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DontBlnkBadWolf

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Everything posted by DontBlnkBadWolf

  1. This thread maybe 5 years old, but it is still helpful Bad Wolf
  2. Bad Wolf leaving a comment. Hello all.
  3. My question has to deal with The Witcher games. Is Vortex going to handle adding mods to those two games, or are we still going to have to manually download and place the mods in the correct folders? I understand full well that the mods downloaded for The Witcher 3 needs to have a Script Merger ran to merge the scripts that conflict, and a Mod Merger has to be ran for combining textures to keep from hitting that 20 mod limit that CDPR enforced on us. But if Vortex can place them properly, then this will cut down on some of the hassle of modding TW3. Bad Wolf
  4. I'm betting some of the uptick in the downloading of mods is from Bethesda's CC. People learning that some of the same mods can be had from Nexus for free. I can't wait for Vortex, I am hoping it is a good combination of NMM and Tannin's MO. I'm proud to be a premium member. It's like I'm a member of the team without having to show my lack of knowing how to code and such.
  5. I know this is over a year ago, but here is a Sticky from Fores about FNIS and MO ATTENTIONI do not provide any support related to installation/use with Mod Organizer Contrary to the MO sticky post FNIS DOESN'T work well with MO With my new Windows 10 high-end PC I was experiencing numerous FNIS related MO bugs (see instead of writing 0_master.hkx to the Overwrite after FNIS run, MO replaces Vilja/USLEEP mod file). Due to the lack of adequate support and unacceptable reaction from the author of MO I have deleted MO from my system. Therefore I am neither able nor willing to deal with any MO related issues in the future. Please go to the S.T.E.P. forum, or use the Mod Organizer bug tracker modorganizer issues FNIS works best with NMM (Nexus Mod Manager)
  6. In response to post #55840746. #55848856, #55849866, #55851346 are all replies on the same post. I never mentioned "Pester Mod Authors". I find that some mod users have no idea what respect means. Also I find that some mod authors that have been disrespected by mod users, start grouping every single mod user as one type of mod user. Even if a new one, to the world of modding, asks a simple question that may, or may not, have been covered in the descriptions, as a complete and total idiot. And even resorts to name calling in either the mod's read me, or one can see it if they use FO4Edit to merge ESPs. Hell, sometimes it's both. There are even some people, that has nothing to do with the mod itself, posting comments about something that has nothing to do with them. Just because they think they have to defend a mod. I have been guilty of that just twice. When I realized how petty it was to do that, I haven't done it since. And do I have a whole back room of servers? No, so I have no clue about them. I understand the whole part of it using memory only when accessed and storage, I just never considered, or known, the operations of servers have the same basic properties of your run of the mill home computer. So thank you (not being sarcastic, before someone accuses me of being that) for giving me that insight. I understand about the whole mod doesn't require updates because it's not affected by game updates, and the other types you mentioned. I'm meaning the "one offs" that do require updates as the game version changes, and no one is interested in making a patch to make it work and has been completely abandoned by the creator for any reason at all. And did not take years of work because they were created within days or 3 weeks of game launch.
  7. I don't mind the new layout. When it was announced that they were planning a new Mod Manager, I figured the website would get an overhaul as well. Some things that I would like to see are ones that I mentioned before, and it's for the User Download History. 1. Let us choose alphabetical order. 2. The option to remove mods from our history that we know we won't need to download again. (Either because we didn't like it, or it has been abandoned.) 3. This is a new add, now listed in the Download History, "Removed File" needs to already be removed from our history or let us remove it. As for the website in general: I had stated that there should be something put in place to contact mod authors that have not updated their mod in, oh lets say, 6 months. Asking the mod author if they are still working on the mod or do they wish to abandon it. If there is no response in a fair amount of time (what their idea is on a fair amount of time), then that mod is removed from the site. Or they can even make it hidden so if the author comes back to it, it can be visible again. I think that there are way too many mods from a couple of years ago that do not work since they have not been updated, or didn't work in the first place. And in my opinion, they need to be removed. That could free up a ton of server memory on Nexus' end. Just my thoughts. Bad Wolf
  8. What happens when CK CTD after clicking the first file to add in the archive? I'm now trying it for the 3rd time. Following the steps to the letter. 3rd attempt, same CTD
  9. LOL that's funny. That person really thought that a pirated copy of the game would be okay, let alone thought it would be alright to mention it.
