it will have a much higher success rate. because it is an AutoExec document (Auto Execute, has the highest priority), as the game will read it as soon as the game launches, quite possibly before everything else."
  8. i would personally (and have) put BostonFPSFixAIO.esp as close to the bottom as possible (1 above Start Me Up, in your load order). because if a mod breaks pre-combines, boston fps fix will not be able to fix it due to its very low priority (due to being placed right at top of load order). placing it right down the bottom gives it maximum priority, so if a mod or anything breaks precombines it will be able to fix it. and honestly broken precombines, annihaltes fps, so boston fps fix having maximum priority should be mandatory in my book xD for the record, i have boston fps fix, lower in the load order then scrap everything, and both mods work perfectly. 3DNPC and its DLC Addon should be placed much lower in the load order, it includes custom quests, thus requires high priority, i recommend placing it above (Scrap Everything Core.esp) also it looks like you have all dlc, so you would be better of getting Scrap Everything Ultimate, and that way you trade *7* esp files for a Single Esp File (Scrap Everything Ultimate) which most likely contains everything in them 7 esp files. less esp = a more happy game engine. and lastly immersive scrapping + scrap everything sounds like a potential conflict. also yes, you cannot move a master file lower in the load order then the file that depends on it, you must move the file that depends on master file first, then you can move the master file. (as long as the master file is not an ESM file) also you have a few mods that edit leveled lists, Strongly Suggest Downloading Wrye Bash, and creating a Bash Patch (It Merges Leveled Lists), if you want a quick and simple step by step on to use wrye bash let me know. download it here (wrye bash): https://www.nexusmods.com/fallout4/mods/20032
  9. Possible Fix: download bug fixing mods. mods are much more then additional content, quite a few mods in fact fix the game and the many issues it suffers. heres 1 to get you started: Unofficial Fallout 4 Patch: https://www.nexusmods.com/fallout4/mods/4598 - (Fixes many issues in the game) without using mods, you are literally limited to bethesda fixing their game, which will not happen.
  10. in that case it basically same as the above, except this time you add these keywords (for Upgrades, we will use leather armor addons as the upgrades to apply.) so for Keywords add all of these: ma_armor_lining [KYWD:0007FACA] ma_armor_Lining_Leather_Torso [KYWD:00081B40] and for the Parent Slot Attach Point: ap_armor_Lining "Misc" [KYWD:00022821] Note: in this situation the Keywords portion of F04Edit = the upgrades to apply to the armor in question (this essentially allows the Recipe Upgrade COBJ to apply to the armor that these keywords are added to, in this example, this will allow the Bikini to have the Leather Torso Upgrades Added to it.) Note: the Parent Slot Attach Point = is what appears in the Armor workbench, this is what adds the new options in the armor workbench (and as such this is what allows you to pick what upgrade to apply to the armor in question, in the armor workbench, so this is very important to fill out, failing to fill this out means, nothing will appear in the workbench for the armor you have added the other keywords to. Note: i have not tested this, but i am pretty sure it will work, as it is essentially the same as adding ballistic weave above.
  11. ENB and or Reshade, and most will probably also use ENB and or Reshade's Depth of Field to blur out the background, thus also sharpening the foreground, and can also be used to create special fx. the three main things that will greatly effect the image will be: 1. ENB or Reshade (or both as they can be run togehether - both also include lumasharpen, which as the name suggests will greatly increase the sharpness of an image, based on user input, both also include many visual enhancement effects, that can be enabled/disabled, and tweaked, ) 2. High Quality Textures (2k or 4k, ideally 4k) 3. Weather and Lighting Mods and you will want to take screen shots in PNG format, for high quality screen shots, i recommend either ENB, or Msi Afterburner, i personally prefer msi afterburner. (msi afterburner, has an onscreen overlay to monitor hardware, and also includes the ability to take High Quality Screenshots and Even Video Record anything)
  12. @dikr, i have been creating mods with the creation kit for over 7+ years, i know exactly what i am talking about. the majority of the warnings/errors is to do with bethesda own master files. look how many errors/warnings you get just by loading the master files.
