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Everything posted by jimmygitto
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Any help would be greatly appreciated- I get seemingly random CTD's, seems like almost always when wandering around outside. Sometimes it is when I go through a door transitioning areas (requiring a load screen). Is it a reasonable assumption that it's a problem with something that spawns randomly, so it happens when I go into a new area and trigger spawns? It's been happening for a while so it's not my most recent mods. I've just been living with it but I'm finally motivated to try and solve it. Can anyone share methods or ideas to help me track it down, so I can either fix the broken/missing items or remove/update the guilty mod(s)? I know I should probably fix this load order, but I'm afraid... When I've tried before once or twice it caused the game to quit working altogether, and I had to revert to a saved plugins file to play again. Any advice there would be great, too. Thanks. *ArmorKeywords.esm *Homemaker.esm *Arbitration - Resources.esm *CROSS_CosmeticFramework.esm *Damage Threshold.esm *Snap'n Build.esm *SettlementKeywords.esm *DLC_MainMenu.esm *Unofficial Fallout 4 Patch.esp Robot Home Defence.esm TrueStormsFO4.esm *NAC.esm *ConcealedArmor.esm *AWKCR - Automatron.esp *AWKCR - Contraptions.esp *AWKCR - Far Harbor.esp *AWKCR - Nuka World.esp *BasementLiving.esp *QuickEnterFromStand.esp *QuickExitToStand.esp *Dogmeat's Backpack.esp *Power HD Painting.esp *VisibleCompanionAffinity.esp *VisibleCompanionAffinity_AffinityCheck.esp *7igerHuskystandalone.esp *WAYN_CompanionTracking.esp *DD_1x1_Foundation_Blocks.esp *DDP_Bridge_mark1.esp *DD_I_Ran_Out_Of_Funny_Names.esp *DDP_Elevators_mark1.esp *Dont Throw Stones.esp *DD_Columnsandstuff_1_0.esp *DDP_Ramps_mark1.esp *DD_Michael_Faraday_Time_yo.esp *Simple Intersection.esp *Homemaker - SK Integration Patch.esp *Eli_Crafting Shiz 9000.esp *DDP_Lightbox1.esp *DD_bobblehead_stands.esp *PoweredDoorsVanilla.esp *DD_All_the_COncrete.esp *Siles - Vault Poster - PreWar.esp *Workshop_Planters.esp *25% Fusion Core Drain.esp *LongerPowerLines3x.esp *dD-Realistic Ragdoll Force.esp *ImmersiveVendors.esp *Pip-Boy Flashlight.esp *DD_Floor_brace.esp *DD_TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp *Homemaker - Streetlights Use Passive Power.esp *Homemaker - Unlocked Institute Objects SK.esp *NX Pro - Farm Core.esp *NX Pro - Farm Core - Homemaker.esp *NX Pro - Farm Core - No Requirements.esp *SkjAlert_RS+.esp *Stackable Brick Wall Foundations.esp *keyNuker_keys_en.esp *WestTekTacticalOptics.esp *CTHColoredFriendlies-NSL.esp *3dscopes-framework.esp *ASVektor.esp *SCAR-LK.esp *DOOM1911.esp *DOOMBased 1911 LL.esp *ModularKalash.esp *AnS Wearable Backpacks and Pouches.esp *AnS Wearable Backpacks and Pouches - Ballistic Weave.esp *M2216.esp *You Talk Too Much.esp *EveryonesBestFriend.esp *Arbitration - Button Lowered Weapons.esp *mk14.esp *SCAR-L.esp *Automatron Helmets Fix.esp *K9TacticalHarness.esp *Sneaky Kills.esp *SWG.esp *AgentBreaPiperNormalHair.esp *MK14EBR_Apparel.esp *Battery Generator.esp *WIND FARMS.esp *AutoDoors.esp *CROSS_Uni_Headset.esp *BostonBigheads.esp *IWantToBeleivePoster.esp *10mm.esp *SolarPower.esp *mso_sms.esp *SRM.esp *SRM_Corpse6.esp *SRM_Mercenary_Mortal.esp *nvvault1080.esp *powerline.esp *FunctionalDisplays-Collectibles.esp *FunctionalDisplays.esp *FunctionalDisplays-AID-Vanilla.esp *FunctionalDisplays-MISC-Vanilla.esp *FunctionalDisplays-Patch-DLC01-DLC03.esp *NeutralVertibirds.esp *Impervious Power Armour.esp *FO4Hotkeys.esp *CompactCrafting.esp *Snap'n Build - craftable holo-tape.esp *Skibs-WH77Redux.esp *Back Bay Penthouse.esp *DOOMMAC11.esp *DOOMLK05.esp *AzarPonytailHairstyles.esp *LovingCait.esp *FunctionalBridges.esp *LovingCurie_1.0.3b.esp *The Alberich Cloak.esp *DogBed.esp *X13_PerksWithoutSPECIAL-FH-NW.esp *WK-StaggerMod.esp *Finch and Graygarden Elevator.esp *Rebel Camo Pack.esp *Outch Being hit effect double vision.esp *Evan_Modular Kitchen.esp *ReducedEnergyRecoil.esp *CatDecoFloors.esp *Z51_MDroid_XPLevelingLinearized.esp *dinoshelf.esp *dinoshelf_extra_ammo.esp *dinoshelf_retex.esp *AkaWaterWorld.esp *MsRae_Horticulture.esp *MinigunVertipter.esp *CrudeBlowback.esp *CrudeBlowback - AWKCR.esp *CrudeBlowback-1.5xDMG.esp *SlowTime.esp *LoreFriendlySurvivalChems.esp *Binoculars.esp *ManufacturingExtended.esp *Sit Anywhere Re-Done.esp *Home Plate Exterior Revamped.esp *Pet - Call -Feed Dogmeat.esp *DOOMCatalyst.esp *ShezLoft.esp *LoversRings.esp *Death Vision.esp *Nuka-MixUniqueTextures.esp *Training_targets.esp *ShootingTarget.esp *AlternateMoviePosters.esp *LongRangeBulletHoles.esp *DOOMGlock.esp *CompanionAccuracy.esp *CriticalHitsOutsideofVATS.esp *SlipperyChameleon.esp *CleanSettlement Beds.esp *LNDatingMagnolia.esp *Cute Magnolia Vanilla.esp Cute Magnolia Crescent.esp *DatingCuteMagnolia.esp *VisibleWeapons.esp *DOOMDesertEagle.esp *ClassicSniper.esp *ClassicSniperVisibleWeap.esp *ClassicSniperSounds.esp *ClassicSniperCombatScopes.esp ClassicSniperLLchanges.esp *LightboxPower.esp *DLC_MainMenu_Handplaced.esp *FH_PATCH_Full.esp *CW_PATCH_Full.esp *AM_PATCH_Full.esp *NW_PATCH_Full.esp *Friffy_Holstered Weapons.esp *Holsters & sheaths.esp *SurvivalOptions.esp *WastelandBillboards - Small.esp *TreePlacementFix.esp *Move (Get Out the Way).esp *PortableRecycler.esp *RemoteExplosives.esp *RU556.esp *RU556AWKCR.esp *MK_CanteensofCommonwealth.esp *True Legendary Enemies.esp WoodenPrefabsExtended.esp RepairSanctuary.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp DarkerNights.esp *BetterSettlers.esp *BetterSettlersNoLollygagging.esp *BetterSettlersCleanFacePack.esp *SettlersRename.esp TrueStormsFO4-NukaWorld-FH-Compat.esp WET.esp Minutemenoverhaul.esp *Wastelanders XM2076 by giggity12345.esp *TrueGrass.esp *NAC-NukaWorld.esp *NAC-FarHarbor.esp *spacefiddle_Follower-Stealth-Distance-Fixes.esp *870.esp *Skibs-WHMk22Redux.esp *Armorsmith Extended.esp *Mercenary.esp *WearBothRings-LR.esp *Survivalist Go-Bags_AE_AWKCR.esp *Tactical Flashlights.esp *Tactical Flashlights - Settings.esp *Armorsmith All DLCs Patch.esp *Armorsmith L0rdOfWar.esp *Tactical Flashlights Armorsmith Patch.esp *ConcealedArmor.esp *Weapons of Fate.esp *CompanionsGoHome_A.esp *CBBE.esp *SettlementPrivacy.esp *InsElevator.esp *Rebel Backpacks.esp *MakeshiftBattery.esp
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Does anyone know if the [pretty ridiculous] visual effect of dust that gets kicked up by NPC's (especially companions) walking around can be turned off? Even on dirt it looks absurd, but it happens all over surfaces that aren't loose or dusty at all. Kills me.
