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Everything posted by Etyneo
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I seem to be having a similar problem, though my mods list is different than yours. Since the 1.7.9 update (and updating my mods and F4SE) any save I try to load with a specific character CTDs with no error message. <gripe> I'd love to see a crash log, but Bethesda hasn't implemented such a feature, even though modding was one of their big selling points... </gripe> Edit: Seems that F4SE itself was to blame, I've noted that they added a new update to adress a savegame CTD issue.
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Fallout 4 keeps CTD when loading a save after update 1.7
Etyneo replied to KittensmithDK's topic in Fallout 4's Discussion
I'm getting the CTD while at Starlight...though it occurs to me that I have one of those Vault-Tec population management terminals there. Going to be a major issue because everywhere I have terminals, they are those ones now (and have been for awhile. Wondering what mods, if any were broken by the 1.7.9 update. Edit: F4SE 2.1 may be to blame, I just noticed that there's now a 2.2 of it that addresses a CTD on savegame load issue. -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
Moraelin, your solution seems to have worked. It's not optimal, but it will do, thank you. I don't know if I'll use the special ammo your mod adds, but simply having the mod active has resolved the issue. Perhaps one or more of the mods I'm using is partially corrupt? Though I still suspect it's a load order issue. -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
I may be able to force NMM to use a specific folder as it's Temp folder and therefore find that settings.yaml thatwas mentioned. I can probably even find the relevant sections of that file and copy them into 2 other text files with the names, "masterlist.txt" and "loadtemplate.txt", but am not certain precisely where these need be placed. Could more detailed relative paths be provided? The files that were linked were placed into both the "Install Info" and the "mods" folders that FOMM created upon install. However, FOMM does not seem to detect them when I attempt to use any of the BOSS related functions. I am currently using FOMM 0.14.11.12 as I cannot find any newer version, though I've seen a reddit post indicating there's a 0.14.11.19 around somewhere. In the meantime, I'll try using the other suggestion of using another mod to restore the ammo lists, since I haven't bothered to look into scripting for New Vegas, and don't want to delve into the GECK or FNVEdit presently. -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
LOOT did not resolve the issue. Unable to find any downloads for the 0.14.11.19 version you suggest, either on the Nexus, or off of it. The closest thing I can find is 0.14.11.12 found here. The GitHub has bugtracker stuff, the source, and precompiled binaries for 0.14.11.12. Should I be looking somewhere else for this 0.14.11.19? -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
I was unable to find the .yaml file you specified, the temp folder from NMM does not exist. However, I found LOOT and have used that, time to see if it worked... -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
I assume you suggest I use the BOSS Auto-Sort? If that's the case, then FOMM is unable to get the BOSS master list (404 error) with the version of FOMM that you linked. Edit: That links directly to an installer, not to a page. -
12 Gauge Weapons Unable To Load 12 Gauge GRA Ammo
Etyneo replied to Etyneo's topic in Fallout New Vegas's Mod Troubleshooting
Would you have any suggestions on what the load order should look like? AFAIK, there are no GRA versions of the 12 gauge shotguns. I also don't seemto recall having the issue on a vanilla install (granted, it's been awhile...) -
These include all vanilla, non-unique 12 gauge weapons, as well as all that have been added by other mods. I know that without mods the ammo will load fine, the questions are which mod is causing the issue, and whether it's simply a load order thing. Speaking of my load order, here it is (exported from NMM): GameMode=FalloutNVFalloutNV.esm=1TribalPack.esm=1MercenaryPack.esm=1ClassicPack.esm=1CaravanPack.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1YUP - Base Game + All DLC.esm=1Project Nevada - Core.esm=1Project Nevada - Cyberware.esp=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Extra Options.esm=1Detect Traps.esm=1Advanced Recon Tech.esm=1Companion Core.esm=1RobCo Certified.esm=1NevadaSkies.esm=1ELECTRO-CITY - CompletedWorkorders.esm=1ELECTRO-CITY - Highways and Byways.esm=1JIP Selective-Fire.esm=1oHUD.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1Lucky38Suite_Reloaded.esp=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - Honest Hearts.esp=1Project Nevada - Dead Money.esp=1Project Nevada - Lonesome Road.esp=1Project Nevada - Gun Runners' Arsenal.esp=1Project Nevada - Old World Blues.esp=1The Mod Configuration Menu.esp=1The Weapon Mod Menu.esp=1CASM with MCM.esp=1Power Armor Training Perk.esp=1Advanced Recon Armor.esp=1Advanced Recon Range Finder.esp=1Advanced Recon Armor-Easier Stealth.esp=1Detect Traps - Traponator 4000.esp=1Detect Traps - Perk.esp=1Advanced Recon Gear.esp=1Advanced Recon Tech.esp=1Advanced Recon Tech - Detect Traps.esp=1Advanced Recon Gear - Project Nevada.esp=1Advanced Recon Gear-Locations Doc Mitchell.esp=1Lucky38MarkerV3.esp=1NCR Ranger Helmet Neck Cover.esp=1RobCo Certified Friendly Hit Fixer.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1WMX-POPMerged.esp=1WMX-ModernWeapons.esp=1Project Nevada - WMX.esp=1WMX-ArenovalisTextures.esp=1courierpowerarmor.esp=1Project Nevada - Courier 6 Armor Patch.esp=1Courier Power Armor - Advanced Recon Tech.esp=1Courier Power Armor - Project Nevada.esp=1Glove_be_gone.esp=1krkED-E Stealth Module.esp=1Mojave Nights.esp=1Holster.esp=1Pip-Boy Light - White.esp=1JIP Companions Command & Control.esp=1JIP Realistic Weapon Overheating.esp=1Radar.esp=1Archimedes2Production.esp=1Minimissilelauncher.esp=1Conelrad 640-1240.esp=1Existence 2.0.esp=1LFox Missing Ammo Recipes GRA DLC.esp=1LFox Missing Ammo Recipes HH DLC.esp=1LFox Missing Ammo Recipes.esp=1MonocyteImplantImproved.esp=1FlashlightNVSE.esp=1Realistic Power Armor.esp=1EVE FNV - ALL DLC.esp=1WMX-EVE-AllDLCMerged.esp=1NevadaSkies - Ultimate DLC Edition.esp=1I do have a few mods that have no ESM/ESP files: Hectrol's DuststormNMC's Texture PackNew Vegas Anti CrashNew Vegas Script Extender 5.0 beta 2.7New Vegas Stutter Remover All mods are as up to date as I can make them. Can anyone help? If more info is needed, let me know. Edit: Swapped out Power Armor Revamped for Realistic Power Armor, no chnge to the issue.
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Good thing I decided to check out this thread before posting this question in it's own thread... I'm using the Playable Children Plus mod found here on the Nexus and am also looking for other mods that would let me wear robes and armor when playing as a child without the 'near naked' appearance since most clothing, armor, etc is not set up to be useable on the child models. The character I'm running now is going down the mage path, so robes are of higher priority to me than other armor and clothing. I do realize that I can probably enchant the children's clothing and shoes found in the chest the mod puts in Helgen Keep, but often times I cannot get the same enchant strength as is found on the mage robes (I can put the effects on, but the strength is usually much lower than the specific mage robes). Additionally, I want the look of the ,age robes. Any assistance would be appreciated. Edit 1: I should probably mention that I do have both Dawnguard and Hearthfire, so it shouldn't matter if the mods found require them.