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Everything posted by Acacophony
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In response to post #75806633. #75806923, #75807088, #75807518, #75809163 are all replies on the same post. I understand that rationale and the importance of testing, but writing up a quick announcement and advisement for everyone to change their passwords would take a few minutes at most. I think everyone would have appreciated knowing sooner. Hopefully this won't happen again, but if it does, I'm sure all of us would appreciate knowing earlier next time. Keep up the good work on this site~
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Nexus Mods/GOG Giveaway - Winner's Choice! #3
Acacophony replied to BigBizkit's topic in Site Updates
Good luck! -
Is there a mod that hides clothing?
Acacophony replied to Skybardus's topic in Fallout 4's Discussion
Hi, I don't know if there is a mod that does that, I haven't seen any. If you're trying to avoid clipping issues, however, I would suggest installing Bodyslide and Outfit Studio so you can edit the clothes so they won't clip through whatever you're wearing over them. For more intense clipping issues, you can probably edit the meshes directly to remove parts of a garment, but I don't know how to do that. -
got a weird problem with LARGE load order
Acacophony replied to Dukoth's topic in Fallout 4's Discussion
That sounds more like your load order is unstable. Have you tried the normal tedius troubleshooting steps? Start disabling things, and launching a test, one mod at a time, until your issue is resolved. Then write down the name of the problem mod. Start enabling the OTHER mods you disabled one at a time and testing between each one to see if it returns. Also, if you're working at this level you probably don't need me to tell you to be really careful with merging mods. Really complex mods like Horizon, Frost, More Smarter Companions, etc that have large changes or intense overhauls shouldn't be combined with other things. -
Good luck, everyone~
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Can Someone Explain What Just Happened?
Acacophony replied to ChefJackButler's topic in Fallout 4's Discussion
Hi there, have you gone ahead and reinstalled F4SE anyway just in case? You may have the right version, but a corrupted file or something. Sometimes things just don't install properly and it's not anyone's fault. If you haven't done so already, I would also recommend going back through the mods you downloaded and checking on two things: 1) That you actually do have the most recent version + any hotfixes or updates the author put on the page that is dated after the main file 2) That the mods you downloaded that are dependent on F4SE have been updated since the most recent F4SE update (I think it was September 23rd) -
Copyright and FO4's sound/music assets
Acacophony replied to Rabidazell's topic in Fallout 4's Discussion
Copywright law is a nightmare that is notoriously unfair to freely distributed fanworks. I'm currently planning my own radio mod and trying to navigate some of this. I think it's ok, because I've heard of other radio mods borrowing music from the base game (such as Magnolia's songs) for use in their station. However, this might depend on how you do it. You are technically not allowed to package any of the base game's files into a mod, outside of what might be automatically included in your .esp from the creation kit. This is why mods like the Fallout Texture Optimization Project can't just post the optimized textures themselves, and instead have to make the end user follow a process to optimize their own files. So I think it's like AGreatWeight said, if you remixed them and altered them enough to count as derivative works, you are more or less protected, but if you repackage the song basically unchanged, that might not be ok. If you want the songs basically unchanged, you might be able to reference the existing files within the game, and that way they are not repackaged. That would be fine. Since this question pertains to Bethesda's licencing agreement, I would recommend going to their official forums, or contacting their customer support, to get the full and proper answer here. -
I will give raising the shadow quality a try tonight but I'm not too optimistic, since I've played hundreds of hours on my currents settings without issues. I'm pretty sure there's something going on with the mod loadout or my texture files.
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My shadows are set to "low quality" which is what they've always been set to, except for when I want to take really good quality screen shots. I can post my .ini files if that might help?
