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Everything posted by ff7legend
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Nexus Mod Manager focus group needs more help
ff7legend replied to TheTokenGeek's topic in Site Updates
In response to post #39909305. #39910355, #39912505, #39913875, #39914805, #39915370, #39919085, #39928575 are all replies on the same post. I, myself, don't use Profiles at all. They're bugged/glitched & the more mods one has installed, the more likely for something to go wrong. Just ask tonycubed (SOT Team member) what can happen when switching profiles with a large mod list like his. The 0.60 update was far too radical & completely destroyed many modders' mod setups/game installs in their entirety. I don't want to have to deal with that risk yet again, hence why I'm posting about not wanting to play Russian Roulette when it comes to updating NMM yet again. -
Nexus Mod Manager focus group needs more help
ff7legend replied to TheTokenGeek's topic in Site Updates
In response to post #39896255. #39896665, #39896755, #39897085, #39897480, #39901260 are all replies on the same post. The Virtual Install feature is bugged beyond belief. I keep getting failed mod uninstalls after updating mods to the latest updated versions ever since NMM 0.60.3 was released. I've posted this issue in the NMM Bugs Forum but it has yet to be fixed. It's even got a Hot tag next to it seeing as how there are many other users besides myself with the very same issue. -
Nexus Mod Manager focus group needs more help
ff7legend replied to TheTokenGeek's topic in Site Updates
I seriously hope this upcoming update won't be a radical one like the disastrous 0.60 update was. A lot of modders, including the SOT (Sands of Time) Team, lost their entire modded Skyrim setup due to the aforementioned radical update. I really don't want to have to play Russian Roulette with future NMM updates. -
Crashing on reload after dying. :( help please.
ff7legend replied to sophiextime's topic in Fallout 4's Discussion
I had this issue but was able to fix it via deactivating (NOT uninstalling) all mods in my mod manager & deleting all leftover folders other than the Strings & Video folders in my Data folder. Upon deactivation of all mods in one's mod manager, there should only be 2 folders (Strings & Video) left inside the Data folder. Once this was done, I re-activated all mods in my mod manager once again. This also fixed a nagging CTD on start-up issue I was having as well. The issue lies with leftover mod files from previous versions of one's installed mods inside the Data folder. Getting rid of these leftover files should fix the issue like it did in my instance. I know it's a pain but it's the only way I was able to fix the issue you all are experiencing. Chalk that up to buggy/glitched mod management software. Hope this helps. ff7legend P.S: Also, make sure the Strings files (There are 3 files for each supported language in FO4; choose the 3 Strings files that match one's native language & extract them from the .BA2 - Main archive(s) of any/all DLC you have) for the DLC are present inside the Strings folder. If these files aren't present, CTDs can & will occur. You need to use the following utility to extract the Strings files from any/all DLC .BA2 - Main archives (DLCRobot - Main.BA2, DLCworkshop01 - Main.BA2, & DLCCoast - Main.BA2) in your Data folder: www.nexusmods.com/fallout4/mods/78 For whatever reason, Bethesda chose to pack the Strings files into the .BA2 - Main archives for the DLC, which can't be read properly by the game. The vanilla Strings files are in loose format & located in the Strings folder as they should be. Makes no sense but manually extracting them using the above utility fixes the issue. -
Here's how I fixed everything other than Shadowboost still not working: Back up your loadorder.txt/plugins.txt & save them to a back-up location. Open your mod manager & deactivate all mods (DON'T uninstall them). Once that's done, navigate to Steam/Steamapps/Common/Fallout4/Data folder. There should be only 2 folders left (Strings & Video) after deactivating all mods using your mod manager. If there are any folders present other than Strings & Video in your Data folder, delete them all. This is what's crashing the game. Left over mod files that aren't being used by the game & yet are still being read by the game for whatever reason. Mod managers have a bad habit of not removing all mod files from the Data folder, which needs to be addressed in future releases/updates. Once your Data folder has been purged of all leftover mod files, open your mod manager & reactivate all your mods once again. Restore your backed up loadorder.txt/plug-ins.txt files back to their original location (C:\Users\your name\Appdata\Local\Fallout4) & fire up the game. Your CTD issue should be gone as long as you deleted all the aforementioned leftover mod files from your Data folder. Also, make sure all the Strings files for the base game/any DLC you have installed are present within the Strings folder. If not, you'll need to use the following utility to extract them from the main .BA2 (DLCRobot - Main.BA2, DLCworkshop01 - Main.BA2, & DLCCoast - Main.BA2) file into the Strings folder. Hope this helps.