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Visible Weapons Mod working with Backpack Mods
jimmygitto replied to jimmygitto's topic in Fallout 4's Mod Ideas
vandrade, check out my photos if you can. I got it to work!! But I got sidetracked from my foray into modding by, you know, life, so I never developed it as far as I wanted and didn't learn how to package it to upload. I was pretty psyched though! And frankly pretty proud of what I managed to do. I couldn't believe how versatile the strap setup was, it worked out well I thought. And I worked out a broken down sniper rifle!! (I'm a million miles from doing animations though... But I can deal with that.) I got the physics to work too, they sway with the pack. Thanks for replying, by the way, I couldn't believe I was the only one thinking about this! -
This may be an easy one for someone that knows Outfit Studio. I am just learning. I am trying to combine some objects from a couple different nifs, and when I edit bone weights to match (so the combined objects would all move together in game), it inverts all the related objects around the y-axis. Wtf??? I can't figure out any reason it would be doing this. But I started over a few times and it does it everytime, as soon as I repaint the weights. Anyone know what would cause this, and how to avoid it? It's killing me.
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I have only recently starting trying my hand at modding, basically by trying to tweak other mods in ways I'd like to see. It's super interesting and satisfying so far. But I have a quick question I'm hoping someone can help me with, regarding Outfit Studio. I've made versions of the weapons I like to use as apparels in some other mods, and customized them to fit with some back packs. But for some reason, only certain nif file components show up in the game. My two examples are Doom's SCAR and LtCommander's DKS sniper rifle. Some versions of the nifs in their mod packages work fine, others show up invisible in the game. For instance, I load the weapons and rearrange them to fit the pack like I want. Then I load the suppressors for both of these weapons and place them and save them, but they don't show up in the game. For the life of me I can't figure out the difference between the ones that work fine, and the ones that show up fine in Outfit Studio but are then missing in the game. When I load components into Outfit Studio and then export the new combination into a nif, why do only some parts show up in the game?? I've found a few video tutorials that got me started, but I'm having a hard time finding one that starts from the beginning explaining the technical details. Thanks in advance for any help.
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So, I know you were all worried about me... I bit the bullet and did a reinstall. I had to move a bunch of stuff temporarily to my D: drive to make the room. Fallout started, but- As I feared, NMM now won't open. From the tracelog it looks like it has to do with game mode dll files not finding dependent CSharp file??? Everything I copied over I put back, so I have no idea what's causing that. And I just learned the Nexus isn't helping troubleshoot NMM anymore, what a shame. Here's one of the errors from the tracelog: Checking: Fallout4.XmlScript.dll Cannot load C:\Users\Erb\Nexus Mod Manager\GameModes\Fallout4.XmlScript.dll: cannot find dependency AntlrUtil, Version=1.1.6229.34892, Culture=neutral, PublicKeyToken=null It says this for 9 or 10 of these dll's, even the ones for other games. Thanks again everyone for your help. Maybe you have some ideas on how I can fix this, and get NMM up and running again? Anyone know what that dependency is?
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Argh. Makes no sense. But of course it wouldn't be the first time for that. It's an awfully weird coincidence that this happened the day the update came out... With no other changes. (None!) Thanks everyone for your help and suggestions. I guess maybe I will try to reinstall. Unfortunately I'll have to delete Fallout 4 to make the necessary room for... Fallout 4. This is crazy. If I save my entire Fallout 4 folder and copy it back after reinstalling, then all my modding stuff should work just fine, right? But honestly, I can't understand what could have changed, so how do I know that won't start this problem over again. NMM folder should still work? Save over my My Games folder too I guess (with ini's and my save files). And my App Data folder. And whatever else I'm forgetting. Dammit, man. Maybe I should take this as a sign that I've played too much of this game and need to get on with my actual life...?
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Ethreon, I appreciate the reply. You've helped with comments in the past, I appreciate it. But - and I know people say this all the time - I didn't do anything. There is nothing I could be doing wrong. I played the game the day before the update, and then the day after when I launched Fallout, Steam popped up saying I need to install. "You are about to install Fallout 4." In the past, Steam has updated Fallout automatically (which itself is annoying, honestly), but not like this. Is this not how the update went for you all? If not, what could possibly have happened? L3s7ing, how did the update prompt for you? It actually says "disk space required 34428MB." ???
