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MissingMeshTV

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Posts posted by MissingMeshTV

  1. Concealed Armor installs on outdated version of Armor Keywords that will cause CTD...usually at an armor workbench. Make sure it hasn't overwritten yours or reinstall Armor Keywords and let it overwrite what you have.

     

    Confirm you are using the "basic" Decent ENB...not Decent ENB Plus. The Plus version (last I experienced) came with a version of ReShade that caused CTD when used with F4SE. Look and see if you have a ReShade directory in your game folder. If you do, remove or rename it (so it isn't loaded) and see if that helps.

     

    I doubt that would be it since the ReShade/F4SE conflict generally crashes the game before the main menu loads but thought it worth mentioning as I've seen people mention Decent ENB when they actually meant Decent Plus.

  2. I could have sworn that there was a mod that added something like a bar, which was populated by a rather large number of unique recruitable settlers, I think they had biographies and stuff.

    It wasn't the mod I was looking for at the time so I moved on, but now that I'm getting into settlements I'm wishing I'd made a note of the name. Anyone know what I'm referring to?

    Thanks

    Sounds like maybe you're thinking of The Radiant. Awesome mod, well worth checking out.

     

    Along the same lines there is Settlers of the Commonwealth, equally great. It's by the author of Tales from the Commonwealth, bus as if yet is not available on the Nexus, only from the author's site.

  3. I was going to mention what LoneRaptor suggested as one of two options, but didn't type fast enough. :smile:

     

    Another option is:

     

    1. BEFORE launching the CK to create the archive for your mod, rename the Data/Textures folder that has the loose texture files you don't want to include. You can add "AA_"
    to the front of the folder name, or anything you want. The renaming is only temporary so it really doesn't matter.

     

    2. Launch the CK, open your mod. Because the Texture folder has been renamed, the CK won't load and use those loose textures.

     

    3. Create your archive, quit the CK.

     

    4. Go back and rename the texture folder to the proper name so the game will load the modded textures when you want to play the game.

     

    Personally, I prefer this method. Because the textures don't get loaded, you don't run the risk of missing something when you remove files from the file list. It's not likely to happen if you only have a few textures to worry about, but if the CK loads lots of loose textures, you can run the risk of not removing something that shouldn't be part of the mod.

  4. Besides the Data folder, you'll also want to back to the following directories that I haven't seen mentioned yet:

     

    C:\Users\<Username>\Documents\My Games\Fallout4 (This has all your saves and .ini files)

     

    C:\Games\Nexus Mod Manager\Fallout4 (this is where NMM stores the install archives it uses, caches install data and a bunch of other data...make sure you back this up. Pretty sure this is the default location...this is where my NMM folder is anyway.)

     

    C:\Users\<Username>AppData\Local\Fallout4 (this is where your plugins.txt file and load order data is stored. NMM will need this to know what mods you want active and what your current load order is.)

     

    All this assumes that C: is your main drive. If you have this data stored on a different drive, substitute your drive letter.

     

    If you're using Win10, you can use the File History feature to automatically back up these locations to an external drive on a regular schedule. Doing so has saved my bacon more than once and made it much easier to migrate to a new machine.

  5. Not to sound harsh, but the notion of putting “pressure” on Mother Bethesda to produce a "better" CK made me chuckle.

     

    Not to sound like a cliché, but they literally give us an editor out of the kindness of their hearts and they likely do spend as few resources as possible on it. They are under no obligation to make it "better" nor even continue to offer if for their games. Is it perfect? Hell no. Giving them constructive feedback on how to improve it is one thing, but thinking you can "pressure" them to do so is a bit far fetched since it is software they really have no real or incentive reason to keep supporting from a business standpoint.

     

    It sounds like you are having some of the same frustration a lot of us have had during our first few hours with the CK. But once you spend more time with it, learn the quirks and how to work around them, it does get better.

     

    First off, the CK relies on the game engine to do just about everything.The engine is coded to work within a very specific file path, so it only makes since the CK works the same. It’s not the software just being "stupid." Do you really want it pulling files from all over your system? I don’t. Work on enough mods with enough custom assets and you’ll begin to appreciate the file structure it uses when it comes time to pack archives for your mod. There are many ways to tailor your workflow for testing and dev. It just takes a little planning.