  13. first of all are you adding that condition to every scope constructible object (if not, this is what you should be adding it to). or are you attempting to add that condition to the gun itself (the condition should not be added to this constructible object). Example: their is 1 Constructible object for the 10mm pistol (Scope), so as such that condition should be added to that scope constructible object. <-- these are the only COBJ that should have your condition added to them, no other COBJ, so you change the 10mm pistol to the gun you are currently editing. so basically say you wanted to the Recon Scope to not be available for the 10mm Pistol until you have the Recoil Stock, you would do this below: ================= Constructible Object ================= co_mod_10mm_Scope_ScopeRecon <-- this is the COBJ that needs the condition below to be added to ======== Condition ======== Condition Function: HasKeyword Function Parameter: dn_HasGrip_Recoil Run On: Subject
  14. ignore the warnings, the majority of them are redundant, besides you can always check your mod in F04Edit, to double check potential issues, and likewise fix them. the creation kit will throw warnings just by loading it. so yea, just ignore them for now, and go about creating your mod. as said, if you get serious issues, you can fix them using F04Edit, so yea if your paranoid about the creation kit errors, just create the mod, then check it in F04Edit. the Creation Kit Shares the same issues as the Game, meaning both are not perfect (far from it in fact) but they work. you will get a ridiculous amount of Creation Kit Warnings when attempting to load multiple master files, but the mod if done correctly will work perfectly in game, so yea, you can ignore 90% of them Creation Kit errors/warnings.
  15. yes, any setting that is not defined, or present will be set to default.
  16. auto detect will override the settings i mentioned in my previous post. so are these videos after the game auto detects ? if they are, then the settings i recommended has been reset to default, thus meaning you are now running godrays again. anyway, disable all mods, and see if the problem persists, if disabling all mods got rid of the problem, then start enabling 5 at a time, until the issue comes back. the only thing with regards to swapping weapons frame drops, would be if the weapons are using high resolution textures, but it does not look like they are. so i dont know, same as getting fps drops when entering power armour, its like the fps drops is connected to doing specific actions, which is not something i have seen before.
  17. the ones i would keep would be these ones (simply because i run them myself, and are my favorite workshop mods) 1. Alternate Settlements 2. Homemake Expanded Settlements 3. Settlement Objects Expansion as for the rest i either don't recognize them or use them, i do have sim settlements but i have yet to actually use it these are the workshop mods i currently run myself, and are a permanent part of my load order: (my favorite workshop mods) My Favorite Workshop Mods 1. Femshepping's Minimalist Homewares2. Just Some Rugs3. Lovers Luxury Bed4. Alternate Settlements5. Buildable Burning Campfires and Fire Places6. Creative Clutter7. CWSS Redux8. Homemaker Expanded Settlements9. Renovated Furniture10. Settlement Keywords Expanded11. Settlement Objects Expansion and of course my own workshop mod, which i am consistently updating. (click on the link below my post if interested) Note: I would have put spoiler tags for these mods, but they dont want to work at this time. incorrect load order can cause all sorts of issues, such as CTD, Game Freezes, Framerate Issues, and yea probably Stuttering, the majority of this would be caused by Mod Conflicts. with that said, i strongly suspect Godrays is what is causing your stuttering issue, this setting requires a very powerful system, and even then it can kill the framerate and cause stuttering issues, (its a poorly made mechanic/game setting) so what i would recommend is this: first of all i strongly recommend Deleting Geforce Experience, it is classed as bloatware, and will in fact cause issues if used to optimize games, as opposed to offering better performance, it can also have issues with things like an ENB, Reshade, and Basically any Overlay Programs (such as Msi Afterburner). now for Fallout 4 Settings: in fallout 4 Launcher - Tick both Windowed Mode + Borderless Window (ensure that you set the Resolution Back to 1920x1080, as this will change when you click on windowed mode) - then in Advanced settings - Set Shadow Distance to Medium - Godrays to Low - Ambient Occlusion to HBAO (since you have an Nvidia Card, change back to SSAO if its to much) - and the rest is your preference now go here: C:\Users\your computer name\Documents\My Games\Fallout4 Open Fallout4Prefs.ini - Search for bVolumetricLightingEnable=1 (change to 0) <-- this completely disables Volumetric Lighting / Godrays so it now looks like this: bVolumetricLightingEnable=0 i also recommend Disabling Vsync, and Manually Locking the Framerate, this will in turn greatly Eliminate Input Lag, which in turn can also Eliminate Stuttering. to Completly Disable Vsync: open Fallout4Prefs.ini again: search for iPresentInterval=1 (change to 0) now right click on Desktop - Click on Nvidia Control Panel - Manage 3d Settings - Scroll until you find Vertical Sync and change it to Force Off - also while you are here, scroll up to Power Management Mode and Change the Setting to High Performance Mode Save all recommended settings, and now check in game to see if the Stuttering Persists. Note: To lock Framerate, i strongly recommend Msi Afterburner, Download Here: https://www.msi.com/page/afterburner - once downloaded, install it, and rivatuner, now once installed, open rivertuner (the blue monitor with a red 60 displayed in taskbar) - set framerate limit to 60 apologies for the massive unorganized post, my organized posts rely heavily on Spoiler Tags, but since they dont want to work for now, you have a nice wall of text instead, but yea with that said, if none of the above fix the stuttering, let me know, and i will try to assist further.