  10. I am actually curious, what are the compilation mods on this list?
  11. Please forgive my delay, extra shift were added at my job, When I get home tomorrow morning (around 4:00 am Easter US States time zone) My plan is to start then. I will first be going over what to look for when choosing an ENB, and where to get the files needed to get your ENB to properly run. Until tomorrow morning....
  12. Okay, this is not for FO:NV, this list is going to be for FO4. So please stop the conversation about New Vegas. Or better yet, create your own thread and stop hijacking my thread.
  13. It's actually a combination of the Ram of your GPU plus the Ram installed on your MB. I have the GTX 960 with 24 Gb of Installed ram. Meaning I can safely run it at 18-19k
  14. I know of those mods, I was just hoping for more. I could never understand why a male in reality, would play as a female when there is an option. Oh sure, I will play as a female if the game is Tomb Raider or The Witcher 3. But when you have an over inflated female mod world, it can be boring and less exciting to play the game (FO4), that's why I am taking a break from FO4 and playing The Witcher games.
  15. In order to make this understandable, here are the specs of my home built rig: MB: Gigabyte Z97-HD3 CPU: Intel Core i5-4690 3.5GHz that can be overclocked to 3.9GHz (I have yet to find the need to overclock it) GPU: NVIDIA GeForce GTX 960 w/4GB of DDR5 RAM: 24 GB DDR3 1600 I understand that everyone can't run everything on my soon to be typed out mod list (I will be using the first post as the listing of the mods), but that still does not mean that I am commanding anyone to use only what mods I have listed. There was another list by Haoswidasee, but he has stopped updating. His last update was April 18th 2017, and I was/ am following that. The only messages I get from following his list is from others asking when his next update is, other messages were complaints that he was self promoting his music. I think that he has made his music full time now, but enough about that page & what he is doing. Yes, it does matter how many mods a person can run, the 255 limit is for plugins. I have, at one time, ran 254 plugins with over 300 mods. As you can guess, the difference is from texture mods that do not use plugins. That, many old-time FO4/TES mod users will tell you, is the key to running mods. Paying more attention to the plugins and closely keeping an eye on total mods. Many plugin mods can be combined with FO4Edit, if you don't know how to use it, you should read up on it. Some Mod Creators will even type it in there description or comments on how to go about merging plugins. I myself will list a mod that has like 16 ESPs, but I only use maybe half of them and then combined them into one single ESP. But I will go into more detail on that when I finally have a couple of days off from work, hence the reason for typing July 3rd & 4th (well not really the 4th, more like after midnight on the 5th).
  16. Forgive me for the 11 month delay, with my job's peak season last year (I work for Gatoraid & peak season is already in swing) and me taking a 5 month break from FO4 for a 5 month "The Witcher" series play through, I am now back to the wasteland. And being away not playing FO, it actually helped this list out tremendously, because there is a new type of plugin for mod authors to make and release. I also must say that because of this new type of plugin, the title of this guide should now be: A new guide to installing and running up to, or over, 250 plugins. This will always be a Work In Progress (WIP), because mods may change how they work or work with others (or if I no longer want to use a certain mod). You do not have to get the mods that I have, you (may) have different tastes than I do. I am just making this guide to help you get everything to work. Please note: While I am making this guide to installing and running up to, or over, 250 plugins, I am not saying that this will fully work for you. That all depends on what mods you have downloaded and if those mods will work together with each other. That is up to you on reading each mod's description on the first page of the mod you are wanting to download. If it conflicts with a mod you already downloaded, or plan to load, then it is up to you on if you want to patch the mods so they can work together, or look on those mod page's Files tab to see if there is a patch already made. You could also search the mods to see if someone else has already made a patch and published it. Again, it is up to you to make sure your downloaded mods work together. There a new plugin technique called ESL, in which it's a plugin but, doesn't count fully like an ESP plugin would. And that sounds like a good place to start, so let me discuss ESLs briefly: ESLs: ESLs are "Light" plugins. They should be called ESLMs, because they are "Light Master" plugins, where as they load like a "Master' plugin, but do not count on your mod list like a ESP would. You still have to activate them, and it dose count on your Total & Active plugin lists, but that is where it ends. ESLs are 4Kb or less ESP plugins converted into ESLs. While I do not profess to have any technical smarts to explain further into what a ESL is, I will provide a link that gets into greater