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KrZny

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  1. I have never received a notification on the Nexus page that my comment has been replied to as far as I can see... also, I would sometimes just like to know what mods I have commented on since sometimes conversations arent always going to be in reply format.
  2. Some mods need to be made compatible with FallUI and DefUI. Scrap Everything is risky, and can be contributing to any number of issues that can occur. the UFOP, Unofficial Fallout Patch conflicts with many mods, so take note of that. There are a few framework mods that most complex mods will require, and that's mostly it. Be sure to read the comment 'posts' on any mod you are interested in for more details, and read everything the author has to offer, generally Nexus is at least good at telling you "hey! you need this to make this work" but it has its flaws. Im not entirely sure what exactly you are asking for, but this is my go at it. There are a good number of Omods (stuff that add weapons, armor, and other object) that dont require anything else to work, but you must be careful that it wont conflict with any other mods. Generally it goes that if Mod X affects the same thing as Mod Y, then there is a chance everything will go wrong. So the best way to avoid this is the frameworks. I cant name them all, but a good start is to look into Workshop Framework. Settlement Menu Manager, Mod Configuration Menu, Fallout 4 Script Extender (this one is absolutely the most important). Umm, Im not sure about Armor and Weapon Keywords because a lot of mods require it, but a lot of mods require patches to work with it, and it tends to add some amount of bloat to your menus that also probably requires something to make them fully compatible with the Inventory sorters. Im waffle-ing here... My best suggestion is tell us more about what you are looking for or want to do. We can give you feedback on how much involvement is required to make something work.
  3. This looks exactly like what happens when you turn off collision and walk out of bounds. Maybe you have missed something related to the bounds of the cell you are occupying? (honestly I love this effect, and think of it as a temporary magic mushroom trip, I can see how it would be frustrating if it persists. I have seen this sort of behavior in multiple games when it comes to how the world is rendered in out of bounds regions, and this may be related to the game's engine itself.... maybe even your vault is too large? i dunno.)
  4. My issues with presets were (mostly) solved by adjusting load order, I haven't read this thread entirely, but I have had presets made unavailable before and wanted to share what my experience was.
  5. This may be a case that the game is rendering the low poly distant map over the high poly near map, are you using FAR? Is your system capable of executing these LOD changes on the fly easily? Are your uGrids too low or too high? What are your LOD settings like? I havent messed about with too many texture mods, but I have had many instances of the wrong LOD map to be displayed temporarily, however waiting most often fixed this issue. Srry if this is unhelpful, Im just hoping this can point you in a direction that leads to more knowledge.
  6. Wait so, some of the Missing AV Ref objects are actually due to the vanilla pre-comb and so will never be selectable without actually breaking (and maybe rebuilding) the pre-combine? That would explain a lot... except that after all my tweaks, new objects are 'stuck' as it were, for instance using Place Everywhere with Extra Object Selection used to let me highlight things like sanctuary roads, but now it doesnt, and Im rightly confused and taking a fine-tooth comb over my remaining mods in FO4Edit..... I cried last night, and Ive even removed some mods that I otherwise wouldnt have removed if this issue werent persisting.
  7. I use BethINI and integrated it into Vortex. I have tried to adjust INI settings manually but don't know which INI is the master. In your vortex files I think under AppData (the hidden folder under User) is where the actual INI that Vortex uses is, but as I said, I use BethINI and it handles everything fine afaik. I feel you on the not wanting a FOV forced upon you, and I realize saying "this other tool works great" is not the best solution, but its all I got. Cheers!
  8. Have you walked away from Preston Garvey before letting him walk to Sanctuary, but after the deathclaw fight? Dude is needy and breaks companions if you walk away from him when he wants to tell you he's gunna crash on your couch and eat all your potato chips and literally say your house is his.