     

    I’m going to guess the reason you can’t open certain mods and you get a “Multiple Masters” error is that those mods have multiple DLC or other .esm files flagged as masters and you haven’t edited your .ini to allow loading multiple masters. WHY this isn’t set by default IS something that’s pretty stupid but easy to get around.

    If you don’t already have a CreationKitCustom.ini, create one. In the file add:

     

    [GENERAL]

    bAllowMultipleMasterLoads=1

     

    That will allow multiple master files to be loaded.

     

    You’ll want to add this to the CreationKitCustom.ini rather than the CreationKit.ini to prevent it getting wiped away should the CK get an update and replace the CreationKit.ini file.

  6. Some feedback on uploading mod images using the new site format...


    I’ve just uploaded my first mod using the new site format and wanted to offer some feedback on the functionality of the new site in this regard.


    Overall, I didn’t really notice much difference then the upload process front the old site (not necessarily a bad thing) but did feel it offered a much cleaner and logical progression through the process. The progress tabs/icons at the top of the page will likely be helpful to first-time uploaders to get a sense of how far they are from completion.


    The one thing I struggled with was image uploading and and setup. The actual upload process seemed to be much smother and faster, and the instructions were clearer than the old site.


    My beef is with how the new site handles arranging the images you add to the mod page. I tend to add lots of images to my mod pages and want arrange them in a very specific order after uploading. The new site makes that extremely difficult and tedious.


    Previously, I would have been able to click-shift on a range of images and drag and drop to arrange them on the screen simultaneously. That functionality seems to be missing. My muscle memory action of attempting to shift-click on a range of images to drag them instead opens it in a new browser window.


    If there is a way to rearrange multiple images simultaneously that differs from the method the old site, it would be helpful to have that added to the top of the page.


    It would also be helpful if the “View Image” function of the thumbnail on the media page for a mod was removed and replaced with the multiple select/move functionality of the old site. The new thumbnails are large enough in size that if you are adding images to your mod page you can get a good sense of what the image is without needed to open it in a new window. The “View Image” function in this instance seems redundant to me.


    A related function that could use some improvement is the inability for the page to scroll when dragging an image from the bottom to the top of the page. With the old site, when an image(s) was( were) selected they could be moved up and down the page easily and the page would scroll accordingly. This did not happen for me with the new site. I had several images I wanted to move from the bottom of the page to the upper rows. I was forced to move each one individually as far to the top of the page as I could, then release the mouse button to temporarily put it into a new position so I could scroll the page up to move it again. In all cases, I would loose track of the thumbnail and had to go hunting for it so I could continue to scroll it up the page one screen length at a time. This was an extremely time consuming and frustrating process. What would have taken me seconds on the old site took a good five minutes on the new one.


    Since I was doing all this early this morning prior to having coffee, it’s entirely possible I just stumbled past all of this functionality and would be happy to be admonished for missing it. If however, the functionality I mentioned is indeed missing, I hope the dev team would consider adding it back as the new design is refined and tweaked.

  7. The kind and amount of testing will really depend on the type of mod you are making. A heavily scripted quest mod will obviously need a more rigorous testing regimen than a LooksMenu preset or texture replacement, as examples. Along the lines of what SKK50 said, if your mod interacts with quests you’ll have to take a more through approach.


    COCing from the main menu is good for testing during development as a way to quickly test things as your mod dev progresses, or just to have a quick look at how something looks...to make sure you have all the walls of a room properly aligned with no gaps, as an example.


    I mostly do player homes. I can get away with this sort of testing because I don’t do anything with quests...beyond those that I make to do simple, functional things for the mod, such as adding the players name to a bed. Most of my in-progress testing during development is done this way. It’s a good way to easily and quickly test changes I have just made, and get a general sense of how/if things are working without worrying about if something is being affected by a game save. I have a bat file set up with some basic inventory items I can add if needed. This sort of testing may not work for a mod that is more complex quest or script wise...it really depends on the mod.


