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rantingraj

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  1. thanks enthusiast for the reply. I think I will use the second option you suggest since messing with the load orders is not doing anything. Would have loved for these popular mods to work together seamlessly with a couple of compatibility patches but oh well. Btw is it me or did mods support each other much better in the good ole days of Skyrim and Fallout NV?
  2. Very helpful so far for deciding load order and for solving the orange highlight from plugins in Wyre Bash. However the problem I have now is that when I check the Bashed Patch that Wyre Bash has created in FO4Edit I see a lot of red entries under leveled lists. I did have a few red lines in a few plugins even before creating a leveled list in wyre bash though. The main culprits for me were AWKCR, Armorsmith Extended and Raider Overhaul WIP. I now also see red entries in other mods like New Calibers, Eli's Armor Compendium, 1918BAR (standalone weapon mod) and LagrieHelmet. All the mods I mentioned above are listed as Masters when I check the Bashed Patch in FO4Edit. The red (dark and sometimes light red) are mostly under Leveled Items and Worldspace and sometimes in other entries like weapons. (Only Leveled List entry in the Bashed Patch under file header however) The game is not crashing or anything but I am seeing certain problems like the abovementioned 1918BAR spawning too much, too many weapons spawning moded for different ammunition calibers but tagged differently so sorting not always being correct for weapons. I am only about 8 hours in the playthrough so I dont know if more problems might crop up if later. Should I be concerned? if yes, how do I solve this? any help will be very appreciated.
  3. Thanks for the reply, using the sort masters option solved all of the orange plugins in wyre bash. Thanks for that. Also, as you say, I am indeed having trouble with Valdacil's mod sorting items correctly but its only with weapons though. A lot of the weapons are tagged and grouped wrongly for example the hunting rifle is tagged as [.308] even though the one I found is modified in game and uses 7.5mm Swiss ammo. Similarly many pipe weapons are tagged incorrectly and grouped together as [.38] even when they use .22mm or .45mm rounds. I have tried playing with the load order but its not solved the issue but I don't think Valdacil is causing the issue. I am using New Calibers which adds a ton of new ammo types and weapon mods plus it (or some other mod) is causing a lot of weapons to spawn modified to fire different ammo than in the vanilla game. I do have compatibility patches for New Calibers - Valdacil plus I have compatibility patches for Valdacil - weapon mods I have plus compatibility patches between New Caliber - Weapon Mods so this issue shouldn't be there. Regardless, can you recommend some way to fix this?
  4. Hi I am using The issue I am having is that the weapons in my pipboy aren't tagged correctly for example the hunting rifle is tagged as [.308] even though the one I found is modified in game and uses 7.5mm Swiss ammo. Similarly many pipe weapons are tagged incorrectly and grouped together as [.38] even when they use .22mm or .45mm rounds. Same goes for the [10mm] tag which also has the 10mm submachine gun which actually fires .45mm rounds. Can anybody tell me why this is happening and how I can fix this? If you can tell me then It would also be good to know which mod is actually causing so many modded weapons to spawn in the first place. P.S If it helps, The 5 other weapon related mods I am using and my entire plugins load order after that is below:
  5. Posted this accidentally in the general discussions section but I am posting here again in case that was not the proper place to post it OK so I am a bit familiar with how to use mods, I have used them back in the day for New Vegas and Skyrim. But have no knowledge of advanced stuff like merged patches and bashed patches. I got FO4 last week and followed the same process for acquiring some mods for it. When I opened Wyre Bash to make a merged patch for my plugins, (I used to make one for skyrim) I found that I have 9 plugins that have an orange tick mark which according to a tutorial somewhere on the Nexus means that the plugins aren't below their masters but they clearly are below their masters in the load order??!?!?! Also, Messing around with the merge patch option in FO4edit, I saw that I have red listing for mods like Armorsmith Extended, AWKCR and Raider Overhaul in the resulting plugin. I have a 2 simple questions A)how do I solve the orange plugins problem in Wyre Bash? and B) will I have a compatibility problem with the mods I have? if yes, then should I bother making one of those merged patches? which mods do I need to merge? I don't know of a way to post the list of mods I have but here's a list of all the plugins
  6. OK so I am a bit familiar with how to use mods, I have used them back in the day for New Vegas and Skyrim. But have no knowledge of advanced stuff like merged patches and bashed patches. I got FO4 last week and followed the same process for acquiring some mods for it. When I opened Wyre Bash to make a merged patch for my plugins, (I used to make one for skyrim) I found that I have 9 plugins that have an orange tick mark which according to a tutorial somewhere on the Nexus means that the plugins aren't below their masters but they clearly are below their masters in the load order??!?!?! Also, Messing around with the merge patch option in FO4edit, I saw that I have red listing for mods like Armorsmith Extended, AWKCR and Raider Overhaul in the resulting plugin. I have a 2 simple questions A)how do I solve the orange plugins problem in Wyre Bash? and B) will I have a compatibility problem with the mods I have? if yes, then should I bother making one of those merged patches? which mods do I need to merge? I don't know of a way to post the list of mods I have but here's a list of all the plugins
  7. Hi I am trying to get Real vision ENB and Realistic Lightning Overhaul mod to work on my vanilla skyrim (since elfx now is only available for skyrim with dlcs) so the problem I am having is that RLO is too dark even in daytime. Hell I start the game and I cant make out the details on the faces of the two companions I have on that wagon (Railofs face I can somewhat see well enough) Since RLO can only be installed manually now, I copy all the core files and the bright dungeons and bright nights files from the optional modules to the skyrim data folder what am I doing wrong??
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