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Everything posted by damanding
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In addition to making sure you allow adult content and are not blocking tags, its best to learn how to search within the system provided. If you hover on the green files button you get the drop down menu, one of the choices allows you to narrow mods down by category. You can select a category and then search within that category. I suggest using as few search terms as possible, never more than 1 to 2. Also make sure you click on advanced search and search by description as well, not just in the File Name field.
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It's quite likely that you either didn't make the appropriate ini file change or NMM didn't install the mod correctly. My standard copy/paste response to this issue: The latest versions of NMM (from the last 6+ months actually) are really bad about not properly installing and activating mods. Unfortunately they've also stopped supporting it while they work on a new one from scratch. I suggest either switching to a somewhat older, more stable version of NMM or switching to Mod Organizer 2 which has recently started receiving support again with a new developer. 0.61.21 is a decent stable version: https://github.com/Nexus-Mods/Nexus-Mod-Manager/releasesMod Organizer 2: http://www.nexusmods.com/skyrimspecialedition/mods/6194/? Make sure you also followed the ini file instructions to enable mods, this also enables the game to be able to use loose files. It's easy to forget this step in a full re-install because you only have to do it once. I've forgotten myself. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation Mod Organizer 2 is pretty stable and works well, it's what I use. The only issues Mod Organizer has is that it is a little more prone to crash when using external apps like FO4Edit, LOOT, and the Creation Kit. Thankfully though it's more annoying than showstopping. The crashing usually happens when exiting one of those programs and thankfully the crashing seems to happen after whatever changes you made were saved. Even more thankfully, since Le Presidente took over development the exit crashing with other apps has significantly reduced. Guide to Mod Organizer (made for an older version but generally still applicable): http://wiki.step-project.com/Guide:Mod_Organizer
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Occlusion Culling on Settlement Objects
damanding replied to NonameFTW's topic in Fallout 4's Creation Kit and Modders
I would think that as long is your vault isn't just a single block of space but is instead broken up into chambers that roombounds and portals would still be of use, even though it's a settlement vs just a standard interior cell. If you did design it as a single block of space, I suggest breaking it up much like Bethesda did with the Vault DLC location, then it'll be easier to make it performance friendly.- 6 replies
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- occlusion culling
- player settlement
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Occlusion Culling on Settlement Objects
damanding replied to NonameFTW's topic in Fallout 4's Creation Kit and Modders
For a little more understanding on the topic: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained- 6 replies
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- occlusion culling
- player settlement
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The difference is that earlier games didn't have nearly as much content (meshes, textures, and actors) in the cities and once the games got a bit older, more people had machines capable of handling the load. Given the way that Fallout 4 differs from all previous games in terms of how it handles performance issues *and* the cities you mentioned, as well as their surrounding areas are much more densely populated with meshes, textures and actors than in previous games...I don't think most people's computers could handle such a mod. In a couple years maybe that'll change. Even high end machines have performance hits as it is in downtown areas. That's why Goodneighbor and Diamond City are separated worldspaces.
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In addition to very clearly labeled files for download, we have uninstall directions in the FAQ which is located in three different places (mod description, sticky and discussions tab). We also have an article with very detailed instructions on how to remove DLC content for people with some DLC but not all. All of the information you needed was already on the mod page, in more than one easy to find location. But since actually reading seems to be challenging, you'll be pleased to know that our next update (hopefully in a few days) will have a different setup and will be using a FOMOD installer to assist in easier setup. Of course you will still have to actually read the FOMOD installer to select the correct choice.
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If I migrate to NMM will my save break?
damanding replied to MonthOLDpickle's topic in Fallout 4's Discussion
I do recommend using the same load order you had previously which you can find in your plugins.txt. But I've done a full blown from scratch reinstall of Fallout 4, reinstalled (even updated some) mods into the same load order and my save game never even noticed the difference. -
If you narrowed it down you might want to pass along that info to the mod author so they can look at the nif and see if it can be fixed. If it's causing crashing in that sense, the nif may be causing random CTDs in game for end users and be impossible to track down otherwise.
- 619 replies
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- precombines
- occlusion
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How do I move all objects at once in outfit studio?
damanding replied to Fixadent's topic in Fallout 4's Discussion
Highlight all parts in the right side list while holding down the shift key. -
Did you make the ini file change to enable use of mods?