    Bu you do not want to rely on the COC method as your only testing. I’ll COC into the cell(s) I make or edit during the course of development as described above. But if you are going to share your mod, you really need to do some gameplay testing.


    Testing with multiple installs is always a good idea, on totally different computers with varying hardware specs if possible. I test on a low end potato laptop, a mid-range tower and my high end “main” machine. You get a much better idea of how the mod will perform with different hardware configs. Have at least one install and/or game profile with no mods or ENB installed to test with.


    For gameplay testing, I have a character created with no mods active, only DLC active with a save file made just after leaving Vault 111. I also use with an older save of my "main" character for some initial testing, with my current mod list activated. It’s also a good idea to test the mod with a higher level character to see how your mod works adding it mid-game. Just because you clearly state a mod should be use only with a new game doesn’t mean people will actually read or heed your advice. Starting a whole new character might also be required, again, depending on the kind of mod you are working on.


    I make my mods for myself first and foremost. I’ll test them as outlined above, use them with my main character(s) in a separate game install than my "dev" install for a while. When I think they solid enough to share, I’ll upload them. You will of course develop a workflow that best suits your own habits and preferences.

  8.  

    How do you get Steam to install a second copy of the game? Temporarily rename one so it can't find it?

    Exactly. Rename the one, then have Steam verify the files. Since there is nothing to verify, it will just do a fresh install. Once you do that, provided you have the drive space, you can back up and archive that new folder and then just copy it if you want another install. I'll also periodically back up and archive my entire game folders to external drives "just in case."

     

    FROST is all loose files, unfortunately.The chances of something not getting deactivated or activated properly is pretty high. I've watched several FROST Let's Plays and I'm amazed at how many people have the game break because their profile switching has gotten borked...Raiders showing up in FROST when they aren't suppose to exist yet, for example.

     

    It does take some getting used to doing the folder rename dance, but you do get used to it. And like I said, I feel it's well worth the extra fuss. The only real cost is storage space and a little extra time. Consider giving MO2 a spin at some point to see if you like it. It has it's faults, but profiles just work infinitely better IMO than NMM since MO2 doesn't touch your game's Data folder.

  9. You shouldn't need to start over...you can use the Undelete and Disable function in FO4Edit. It will undelete the refs, set them to Initially Disabled and I believe will place them in -Z coordinate out of the way. Not certain about the last bit since so always do this manually.

     

    But yeah, you never want to delete vanilla refs. Set them to Initially Disabled and move them below ground/floor level. If another mod looks for a ref you've deleted it can cause CTD among other issues.

  10. Personally, I find the profile functionality of NMM to be abysmal. I would not recommend using it for anything on the scale of FROST.


    I actaully have three game installs and use MO2 for two of them. I’ve been using NMM with my “main” install for so long, I’m hesitant to migrate away from it as it is the one I use for mod development.


    In addition to my "main" game install that I use for mod making, I have an install exclusively for FROST and mod testing, and another for normal gameplay with various load orders. MO2 is used for those. MO2 isn’t without its quirks, but it does a far better job of handling multiple profiles. I also like the fact that it can be installed in a “portable” setup so that all the files it needs are installed with the game folder. If I need to backup the game or move it to another drive, I just move the folder and everything goes along with it. Nice and simple. MO2 handles profiles so well IMO that the third install might be overkill, but I prefer to use an overhaul on the scale of FROST in an isolated environment. I also make mods and prefer to keep my dev install separate from my gameplay installs. Plus I have the storage space to spare.


    Having multiple installs does require a little folder name change dance every time you want to switch installs. My “active” install is of course labled “Fallout 4.” My others are generally labeled “Fallout 4-FROST”, “Fallout 4-NEW.” Depending on what I want to play, I’ll change the folder name accordingly. Steam doesn’t care which open you use as long as it has the proper folder name. If you are using installs on multiple drives (as I do) you’ll need to set up the alternate directories in your Steam settings.