  18. @gromulos, thanks, i would have just wrote quick and simple step by step (for wyre bash/flash), but yea i will be sure to remember that link in the future :smile:
  19. are sure that leveled list was not connected to another list, as fallout 4 has a few types of leveled lists for the same items, which are connected to each other. so basically many leveled lists are inside other leveled lists, not too mention it has many of the same items in multiple different leveled lists. so disabling 1 of the leveled lists, will not prevent the others and thus still spawn the same item. granted i am basing the maximum of 100 based on skyrim, where that was the maximum value for chance none, i know this because i created a mod that had thousands of custom leveled lists, some of which were disabled via the 100 value, and never spawned in the game so if 255 is indeed correct, then fallout 4s leveled list parameters are definitely different to skyrim, which would not suprise me to be fair, as certain actor values that worked on skyrim no longer work properly on fallout 4, such as the movementspeedmult (movement speed multiplier actor value), which they created a new version of this for fallout 4.
  20. you have too many workshop mods, adding many entries into the workshop, this will definitely cause workshop open delay. homemaker alone adds over 1000 record entries into the workshop. and that mod that adds flags, will be another mod that adds a considerable amount of record entries into the workshop. you also have sim settlements + many addons for it, thats even more workshop record entries (and also heavily scripted) + you also have the other 15 or so workshop mods which also further increases the total amount of workshop record entries. you are not alone with the delayed workshop open lag by the way, every single 1 of us who has an excessive amount of workshop mods all experience this lag (its a small price to pay for ultimate customization, which i personally am happy with, i get a 3 second delay when opening the workshop, with 29 pretty big workshop mods, the lag is a minor, compared to the shear amount of content i get from them). too eliminate the lag, you must get rid of the workshop mods you are not using, and only keep the ones you really like. less workshop mods = faster workshop load. this is an engine issue, not mods. and the lag is present, because the game needs to load every single 1 of them workshop record entries. (this is bethesda's ancient gamebyro engine, it simply is not good enough to load 1000s of record entries at a rapid rate), not only that, but building in fallout 4 was bethesda experimenting with something new, as such it is not a fully fledged mechanic (their is a lot of implications that enforce this fact) this engine has been there since the days of morrowind, with slight optimizations to the engine per every new game of theirs. to offer further assistance i need to know What your system specs are ? to see if the weapon stutter, and even the increased workshop lag might be caused by inferior hardware.