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Does this "update" come on as a required "install"? Mine won't let me play the game at all, says I have to install, and needs all those GB's. I don't have a massive hard drive and I have software (like CAD) I can't delete, I actually don't have the room for all this ridiculous space for this. Does anyone know a workaround, so I can keep playing without installing? Because as it is I guess Bethesda just dictated that I can't play the game I paid for anymore. I emailed Bethesda, but their help was less than meaningless, it was aggravating. They wouldn't even answer if this was update-related (it must be, right?) or if something has gone wonky with my game. They said I needed to do a complete reinstall, which just cannot be the case. I've finally got a heavily modded game reasonably stable, and I do NOT want to do that and have to reinstall/re-tweak everything. Plus I'm not even sure I'll have the space to do that anyway, with this stupid update. Can anyone help? Is there any way to just play the game again and avoid this install/update?​ I don't have F4SE installed, I've tried offline mode (says I can't play without installing), I tried removing the ini's (like Bethesda said to do, for some reason), tried launching from the varios exe's and from NMM, it won't let me do anything without installing. PS - Does anyone else find it absurd that you can't just buy a game, play it and be happy? How can they force this crap on you, and make it so this game you like to play, that you paid for, is now unusable unless you have a good internet connection and a couple hundred bucks worth of hard disk space?
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Man, this crap is annoying. I got all excited by your good idea, and wondered why I didn't think of that... but it says "game is not ready to be played in offline mode." So did you all not have to do an "install" with this update, am I the only one?? Doubly-annoying, I sent a message to Bethesda's support just asking if they could explain why it's saying I need to install a game I just played yesterday or tell me how to circumvent the update (have I mentioned I don't want it!!), and they just emailed a stupid default checklist. "1- update your drivers, 2- delete your ini files." I tried to tell them that specifically not affecting my ini files is the whole stupid point. (I mean, it's definitely not the whole point, but it is a part of the whole point about not doing an update I don't want that is more than likely going to gum up a game that is working just fine...)
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Why in the world do they make you do these?!? I don't want an update, I just want to play the stupid game I paid for?? I really can't believe it's the case, every time I think "I must be missing something." Do you really HAVE to do it? Is there no way around it? And it's not saying "update" it's saying "YOU ARE ABOUT TO INSTALL FALLOUT 4." Not only am I worried about the stupid amount of disk space, I'm worried it's going to screw up my heavily modded ini's and settings. Not to mention how so many people are describing having serious issues with the update. Do either of you know if I can do an end-around (without F4SE, I don't have it)? Is there any chance my computer just went dumb, or is this "install" the same thing as the forced update? So annoying! Thanks in advance.
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This is an idea I'd love to create for FF7CloudStrife's great MM2216 mod. I just found jkoroll14's great retextures for this, including a carbon fiber and a "ghost skull" that are both very cool. I'd like to make a unique variant of the M2216 using the ghostface skin, and have it be held by the boss of the Northernstar, the Norwegian ghouls, or in a locked case there. It could be called the Sp0kelse, maybe, which is Norwegian for ghost. (Or something else more clever than that... There's a lot of potential I think. Death, Death at Sea, Harbinger, Reaper, Mariner... Surely something relevant translates into something cool in Norwegian...) Perhaps easier than that though- I'd love to have a version of these mods that lets you mod the gun in-game with these skins. So, I'd like to ask if a modder out there could do this, or tell me how to? I am a complete greenhorn with FO4Edit and I'm not exactly confident I could do either of these. I was wondering if I could try to make a copy of the original and rename it, and have it pull the retexture, so FF7's original would still be available in-game. And I thought I could then add them both to a leveled list or two (very rare though!). But I bet this would be easy to gum up. Any thoughts?
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That's perfect, thanks a ton! I'm already using functional bridges, actually, and it's great. I really appreciate it. I think I'll get the home plate one too... with it's grill bonus! Thanks a million to you and your team. The hound on a spit is gnarly! I love me some mutant hound chops, but after seeing that I may find another rad-reducing meal... :)
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I second this request, it would be great to be able to build these where you wanted. The lift at thicket excavations could be probably be used by a competent modder to make another lift option, too.
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Just would like a craftable normal stove that can be used as a cooking station. As it is, I place the grill-with-pot cooking station on top of the stove I put in my kitchen, but the animation for that makes me sit on top of it... Also gets hung up sometimes when entering/exiting the animation. The default stove cooking station option looks pretty awful, it would be great to be able to use the craftable kitchen stove instead.