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So I've been playing with the same load order for around 15 hours of gameplay. I have made some tweaks, tried out a couple new mods, but basically kept it the same. I will be the first to admit that I didn't back up my saves before messing with it, which I know is really bad and that's on me. I'm still hoping someone can help me, though. Recently I used NMM's mod profile feature to disable all my mods and create a "clean" profile for testing my own creations. Now that I'm finished, I swapped back to my previous profile to continue my game. I noticed that it didn't actually re-enable all the mods properly, so that might have contributed to this problem. Today I tried out a new mod (1930's retro fashion) on top my current load order, but when I loaded it up into my game, almost all my textures were just missing. The meshes are still there, and it looks like the light scattering information is still there, but the textures themselves are just black. Here's a screenshot of what I am talking about I managed to fix it by uninstalling the mod and then verifying my game files through steam, and that fixed it the first time. When uninstalling the mod by itself didn't fix the issue I figured it must be unrelated, so once I validated my game files and was sure the game was working properly again, I gave it another try and had the same issue. The second time, though, validating my game files did NOT solve the problem for that save. I backed up to an earlier save and things appeared to be fine until I started moving. Some camera angles cause the whole game to snap back into something like the image above, where as others are just normal. This is the case for both 1st and 3rd person. I organized my order with LOOT, made adjustments for individual mods based on the mod author's requirements, and then used Wrye Bash just to take a look at the load order make sure there was no complications. It didn't really require a bash patch that I saw, so I'm not using one. The only adjustment I made was using FO4Edit to sort the master files for a couple mods because they were asking for them out of order. The files I resorted the masters for were: K9TacticalHarnessArmorsmith Extended NightVisionZ_Horizon_Patch_ArmorsmithExtendedScrap Everything - Ultimate Edition Here is my full load order. It is a heavy load and has never been 100% stable. I get random ctds that I can't re-create, but they're not very frequent so I just save a lot. I used to get random ctds like this just with the vanilla game too, just not quite so often, because my laptop isn't the best for Fallout 4. It's worth stating that I also have a lot of texture mods installed that don't end up in the load order because they aren't plug-ins. I suspect my random ctds might just be because of the heavy texture loads, and have been meaning to experiment with adjusting my graphics preferences to see if that helps. and here is my laptop's specs
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Thanks, VlitS. I might end up just scaling down the buildable area to a small space for a single player home, and then building the town around it, that seems like it might be cleaner than totally removing (or disabling) the workshop all together.
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Okay, I read through everyone's replies and I think I followed about half of it. From what everyone is saying, it sounds like it is safe is delete references themselves, but not actors or objects. Is that right? VlitS: If I followed you correctly, I would essentially be making the workbench appear as a bush so it can't be interacted with, but underneath the bush appearance it's still the workbench? Would that also stop people from accessing the workshop mode using the hotkey? Tuning the NPC references from Molerat to citizens is a great idea and I'll probably do that, since I wasn't sure how else to deal with the molerats, unless I just left them and let the town have a molerat attack upon being discovered by the player. I didn't even know you could try to clean a mod using the CK, I though Fo4Edit was the only option for that, so no worries there. I wasn't going to touch layers unless I had to, because I didn't understand what they do in the CK, I'm only familiar with layers in art programs. geekrage: The only thing you said that I didn't understand is "FOedit "sinks" stuff -30.000 when you perform the undelete and disable" on its own." Does anyone mind explaining what that means?
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I'm hoping that by using locations which are just random Taking Point quests (like Starlight Drive-In, Tidings Co-Op, etc) it will minimize the impact on Preston's quest line, since in the vanilla state you can get multiple Minuteman quests at once. However, a mod like this wouldn't really be intended to be used with a Minuteman playthrough anyway, so hopefully that won't be a huge problem for people. I don't think I have the skills to totally rework the minuteman questline to not take those points into account.
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I would like to make a mod that removes some of the buildable settlements and turns them into fleshed out towns and villages. I'm starting with Starlight Drive-In, but I'm totally new to the Creation Kit and modding in general. Unfortunately there's not nearly the same resources out there for the Fallout 4 Creation Kit that there was for Skyrim. I am not sure how to even start. I've seen a LOT of tutorials about how to create new workshop locations, but I haven't seen any references to deleting them. I'm hesitant to just go in and start deleting things, too, I don't want to mess anything up. One thought I had was to set the buildable area down as small as it would let me, and then disable the workbench so that it's hidden, but I don't know if just deleting the workshop and area would be better? Or, is deleting the boundaries of the buildable area even necessary? Any help is appreciated, feel free to assume that I know absolutely nothing about the creation kit and I just crawled out from under a rock, because that's basically the truth. EDIT: I thought today that maybe scaling down the buildable area to a single player home for each town I want to make (kind of like Home Base but obviously still in the exterior cell) might actually be easier and cleaner. Maybe this could also prevent conflicts with the minutemen quests, because a settlement recruitment beacon could be built to satisfy the quest requirements, and then scrapped again. If that would work, I might change the building requirements for the settlement beacon to be free, or something cheap like 1 Steel, just to keep it from being a problem for people who are trying to clear those quests out of their log.
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