    I also set up a unique Saves folder for each install and name/rename them in the same manner as the game folders. It makes more sense to me to keep the saves for each install environment separate. Lastly, if I’m using one of my MO2 managed installs I’ll go into my C:\Users\Username\AppData\Local\Fallout4 directory and rename my plugins.txt file that NMM uses. It will eliminate the chance that MO2 will read it and muck up your load order...which happened to me the first time I tried this.


    I know it sounds like a lot of shuffling, but to me it really is worth the effort. All my games are clean, stable and nothing from one install conflicts with anything else. I can spend more time playing and modding and less time tracking down load order issues.


    All that being said, there was a batch file in the Tutorials and Modder’s Resources section that will do the folder name swap for you. I’ve never used it as I think it only changes the game folder name, and I much prefer to do this sort of thing manually so I know it’s done the way I want it.


    TLDR: If possible, set up unique installs for your game overhauls. It’s not worth the hassle of having profile changes go south.


    EDIT: The additional benefit of having a dedicated Save folder for each install is that you can use different custom .ini files for each if desired.

  11. Sent Naugrim a note asking about this.

     

    Going to hunt down that vanilla issue and see if my fix doesn't work there too. Thanks!

    I'm fairly certain it was in that area...I know I wasn't too far from Bunker Hill. Next time I'm in game I'll try and remember to go over there and get a screenshot.

     

    EDIT: Here ya go. Had to go and test something I'm working on and took a side trip. Glad I did...it wasn't a brick foot bridge at all. WTF was I smoking. :wacko:

     

    From Weatherby Savings and Loan, head to the bridge that goes towards Country Crossing. Turn left before you get to the bridge. This house is on the far side of the river inlet.

     

    e5Ub775.jpg

     

    fQHZ739.jpg

  12. You might want to ask naugrim04 about it. He might have some insight. I know the black texture patches are something he's been addressing in his updates. I've noticed a dramatic decrease in places I see them in v.41. Haven't played .5 so I can say anything for that newer version.

     

    FWIW, I've seen this happen in one location in the vanilla game. There is a small brick foot bridge near Weatherby Savings & Loan that has a black patch under one if the bridge arches. Originally saw it in FROST, but it's clear as day in the vanilla game, especially flying over the location in a vertibird.

  13.  

     

    I don’t do anything with settlement/workshop stuff and 99% of the interior cells I work with are ones I have created from scratch, so please take what I say with a grain of chainsaw. But I have worked enough with interior cells to offer some suggestions, however. No idea if anything will help with your issues, but here goes.
    You haven’t said if these are vanilla cells that you are modifiying, or if they are new cells you are creating from scratch. If they are vanilla cells that you have edited, it’s very possible your issues have something to do with the cell’s optimization system. Not sure if that is the case though, because you would notice some rather obvious visual glitches that you haven’t mentioned. If you've broken the precombined/previs system that most cells use for optimization that is a very likely cause. You should also check to see if the cell uses room bounds and portals. Most vanilla cells don't but some do. Bethesda was very haphazard in their usage. If your workshop items are built outside of a room bound, they will not be rendered. Vanilla Cells
    You can check for room bounds and portals by toggling markers to On, then open the Show/Hide window and make sure the room bounds/portals box is checked. Room bounds will show up as blue boxes. Make sure your build area falls withing the boundary of the room bound markers. Vault 81 is one vanilla cell that comes to mind as an example of room bounds and portals being used. You can look at that cell as a reference to see how they are set up if needed. I will check this out, thank you
    I’m thinking it has something to do with how the cell is set up. AFAIK, a cell has to be specified that it has a workshop with both a keyword applied to the location and the Workshop box checked in the cell’s Encounter Zone setup. I think the main thing is the keyword, but can’t say for sure.
    In the cell’s Location, add the keyword: LocTypeWorkshopSettlement This I always do
    If you are editing a vanilla cell, it is likely to be set up with an Encounter Zone. Open the Encounter Zone (pretty sure they are under World Data) it and you’ll see a check box labeled Workshop. Make sure that is checked. This I also always do
    If this is a cell you are creating from scratch, chances are you haven’t set up an Encounter Zone. It’s not crucial for a normal, static interior cell but it might be a requirement for a workshop cell. Dunno. Yes, I'd say it's needed
    That may or may nor help. Like I said, I don’t do settlements so I’m just shooting in the dark.
    If you haven’t done so already, I strongly suggest you read the CK wiki entries on workshops and interior cells. *looks around sheepishly* Ah, well, yes, I maybe should do that...
    Some of the text I’ve linked above goes to the Skyrim CK wiki because I still can’t find FO4 CK pages for those topics. The CK wiki search is about as useless as the Nexus search. But the info is still relevant and more or less the same as the FO4 CK. Hope this helps. It most certainly helps, thank you very much for thinking about this and using your time on it!
    EDIT: It just occurred to me that a user of one of my player home mods said he spawned in a workshop and had the same issue: invisible workshop items. That interior cells does not use precombined/previs, but it DOES use room bounds and portals. It also does not have the Location and Encounter Zone workshop settings I mentioned above. Something to consider.