detail about them Here, and will copy it below this if you don't want to be redirected. It is from the Creation Kit Wiki. Remember: ESLs do NOT count against your 255 mod limit, but you still have to activate them in order for them to load into the game. I will be taking breaks from typing this guide. When I do take a break, I will announce it on here & I will save the changes I made to this edited first post here, so that people know that I am working on this. When I'm done with my break, I will return and edit my first post (this post). Now onto Mod Managers. At the time of this current edit, on 16 June 2018, there are currently 3 Mod Managers. There is one more under development by Black Tree Gaming (Nexus), Vortex is the name of the new Mod Manager and is under the skillful hands of Tannin. What manager to use is strictly your taste and/or what you are comfortable & familiar with. They are listed below in Alphabetical order: Mod Organizer (MO) Mod Organizer is linked to the Nexus Skyrim website, but it can be used for Fallout 4. Tannin created it, but is no longer supporting or updating since he was hired by Nexus to work on the new Nexus Mod Manager Vortex. I have not fully used MO and only used it for Skyrim LE for a short time. Mod Organizer 2 (MO2) Mod Organizer 2 has been developed by Tannin - ModOrganizer2 Team and currently being worked on and updated by LePresidente and his team. I have not used this one. Nexus Mod Manager (NMM) NMM was developed be Black Tree Gaming and is no longer being updated by them because of the new mod manager Vortex, that Tannin and the Black Tree Gaming team is working on. It is still in Alpha stages, but can be downloaded and used. I am very familiar with NMM & comfortable using it. On to the Manager setup and usage. The setup and usage will be based on the Nexus Mod Manager (NMM). You will also need to download and install 2 helpful tools: Wrye Bash and FO4Edit If I get a chance, I may make a couple of quick videos about them. But feel free to search around on how to use them. NMM Category Setup: You maybe wondering why I am going to talk about the different categories and setting the categories up. It is because I have OCD, and when you look at the screenshots I am supplying, you will see what I mean by category setup. Now that you have seen the screenshots, you see how my OCD can work. If you look at them again you will see that I have them numbered. From 001 Load First to 025 Must Be Last. Another reason on the change of category names, there are mods on the Nexus that are not put into a proper category by the mod author, or they slapped several different tags and it has multiple categories that it could be listed in. Either case is no concern to me because of my renamed category list. Another reason for my name changes, it keeps me from having to use LOOT (Load Order Optimization Tool). LOOT is a good tool to have, if you really don't want to organize your load order on your own. For me, I'd rather do it my own way. Another mod user, Osias192 said: "You're going to hate what i have to tell you..... LOOT for fallout 4 can't really do large load orders, not at all really. I recently had to learn the proper way and manually organize it all myself. HOWEVER, after doing that you'll really notice a difference. My suggestion is to visit https://www.nexusmods.com/fallout4/mods/10844/?=1 and the Armorsmith Extended page, the Mod author posts his load order in the comment section and its a good reference to use with the link. And if case you'll wondering, organizing load order was an all day thing for me..... so buckle in." I wish I could remember which mod user said on a post on a mod the I can't also remember, but it actually makes sense and works, so LOOT is not needed to be used. I am going to quote what was said, and I know I am paraphrasing with this quote since I can't remember who said it and where. "If you load your mods in groups of the same type of mod (Weapons, Armor, Clothes etc), then there is no need to use LOOT. If you follow this method, you should not run into any problems." Also, mod author Statsmakten on his Diamond City mod said the following: "Just want to add that one should always load mods that change worldspace last and in order of scale: 96: Mod that makes tiny changes to a single interior 97: Mod that affects a single exterior cell 98: Mod that affects several exterior cells in different locations 99: Mod that overhauls a huge area with both interior and exterior cells (Like Diamond City Expansion)" So, what mods change the FO4 Worldspace, you may ask? Location mods change worldspace. Mods that changes locations like Sanctuary, Diamond City, Red Rocket, Goodneighbor, etc. Which is why it is numbered 24 on my category list. Alright, now that I got that intro out of the way (I will touch on it again, once or twice, during this mod list post), onto the first step that I will go over. ENBs ENBs can enhance your visual playing experience. All ENBs are different, so when you do a Nexus search for an ENB, it's all about how you want your wasteland to look. Also look into ENB Shadow Boost as well. Since this time around on my current play through, I am not using any ENB, so I cannot say if ENB Shadow Boost is working correctly or not. For each category, I will list the mods (with links) that I am using. I will also, briefly, go over what I consider to be mods that will go into said category. For the description of the mods, what they do, how they work please follow the links to those mods for proper installation instruction. Also, some of the mods I use require you getting F4SE. For reasons as expressed by the creator of F4SE, I cannot link the website on The Nexus. Do a Goggle Search for F4SE and download it from there. You will have to manually install F4SE into your FO4 data folder. As soon as you install F4SE, restart NMM and in the upper left hand corner, you may have to change (from the drop down menu there), from it showing Launch Fallot4 to show Launch F4SE. And you are going to be launching the game through NMM and not through Steam. 