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Any mods that let you keep settlers out of your house?
jimmygitto replied to erich's topic in Fallout 4's Discussion
PS- DDProductions craftable elevators is one of my favorite mods too, for this very reason. -
Any mods that let you keep settlers out of your house?
jimmygitto replied to erich's topic in Fallout 4's Discussion
I have tried most of these methods, but I still get dumb npc's breaking into my fort. It's elevated, has locked doors, minimal seats, and also has ramps I can move so there is no navigable path, but idiots still teleport in there from time to time. I put the items I really care about it a small locked vault on the highest level, that they are less likely to get into. (By the way I highly recommend the Auto Doors mod with craftable keycard controlled locks, it's great.) What you can do though is stand behind them, click them in console and type "tc" (toggle control), and then walk them out of your building. You can go into workshop mode while controlling them, so you can select/deselect walls and such to create a direct path out as you go. I take some satisfaction in making them walk off my third story balcony and hearing them complain upon hitting the ground... You'd think that'd teach 'em... -
I am about to start another playthrough, and I was thinking of mods I wanted to add for a new go-round, and I remembered seeing a mod that added this reference to a billboard somewhere. But I can't find it now! Does anyone know if it was removed? Bummer, if so. I was looking forward to the surprise of seeing where they put it.
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Have you seen Crossbows of the Commonwealth? Not an upright bow (as the name would indicate), but it's cool.
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The game has no drop and no velocity (or rather infinite velocity...) for ballistics. But, there are mods that add more realistic ballistics (like Weapons of Fate), that add velocity and drop. In those pages there have been discussions about range-finding, a lot of requests. Personally I'd love if an additional level of Sniper perk would allow you to adjust your scope for distance if you wanted, and/or you could craft range-finding binoculars or weapon attachments, and if the recon scope would display range and do the adjustment automatically. (Maybe the same delay mechanism that locks on the fire-and-forget missile mod could be used.) This combined with mods like Weapons of Fate would make this game significantly more fun/immersive/challenging.
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Maybe the grenade mechanic and 'trigger' could be used, so they could fire independently? Or just have it default to alternating fire for the animation, and halve the fire rate for the mechanics. I just laughed to myself thinking about requesting a mod to turn your pistol sideways for the intimidation perk to work...
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Shacks, do you have Snap n build and Homemaker mods? Can't remember if you mentioned that already or not. I'm actually not sure which one of those gives the concrete walls I used, but I think it's Homemaker. But they snap together super easily, so if you're using those same ones, I'm not sure why they wouldn't snap for you. (Perhaps place in red is jacking it up for you?) I'd give it a go with your save file, but there are a few logistical questions about trying that. One, I'm not sure nexus mods let's you send such large files through the messenger, but I guess we could do email or a file transfer site. But more importantly, if you have mods installed that I don't, and then I load your file, the things from your mods might be gone when I save it again and send it back to you. For me, the 1x1 pieces snap very easily, and the concrete wall pieces snap together easily when I place them on top of the 1x1's (or anywhere, really). Are the 1x1's snapping together easily? My original plan was to make my perimeter just with them, but I liked the grey wall and barbed wire look. If you get really desperate, you could place the pieces as close as they'll go and then push them together with the modpos console command. A lot more tedious than snapping, though.
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Thanks for the help clarifying, damanding. Meant to come back on here and answer Shacks further. And you made a good point, because I actually have never used placeinred. (I've thought about it a bunch, of course, but I'm a wuss about the script extending, I just have this fear it risks instability.) I did the wall you see in the pictures just the way you described. The 1x1 pieces actually place and then snap together really well, props to the mod author. (DDProductions, if I remember correctly.) They are a staple for me, I use them for a bunch of stuff. So you can just cruise along in a line placing them, then come back and cruise along with fence pieces on top of it. Or you can just use the foundation pieces as your wall, I did that in a few strategic places and it looks pretty good. In one corner of Sanctuary I made concrete walls for my two buildings and just made them integral to my perimeter. Shacks if you have any more questions or need any more tips, I'll check back here soon. Also we can do something with your save file if you really want, but probably not necessary. I put a couple more pics up of the rest of the perimeter if you want to look.
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I walled in my Sanctuary with the mod vonBennett is talking about, if you want to see it I uploaded a couple photos to my profile page. I also tried to post the pics here but the 250kb limit is annoying. I used the 1x1 concrete foundations (another mod) to make a level base, so they'd snap easily and be straight. You can also use those to make a walking platform behind the wall, or turret stands. Didn't take too long, actually, and I'm pretty happy with it. I have four lockable gated entries. May post some more photos later.