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Scrap Everything is technically better than Spring Cleaning and is still supported whereas Spring Cleaning has been abandoned for a year and a half. Using the console command scrapall can be dangerous and I don't recommend it. Definitely don't use it in places like the Castle or Sanctuary.
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http://www.nexusmods.com/fallout4/mods/21111/? Google is a magical tool.
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I would guess that if you're using NMM it did its normal failure to properly install a mod. You can manually verify install or stop using the latest NMM. My standard copy/paste response to this issue: The latest versions of NMM (from the last few months actually) are really bad about not properly installing and activating mods. Unfortunately they've also stopped supporting it while they work on a new one from scratch. I suggest either switching to a somewhat older, more stable version of NMM or switching to Mod Organizer 2 which has recently started receiving support again with a new developer. 0.61.21 is a decent stable version: https://github.com/Nexus-Mods/Nexus-Mod-Manager/releasesMod Organizer 2: http://www.nexusmods.com/skyrimspecialedition/mods/6194/? Make sure you also followed the ini file instructions to enable mods, this also enables the game to be able to use loose files. It's easy to forget this step in a full re-install because you only have to do it once. I've forgotten myself. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation Mod Organizer 2 is pretty stable and works well, it's what I use. The only issues Mod Organizer has is that it is a little more prone to crash when using external apps like FO4Edit, LOOT, and the Creation Kit. Thankfully though it's more annoying than showstopping. The crashing usually happens when exiting one of those programs and thankfully the crashing seems to happen after whatever changes you made were saved. Even more thankfully, since Le Presidente took over development the exit crashing with other apps has significantly reduced. Guide to Mod Organizer (made for an older version but generally still applicable): http://wiki.step-project.com/Guide:Mod_Organizer
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You're probably thinking of Don't Call Me Settler (DCMS) which has been hidden due to some pretty serious game breaking bugs. It named settlers, had the Burn Baby Burn option that burned corpses (and transfer their contents to workshop), had a feature to have all unassigned settlers follow you and a couple other things. Even if you find it somewhere else I strongly suggest you don't use it. The burning corpses feature is one of the ones that can break your save game. There are plenty of mods already on Nexus that let you scrap corpses including Scrap Everything that do so in a much safer way than DCMS did. If you want the settler naming feature still, this mod is safe: http://www.nexusmods.com/fallout4/mods/23391/?
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Porting assets from one Bethesda game to another is considered piracy and is very much against the rules. Anyone who posted that on Nexus would likely get banned. You're welcome to figure out how to port it for personal use however as long as you don't share it.
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I remembered this morning that it was most likely actually the AWKCR esp that gets overwritten by Concealed Armors not the Armorsmith one, sorry about that. It's been months since I read the FAQ on the mod.
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Navmeshing Exterior/Worldspace?
damanding replied to four2nothin's topic in Fallout 4's Creation Kit and Modders
Once you memorize the keyboard shortcuts navmeshing by hand goes by super fast. -
http://www.nexusmods.com/fallout4/mods/22442
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Look up whatever the quest number is on the Fallout wiki. Then load all mods into FO4Edit, go to the quests section and look for anything that touches that quest number. Remove whatever mod touches that quest.
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Some help with Collision and size
damanding replied to Drohung's topic in Fallout 4's Creation Kit and Modders
There are several videos on how to create collision in 3ds Max that can be readily found with a basic search on "fallout 4 3ds max collision". -
Some help with Collision and size
damanding replied to Drohung's topic in Fallout 4's Creation Kit and Modders
You would need to either reduce the collision of deathclaws or increase the doorway opening in terms of collision. I don't recommend changing doorways unless you already know a fair amount about handling navcuts. Either way you'll need 3ds Max 2013 with the official Bethesda plugin to alter collision of anything. -
Navmeshing Exterior/Worldspace?
damanding replied to four2nothin's topic in Fallout 4's Creation Kit and Modders
Every navmesh expert I've heard has said that auto-generating navmesh will cause more problems and cost more time to fix than just navmeshing by hand. I recommend this tutorial, it's the best navmesh tutorial I've seen and it covers external navmeshing quite well including handling cell borders, how to handle water, slightly sinking navmesh as needed on uneven ground etc. https://www.youtube.com/watch?v=5JGpfOLiLic -
Most likely you're using a mod such as Concealed Armors that packaged an old version of the esp for Armorsmith along with it and overwrote Armorsmith's esp. Reinstall Armorsmith and select yes to overwrite if it asks.