001 Load First Why is this called Load First? Because these mods are ESM & ESL plugins that get loaded into the game 1st anyway. So, why not go ahead and put them in the category first so when you install those mods, they will show on your load order first. This is also where I will mention to you that the below mods are not the only mods that designate them as ESM/ESL. As I stated before, I will restate here again, it is up to each of you to research the mod you are thinking about using and find out if it is a ESM/ESL plugin or not. If it is not stated on the mod's description page, then download it, install, then check your plugins list and find out that way. That is the way that I learned to find out if a certain mod was a master or not. The mods that designate them as ESMs are, but not just limited to: Homemaker, Settlement Keywords Expanded (SKE), Armorsmith Extended (AE), Weaponsmith Extended (WSE). I used to use those 4 but, on this playthrough, I am not using them. Nothing is wrong with them, I am just going a different route in the playthrough. 001 - Unofficial Fallout 4 Patch (UFO4P) by: Unofficial Patch Project Team - This should be the first mod you install, but don't let the designation fool you. It lists it as a ESP, but it is actually a ESM. 002 - Armor and Weapons Keyword Community Resource (AWKCR) by: Gambit77 and Valdacil - This is another must download and install if you want to use mods in Fallout 4 003 - F4SE - small description above 004 - HUDFramework by: registrator2000 - Give you the options to change the way your HUD will look through other downloadable HUD mods. F4SE is required to run this mod. 005 - Mod Configuration Menu by: registrator2000, Neanka & shadowslasher410 - The Mod Configuration Menu (MCM), is a settings page for mods! It provides a central location for mod configuration, accessible via the Pause menu. 006 - DEF_WIDGETS_CORE by: Neanka - HUDFramework & F4SE are required. This is second base mod needed to run widgets on your HUD. 007 - Extended Dialogue Interface by: registrator2000 & Neanka - F4SE & MCM are required. You will be able to see every word when you are given dialogue choices during cutsceens. 008 - Advanced Recruitment Beacon by: pra - A radio beacon which turns off after attracting a certain number of settlers. 009 - Achievements by: Expired6978 - Uses F4SE to re-enable achievements while mods are active. Must have this activated before launching F4SE through NMM. Steam Achievements are enabled even with mods active. 010 - Place Everywhere by: TheLitch - Place/build objects in settlements everywhere you want, change objects whatever you like. No more RED! F4SE required. 011 - CCCleaner by: Neanka - Takes everything related to the Creation Club off of the Main Menu. F4SE required. 012 - Caliente's Beautiful Bodies Enhancer (CBBE) by: Caliente & Ousnius - The well-known body enhancer made famous in Skyrim is back for Fallout 4. This really didn't have to be loaded first, it just has a long installation time, so I added it to the Load First category. 013 - BodySlide and Outfit Studio by: Ousnius & Caliente - An easy to use tool for customizing bodies and outfits, creating new bodies and outfits, and converting outfits between body types. If you are installing CBBE, might as well install this right after it. This only counts on your Mods Total, no plugin. 002 HUD and PipBoy Changes HUD & PipBoy Changes category is up next. Here is where I put the widgets mods and anything else that alters menu items and even PipBoy textures. After the first 9 mods, all of the rest of the mods in this category, and other categories, no longer need to be installed in a set order. I will drop the numbering after those 9. 014 - DEF_UI by: Neanka and Valdacil and Old Nick and ParasiteX and sekoms - DEF_HUD is a fully customizable HUD. DEF_INV provide many improvements to Pipboy, container, and barter inventory screens. 015 - DEF_MCM Mods Configuration Menu Light by: Neanka - Part of the MCM family, can't run menus without it. 016 - DEF_MCM Light Official Plugins List by: Neanka - Keep it updated for support all possible mods which probably will use DEF_MCM. 017 - Ammo Count Widget by: Neanka - Tiny ammo count widget for HUDFramework. 018 - Holo Time 2 Widget by: MatrixDJ96 - Widget that displays both in world game time and Real World time. Very useful for players that only have on PC monitor. Break Time, may end it for the night. I know I have not done much, but it was Father's Day in the U.S. spending time with the Family.
