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Everything posted by TreshMek
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Anyone else hate Preston as much as I do?
TreshMek replied to YourDeathWillCome's topic in Fallout 4's Discussion
I feel this way with Tinker Tom's MILAs. He will NOT give breaks between Weathervane quests. -
I'm looking for some sort of "atom smasher" mod that allows in-game deletion of unwanted objects. Of course, I could simply drop unwanted items in a cell that's on a reset timer. But sometimes I would like to have the convenience of knowing that the stray Folders in my inventory won't be bothering me any longer.
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My load order is pretty stable at the moment. Some of the crashes I've encountered so far involve cell-change loading screens. In these cases, the crashes occur when my game begins to load an exterior cell when exiting from an interior cell. Fortunately, game crashes when transitions via elevators have yet to occur... and hopefully should never occur. What mods are often the culprit for these types of crashes? The only mods that I have that bring noticeable changes to exterior cells (via random roaming non-player character spawns) are the War of the Commonwealth mod and the Super Mutant Redux mod. I currently have no reason to believe these two are culprit... so I'd like to have another person's opinion on this just to be doubly sure.
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I'm not talking about NPC behavior overhauls in combat or otherwise. They all work how they should and they all work extremely well. However, these behavior overhauls simply fly out of the window when every enemy from Northwatch Keep to Dayspring Canyon arrives to mob my character. It's pretty much this scene from The Blues Brothers any time my character enters combat in many NPC-dense dungeons. So... are there mods that exist with functions to reduce enemy detection?
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You listed literally everything I've tried except going through FO4Edit. FO4Edit does show me conflicts, but I've got no idea what to do with the information if I've got no idea what I'm looking for. Thanks for the measly help, though. There is something seriously whack going on and I'm set to try and figure this out another time.
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As the title suggests, whenever my game fully loads the area where the character first encounters Preston Garvey, the game will instantaneously crash. What is happening is this: my character walks to where Preston is fighting the Raiders, then the game crashes after a few seconds. Sometimes the crash occurs the very moment Preston appears. Compared to the load orders I've created before, this load order is quite possibly the smallest I've made. It contains, what I believe to be, only the barest minimum set of mods that I've been using as a foundation to develop the rest of the load order. Unfortunately, as I've mentioned, it's already made the game crash upon entering Preston's initial encounter. Irritatingly, Buffout4's crashlog text file does not write anything about the crash. It probably doesn't help that the previous load order I made was last year and there might be some steps that I am overlooking. I do know this: if my load order is crashing the game at Concord, then most definitely it will crash similarly in many other places. I'd like some help here, please. Normally I don't paste my load order list... but, this time, I definitely need some help picking out which ones to scrutinize. My current load order should be small enough to warrant at least a looksee. Here is my small load order:
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I am having a similar issue, but my load order is far smaller than yours: only fifty plugins. For me, it seems like that whenever I enter the cell Preston Garvey initially appears and allows the cell to fully load, the game crashes. Buffout 4 does not even print out anything in its log! The only other possible clue of what's going on (or at least, what I can understand) is this line in the MO2 mo_interface.log file: ../AppData/Local/Temp//fomod/ModuleConfig.xml in this file is incorrectly encoded (Expected document end at line 1). Here is my comparably paltry load order: What I do know is this: if this CTD occurs in Concord, I know this CTD will occur in other parts of the Commonwealth.
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Kind of like how the Borderlands 2 and Pre-Sequel launchers allows the player to lower the FPS cap. I know there is a way to unlock the FPS for unlimited frames, but that is not what I intend to do. So, is there a way to lower the FPS cap for Skyrim SE?
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Here is the issue. As you can see, the 3rd person crosshair has an "item interaction" range that is way higher than the 1st person crosshair. This occurs with any character height, so it has to be some weird issue involving either my character herself or the camera mods I have installed. The two camera mods are SmoothCam and AIM FIX (Lite Version). AIM FIX's Lite version is claimed to not conflict with other camera mods (like SmoothCam) nor do they seem to affect the weird activation range issue.