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I seem to have fixed the ENB issue but Shadowboost still causes a CTD on start-up. I'm running the stable release (1.5.157) & F4SE 1.13 (FO4 1.5.157-compatible version of F4SE). Shadowboost will not work even after I set my target FPS, which is 5 FPS below my default FPS (60 FPS on a 60 Hz screen). Yes, I have v-sync enabled & yes, I have iPresentInterval=1 set in Fallout4.ini/Fallout4Prefs.ini, both of which are the default settings. At least I got ENB working, though Shadowboost still refuses to work despite following the instructions in the description (Downloaded/installed the latest binaries for Shadowboost & downloaded/installed the Configs file on the Shadowboost mod page) on the Shadowboost mod page.
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Was running the 0.307 Binaries, then rolled back to the 0.291 Binaries since the 0.307 Binaries didn't seem to get along with F4SE very well. Having the same issue with the 0.291 Binaries as well. Ever since the 1.5 update, ENB will not work properly at all. Everything was fine until Bethesda screwed everything up with their broken 1.5 update. I do not run beta Binaries at all due to the risk of bugs/glitches. Shadow Boost by Alexander Blade has this same problem with CTD on start-up when running F4SE, which is essential for a couple of mods I'm running (Looksmenu, Achievements). Removing all traces of ENB/Shadow Boost gets rid of the issue. There's a conflict between ENB/Shadow Boost & F4SE that's causing a CTD on start-up. I've pretty much given up on running ENB/Shadow Boost altogether until something is done to make them run together with the broken 1.5 update.
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I'm at my wits end here. For whatever reason, I cannot get ENB to work properly at all. Anytime I try to launch the game with F4SE installed alongside ENB, the game CTDs on launch. No, I don't have any overlays or antivirus running when launching FO4. No, I don't have any missing/out of order masters since I always check for said issue via running my entire load order through FO4Edit in an effort to scan for said issue seeing as how FO4Edit will alert me with a Fatal Error, which it does not. Please help. I've tried everything & still, the game CTDs on launch with ENB installed. Had this same issue with Skyrim a ways back. F4SE just doesn't seem to get along with ENB period for whatever reason.
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It seems the dreaded memory allocation issue that plagued Skyrim for so long has carried over to Fallout 4. I've had the dreaded IFLS (Infinite Loading Screen) & freezes (controls lock up/sound plays/Windows Task Manager shows Fallout4.exe as "Not Responding") hit my game recently. Bethesda really needs to ditch the recycled game engines/Papyrus that date all the way back to Morrowind (16 bit Windows 2000 equivalent coding/programming). This is 2016, not 1999/2000. Has anyone else had the aforementioned issues & are Bethesda/the F4SE Team aware of said issue?
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In NMM 0.60.5+, there is a nasty bug that causes NMM to throw the following error: "Failure - Could not delete mod" with no further explanation or tracelog.txt file. I've reported this to the programmers & they can't seem to fix it. In the Forums under Bug Reports, it's even listed as a Hot topic seeing as how several other users are having this same issue. The error/bug comes from the addition of the "Delete Mod Permanently & Uninstall" option that was added in NMM version 0.60.5+. Anytime this option is selected, the aforementioned error message has a chance to pop up, forcing me to navigate to the Games/NMM/Skyrim/Mods folder & delete the mod manually, which then prompts NMM to throw a message saying there are missing mod files. Of course this is due to my manually removing a mod from the above directory but what choice do I have when NMM won't uninstall mods properly half the time? This needs to be fixed at some point. Also, the newer versions of NMM take an eternity to install larger mod files at times. Yet another issue that needs to be fixed at some point. I have Windows 7 Professional x64 with 64 GB DDR4 RAM in my machine & it should not take up to half an hour to install a mod using NMM on a machine with that much RAM in it. Maybe you all should consider releasing an x64 version of NMM for those of us with x64 OSes? Other than that, the newer versions of NMM seem to be working as intended.
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In response to post #35733887. #35739592, #35749657, #35751840, #35757740 are all replies on the same post. Gb is not the same as GB. Gb stands for Gigabit while GB stands for Gigabyte. Two very different things/terms. Gb is a measurement of Internet download speeds while GB is a measurement of data storage/capacity. My 60 Gb/sec internet connection enables me to get up to 8 MB/sec download speeds when the Nexus sites are working right. It helps to have a cable internet connection & a high-end Netgear wireless router (Nighthawk X6 AC3200 Tri-Band WiFi Router by Netgear) to connect to while at home. I pay a reasonable rate for my internet while my router was extremely expensive but well worth the investment.
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There are times where I can't even reach the Nexus sites at all. Downloading ins't so much an issue for me as getting the Skyrim Nexus page to load up at all is. I have a 60 Gb/sec internet connection & all other sites load like they're supposed to. Nexus however doesn't want to load at all & this has been going on since at least yesterday.
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In response to post #35671887. #35672757 is also a reply to the same post. That's what I thought & yes, I own both games along with all the expansions/DLC for both games as well. Thanks for the info Rioplats. Kudos to you.
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I assume one will need BOTH Morrowind & Skyrim installed on their machines (legal copies of both) along with each game's DLC/expansions in order to play Skywind, correct? Also, Oblivion is getting the very same treatment, though it's nowhere near as complete as Skywind is. This is great news indeed!!!