  17. Try using Friffy's mod: Just a hairy male body by friffy. Works well, but, thankfully the ghouls still have underwear on with their junk hanging out, it's a weird thing to see.
  18. Good Day ladies; The reason I am addressing you is because all the male modders want to do is create items for female protagonists. There are currently just a smattering of items for male protagonists. I am a male and play as a male, but there is not that much I can have for me to use. Friffy created the male body, for which I use, and there are some (quite a small amount really) of male face presets. I don't think there is anything like CBBE for men, but that would be awesome if there was. In short, I would like to see more things for the male vault dweller, if I knew how to do it, I would do it myself. But I would like to see how a female mod creator views their idea on what a male should look like and what style of outfit they would like to see on men. Bad Wolf
  19. I have jacked up female textures. I also read on Unique Player is NOT compatible with CBBE, so you need to choose which one you want to have and get rid of the other. I'm still working on my problem and I'll get it done eventually, I just wanted to post about Unique & CBBE
  20. Yeah, this is the first time I have every ran across a problem like this. I've had the standard Infinite Loading Screen, or CTD during a loading screen which usually means Load Order issue. But this one I have is a very new thing. No that I'm off work for the next couple of days, it will give me time to virgin install everything.
  21. I built this rig, so I better have admin rights...lol. But all joking aside, things that need to have admin rights have said rights. I am still thinking it has something to do with the missing Strings Folder that is supposed to be there. I have tried running the game from Steam, tried running it through F4SE, I have even tried doing my normal chain start, which is to have the Achievements mod enabled in NMM, then start F4SE through NMM with Steam icon showing in the lower right hand corner to "trick" Steam thinking that no mods are running. ----Update---- So mysteriously the Strings folder is back in the Data Folder, so I thought WTH, try to run the game now......nope, still CTDs at the exact time that the number "4" finishes showing on the screen. There is something corrupted....it has to be. Well, might as well be a discount store and say "Everything Must Go!" and start all over again. Here's to a day & 1/2 of setting everything back up with a clean everything, and I mean everything.
  22. So: I don't know if this has been discussed yet, but I'm sure it has. So Moderators please move this if need be. Getting a CTD right after it shows "Fallout 4" Title screen. Attached Photo of when it happens. I've tried uninstallation of the entire folder that houses FO4. I've loaded from Steam. I've loaded with or without F4SE, loaded with or without mods. I have even tried the trick of deleting the 3 FO4 INI files, no change, still CTD. All mods show green in Wrye Bash. Cleaned UDRs ,ITMs. But I have noticed that the Game Folder for Strings is missing even after reinstallation of entire game installation. This has been going on for about 2 weeks now, I'm already losing hair and can't afford to rip out anymore over this problem/ I am sure this is most likely the reason, but don't know how to get that folder back. So maybe someone can help me figure out this particular poser, I'm stumped ATM. It's almost 8 A.M. here and past by bedtime for work this evening. Bad Wolf
  23. I have a idea for a name of the new NMM: GAAAAAAAAAARRRRRRRRRRYYYYYY!
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