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Some examples here. Approaching the Temple of Miraak, specifically, causes a CTD. I don't think I have mods installed that overwrite texture files. Should I start with a complete reinstall of the game? Update: I carefully went through my load order and I can confirm that I have only three mods that affect textures and meshes: Static Mesh Improvement Mod, Realistic Water, and CC Enhanced Ore Veins. There are no missing or weird textures on items. The only missing textures are from world geometry.
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I had your exact problem several months ago, too. The above comment has correct solutions and I wanted to add onto it. Ensure Mod Organizer 2 is up-to-date. This issue was the reason my MO2 wasn't able to launch the game at all. An incompatible version of MO2 or an incompatible version of SKSE might be why the Organizer can't even launch Skyrim.Similarly: ensure SKSE is up-to-date and/or matches your current Skyrim version. I know that's a given, but it's always good to check. If the majority of your mods match with Skyrim version 1.5.97 then make sure MO2 uses SKSE for 1.5.97.If you are set on playing with the Anniversary update, then the only thing we can say is to update everything to the latest and/or matching version. 90% of my load order includes mods that haven't been updated to 1.5.97. I don't have the patience nor the desire to update to the latest Skyrim version.
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The Aedrome cell overall in my load order has been a problematic cell for several playthroughs now. During previous playthroughs, exiting the cell would crash the game. With the mod "Enhanced Lights and FX," the game would crash upon revealing the Tamriel projection. Currently, the Aedrome cell will not let me enter its interior at all. I am able to explore the preceding cells without problems. I can even use the "setstage" commands to skip the Oculory section and proceed with the rest of the College questline (apart from a single Labrynthian crash - that will be its own topic). But, upon entering the doorway into the Aedrome, the game CTDs. I know it's a problem from one of the mods I've installed. But I don't think I have a mod that changes the Aedrome cell specifically. I'd like to know if anyone else has this problem and if there is some kind of cause for it. Is a texture missing? Is an enemy being glitchy? Is the cell just problematic in general? Thank you.
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Posted a similar thread on the Steam page. Maybe I can find some help here, too. This mostly pertains to my modded version of the game through Mod Organizer 2. I don't think I have a big load order, so I don't think that's the problem. Of course, the mods themselves take up a lot of space, but they don't continuously take up massive volumes of storage space per play session. I usually play a three to four hour gaming session per day and I noticed that an average of 9 GB of storage is being used up after every session. Today was the the highest I've seen: almost 12 GB of storage was used. I know this can't be from me "oversaving"; the /Saves folder barely takes up a few hundred MBs. Emphasis: the storage buildup is per play session, so I might start with 450 GB but by the end I'll have 441 GB. At this rate, I'm gonna have to start deleting games and other software just to keep my current playthrough going.
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Does a mod exist for Fallout 4 that functions similarly to Disable Follower Collision for Skyrim SE? Best I've found was Move (Get Out the Way). I mean, it works and I'm glad Companions give me more space. But I want complete noclipping through Companions when they are following me. Too many times Doggo moves in front of a doorway for no reason and too many times I slap the s*** out of Piper with a sprinting melee.
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I'm looking for a mod that allows the three basic attributes to increment by themselves after each level up. For example: alongside the +10 points to one attribute, all three would increment by 1. I want a mod like this because sometimes changing up character builds can be super awkward. My current character is super powerful Archmage, but soon I want to turn her into a Boxer-type character. Unfortunately, her attributes are extremely unbalanced (1000+ Magicka, 100 Health and 100 Stamina). At the very least, I believe this kind of a mod would make the transition a little less awful.
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The title might sound "cheaty," but I feel like my mage builds are handicapping themselves. Having the swap back and forth between singular spells is somewhat tedious. Is there a mod that alleviates this tedium? I am using the Ordinator mod. There are several powerful Dual Cast perks that I would like to proc on a whim without having to select spells from the menus. I've gotten used to navigating the menus but anything to speed up mage combat would be nice.
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Thanks guys. But nah, figure it out already. Micmau and Micmau's Shovel are both definitely something from Legacy of the Dragonborn. Considering other items with the same moniker scheme - Arkayn's Bag, Kirianna's Quill, Sands' Torch, etc. - there's no doubt the shovel has a display in the Dragonborn Museum. Unless I'm completely wrong and pulling this outta my ass.