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Just updated F4SE, Shadow Boost, & FO4 to the latest versions & my saves load up with no issues. Only time will tell if everything works like it's supposed to & hopefully, the new patch doesn't break anything that was working before. Still need a fix for the Rapid Reload perk when wearing Power Armor & the earthquake-like shaking screen bug when companions are wearing Power Armor though.
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Unusually long load times addressed in Fallout 4 Beta Patch 1.3.47
ff7legend replied to SirSalami's topic in Site Updates
In response to post #33545770. #33545865, #33564765 are all replies on the same post. All my Bethesda games are spread out across 2 SSDs & loading times are 15 secs or less in most cases with my extremely high-end desktop PC. I have plans to replace my 2 TB HDD with a 2 TB SSD late next month, which will set me back $700.00. Well worth the investment for the massive performance boost when gaming alone. SSDs are a MUST in this modern gaming PC age. Games are only going to get bigger/become more memory/resource-hungry in the future & SSDs will help lessen the time it takes for games to load. Even on console, SSDs are a near must-have. I have an SSD in my PS3 with plans to add one to my PS4 as well. HDDs will become obsolete as SSDs get cheaper in the very near future. Might as well invest in an SSD sooner rather than later. -
Hopefully a mod or utility comes out that fixes that annoying script. Why Bethesda chose to not allow the various PA frames to level up with the player like Skyrim's loot system is beyond me. I have 2 full sets of X-01 Power Armor with a third set missing the legs. I want a mod that allows for crafting one's very own X-01 Power Armor sets out of existing lower level suits using in-game resources like Adhesive, Copper, etc. That would be nice so I could craft a set for each of my companions besides Dogmeat (for obvious reasons).
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Still no fix for the Rapid Reload perk bug that forces me to have to constantly unequip/re-equip any ranged weapon when wearing Power Armor or the shaky earthquake-like screen bug that occurs when companions are wearing Power Armor though.
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Screen randomly shaking like an earthquake
ff7legend replied to ff7legend's topic in Fallout 4's Discussion
No addictions but I do have Piper in X-01 Mark Vi Power Armor though. Is this what's causing my issue & if so, how do I fix it? Thanks. -
If you can afford it, I strongly recommend going with an Nvidia 900 series GPU. I'd go with a GTX 970 or higher. I run a 4-way SLI setup using 4x GTX Titan X GPUs but those are quite pricey ($1K apiece plus tax & shipping). Go with whatever you can afford but I personally recommend at least a GTX 970, if you can afford it.
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In response to post #30278725. FO4 functionality in NMM will be added in a future update to NMM. Said update isn't likely to come anytime soon though. The NMM programmers have to figure out the inner workings of FO4 & since it's a brand new game, that will take awhile. Hope this helps. Peace.
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In response to post #30252385. #30253160 is also a reply to the same post. Thanks for the clarification vertex23. I didn't join the PC modding scene fully until March 2013 when I made the switch from the disastrous PS3 version of Skyrim to the PC version. I'll likely wait until the CK is released before I start modding FO4 though.
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How are mods coming out for FO4 when the CK for FO4 doesn't even come out until sometime next year? I'm very confused about this. Not that I'm complaining but I am curious as to how modding FO4 is even remotely possible at this point in time. Let's hope Bethesda learned from the bugfest that was the Skyrim CK & fixed the issue that would cause mods to have deleted navmeshes.
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Fallout 4 already has issues. A reviewer was doing one of the side missions & got stuck inside an elevator. Seriously, Bethesda needs to fire their QA team. There's no excuse not to catch game-breaking bugs like getting stuck inside an elevator in-game. Makes me wonder just how many other game-breaking bugs lurk within the world of Fallout 4.
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In response to post #29990190. #29994420, #30004085 are all replies on the same post. Skywind won't be out for a very long time either. They've been working on that project for years. That very same team working on Skywind is also working on Skyblivion, which is Oblivion ported over to the Skyrim engine like Skywind is Morrowind ported over to the Skyrim engine. It will be years before said projects are done. Beyond Skyrim has been under construction for nearly 6 years & will likely not be released for several more years. Beyond Skyrim: Bruma was supposed to be out by Summer 2014 & has yet to have an announced release date. I seriously doubt that will be released anytime soon either. By the time any of these mods are released TESVI will have already been announced or released. I just hope Bethesda doesn't botch the launch of FO4 like they did Skyrim on PS3. I'm a former PS3 owner of Skyrim & made the switch to the PC version going on 4 years ago due to all the horrific issues the PS3 version is stuck with. Never again will I buy a Bethesda title on console after what I had to deal with on the PS3 version of Skyrim. Regardless, TESVI will no doubt be released before Skywind, Skyblivion, or Beyond Skyrim due to the sheer size/scope of those mods. I give it a max of 2 years before TESVI is announced &/or released.