  21. UniqueUniques.esp = Should be near the bottom of the load order (mods that edit or add leveled lists should be placed near the bottom of the load order, these require high priority) Armorsmith Extended.esp = Should be near the bottom 3DNPC_FO4.esp = should be near the very bottom of load order (fully featured quest mods require High Priority) you have few mods that edit leveled lists, as such i strongly suggest downloading wrye bash, and creating a bash patch to merge the leveled lists. Wrye Bash https://www.nexusmods.com/fallout4/mods/20032 if you want a step by step tutorial in how to use this program, let me know as for the crash when using Armor workbenches, re-install Armor Weapons Keywords and Community Resource mod, and allow it to overwrite everything when asked. going to quote my other reply should be applicable here as well "Low Priority Any mod that has an ESM extension, and any mod that is designed to be overridden by other mods, such has community resource mods. other mods that should be plaed higher in the load order are Retexture Mods, Animation Mods, NPC overhauls, etc (Place these at the very top of the Load Order Medium Priority: Any Mod Related to Hair,Face and Body, Lighting Overhaul mods, Weather Mods, Bug Fixes, Gameplay Effects and Changes, Workshop Mods,, Custom Followers, that do not have a fully fledged quest attached to them <-- (Place these in the Middle of Your Load Order) High Priority Mods: Anything you can craft in the Chemistry Lab or Armorsmith Workbench, New Weapon Mods, New Armor Mods, Power Armor Mods, Armorsmith Extended, New Quest Mods etc etc <-- (place these mods at the bottom of your load order) Maximum Priority: Alternate Start Mods, Companion Framework mods (Such as Amazing Follower Tweaks), Mods that Edit Leveled Lists, Bash Patch (Should be the very last mod), and Scrapping Mods, also New Settlement mods, such as Custom Player Homes, Sim Settlements etc etc"
  22. it might be possible via using F4SE Custom Control Map to rebind the keys, however as for making it activate without having to ADS, not sure, as this would most likely be an actual engine mechanic, and as such would not be a simple mod, assuming it can be modded in the first place. i would also like to know this, as i would love to disable the entire mechanic, as i have a funny feeling that the lean mechanic, is the cause for the player constantly running to the right bug. and if so, i never use the lean mechanic, and as such would very happily disable it entirely if it fixes the constant running to the right bug.
  23. the way i understand it is this, (going to use lights that have special fx as an example) for lights that use addon nodes, such as the mirror ball, it uses an index of the nif file (Mesh), so this means, the addon index determines where a light fx should be placed on the mesh file (Nif). i imagine the above would apply to weapons as well, basically meaning, the addon index would be the location of the mesh file, where for example Scopes should be applied to to get the index number, you need to open the mesh file in nif scope. and click on the the gun on nif scope which will highlight the index number of the part of the gun you have clicked on. i will note i do not know how to make weapons from scratch, so this above is my speculation. however i do know how lights work in the game. i could be wrong on this however, as i have spent very minimal time on mesh files, and even less time in nif scope. so basically again speculating here, Addon Index = a List of numbers, that each correspond to a specific part of a mesh file or in this case .Nif File (as the numbers would be found in nif scope) i am pretty confident in my understanding of it, but yea, i could be wrong. so all of this is literally me guessing.
  24. the Chance None parameter is a user defined value that determines the likeliness of something spawning (via leveled lists), a value of 0 = guaranteed to spawn (the game will randomly choose an item from all items in an leveled list that use a value of 0 in the chance none parameter, and then takes the other parameters in to the equation, to finally decide what to actually spawn in game) a value of 100 = impossible to spawn (the game will skip items that use 100 as a Chance none parameter, essentially disabling the leveled list) its basically a percentage based value. just remember that the lower the value you type, the higher the chance that something will have to spawn between all items in this leveled list. Note: this parameter should be read as the Odds between No Chance (first) and Chance (second). (basically meaning, the lower number for No Chance, means the higher the Chance will be) so yea typing 50 in the chance none parameter, means a random item out of all items in this leveled list, has a 50% chance of spawning, if the leveled list only contains a single item, then that item will only have a 50% chance of spawning in game.
  25. first of all make sure Startmeup.esp is at the Very Bottom of your Load Order (Literally as close to the bottom as possible) also this issue can be caused if you select multiple options in the same option (so for example, for the Where Was I option, selecting 2 different places, can cause the loading screen freeze) and lastly this can also be caused by a mod conflict, so again this mod needs maximum priority and as such should be the very last mod in your load order (just 1 slot above Bash Patch,0 if you have it) i have also had this issue happen to me 2 times, 1st time was because Start Me Up was not at the very bottom of load order (which also caused a conflict with another mod i was using), and the 2nd time was for the second statement
×
×
  • Create New...