  9. Is there an option to see if other's (or the author) have replied to my posts in mod discussions on the mod pages? I end up forgetting which mods I am in conversation about, and feel like there must be something I'm missing, or a glaring deficiency in this communities tools. [edit below] I see on my forum profile it says my post count, but my post history has this to say about it "There have been 6 items by KrZny (Search limited from 23-November 20)" but that is such a short period of time, and I see no way to change this range.
  10. I had a similar issue but plonking around in BethINI https://www.nexusmods.com/fallout4/mods/67 eventually worked, originally I couldnt get the game to borderless window to my full resolution, but be careful, there is a setting called "Modder's Playground" which makes a bunch of invisible markers visible, and somehow that got stuck on for a moment even after disabling it, so plonk at ur own risk.
  11. Im fairly new to FO4 and its modding. I have a modest collection of TESV mods (somewhere near 100) and used nexus for a few, but not many. In other words, I'm not completely new to modding in total, but am new to FO4 modding. I have a few mods installed that may be causing some of these issues, but the few I have toggled on/off, and the load orders dont seem to entirely affect this. I haven't really tried to see what the result is on an unmodded FO4, but even if this issue is not present under such conditions, it is still important for me to get down to the bottom of this. Along the way, maybe we can have a deeper discussion on FO4Edit and Vortex, so I can get a fair idea of the general direction I should be looking for solutions, explanations, tutorials, and maybe just better mods that conflict less. Pertinent Mods I have Installed (That most definitely conflict at times) Immersive Cleaning - https://www.nexusmods.com/fallout4/mods/45406 (so far the best performing)Insignificant Object Remover - https://www.nexusmods.com/fallout4/mods/9835scrap_dirt_sanctuary - I believe this is Nilalol's scrap grass, bush, leaves mod on Bethnetsancturary river rework - Another Bethnet mod, cant seem to find the author, significantly changes the river and replaces the damaged bridge with the prewar version.Remove Ugly Flat Trash - https://www.nexusmods.com/fallout4/mods/19711 (I have the Bethnet version for some reason, and do not know if it affects any of Sanctuary)Simply Green Grass (Oh, right, I said significant) There are things that I cant *click* disable;markfordelete in console Some of the objects around Sanctuary that should be able to be selected in the console will not be selectable, even if I scroll back or forward or click wildly. Most of the time it will tell me I must click on something with an av ref, sometimes it doesnt.. The objects are the same ones that are cleaned up elsewhere by Immersive Cleaning, or are selectable in Build mode for the purpose of scrapping. After toying with load orders in Vortex (I mean, how hard is it to develop an interface that doesnt make me want to jab my own fingers into my eyesockets, especially when it comes to organizing information during procedures such as SORTING LOAD ORDERS.... I digress) I think I was able to restore some objects selectability in console and in scrap-mode, though Immersive Cleaning makes it so much easier, but some objects I could select in console or scrap-mode before became unselectable. This really frustrated me when trying to clean the tiny triangle in front of the big tree in Sanctuary... just let me click the hecking bush! So I realize that I probably have conflicts to resolve, and I may hve had one more mod at one point before faffing about with load order. Im not entirely sure which mods are redundant here, and to be fair the inconsistency of scrap_dirt_sanctuary makes me not even want to bother with it when I can just use my hotkeys and toggle console a bunch. What I would like to do is maybe be able to make heads and tails of FO4Edit to be able to suss out either which mods need deleted, or which ones need patched.. So far I have (afaik) successfully patched one conflict^ between two mods, which was a bit of trial and error. I have tried to patch at least one other set of conflicts, but have not gotten anywhere with my initial attempts. I did a bit of poking around here, and have generated very many queries in my quest to make it just work, I figure casting this line could be helpful. Cheers ^There is a mod called Perk Revamp that affects Idiot Savant, and another mod called Autodidact, and I like Autodidact, so I bit the bullet and straight up deleted the parts in Perk Revamp that conflicted and now have no idea whats going to happen if either of the authors update.
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