     

     

    Sounds like you have your bases covered. :thumbsup:

     

    One other thing I just thought of: if the vanilla cells you are modifying are having the precombined/previs broken by your modifications, there’s a chance that the previs might still active which might prevent workshop placed items from being rendered.

     

    Check the cell settings for your cells(s). Can’t recall the exact place offhand but there is a checkbox labeled “Has Previs” or something to that extent. It’s right where you define if you can fast travel, bring companions, etc. Chances are it will be checked…I think I’ve only seen a couple very small interior cells where it wasn’t.

     

    If the cells giving you problems have the previs box checked, here’s something to try: make a copy of your .esp, open the copy and uncheck that previs box in the cell settings. Save and test the .esp.

     

    IF it works with previs disabled, then you’ll know that’s the problem. Again, just shooting in the dark but it is another thing to eliminate as a potential cause.

  14. I don’t do anything with settlement/workshop stuff and 99% of the interior cells I work with are ones I have created from scratch, so please take what I say with a grain of chainsaw. But I have worked enough with interior cells to offer some suggestions, however. No idea if anything will help with your issues, but here goes.


    You haven’t said if these are vanilla cells that you are modifiying, or if they are new cells you are creating from scratch. If they are vanilla cells that you have edited, it’s very possible your issues have something to do with the cell’s optimization system. Not sure if that is the case though, because you would notice some rather obvious visual glitches that you haven’t mentioned. If you've broken the precombined/previs system that most cells use for optimization that is a very likely cause. You should also check to see if the cell uses room bounds and portals. Most vanilla cells don't but some do. Bethesda was very haphazard in their usage. If your workshop items are built outside of a room bound, they will not be rendered.


    You can check for room bounds and portals by toggling markers to On, then open the Show/Hide window and make sure the room bounds/portals box is checked. Room bounds will show up as blue boxes. Make sure your build area falls withing the boundary of the room bound markers. Vault 81 is one vanilla cell that comes to mind as an example of room bounds and portals being used. You can look at that cell as a reference to see how they are set up if needed.


    I’m thinking it has something to do with how the cell is set up. AFAIK, a cell has to be specified that it has a workshop with both a keyword applied to the location and the Workshop box checked in the cell’s Encounter Zone setup. I think the main thing is the keyword, but can’t say for sure.


    In the cell’s Location, add the keyword: LocTypeWorkshopSettlement


    If you are editing a vanilla cell, it is likely to be set up with an Encounter Zone. Open the Encounter Zone (pretty sure they are under World Data) it and you’ll see a check box labeled Workshop. Make sure that is checked.


    If this is a cell you are creating from scratch, chances are you haven’t set up an Encounter Zone. It’s not crucial for a normal, static interior cell but it might be a requirement for a workshop cell. Dunno.


    That may or may nor help. Like I said, I don’t do settlements so I’m just shooting in the dark.


    If you haven’t done so already, I strongly suggest you read the CK wiki entries on workshops and interior cells.


    Some of the text I’ve linked above goes to the Skyrim CK wiki because I still can’t find FO4 CK pages for those topics. The CK wiki search is about as useless as the Nexus search. But the info is still relevant and more or less the same as the FO4 CK. Hope this helps.


    EDIT: It just occurred to me that a user of one of my player home mods said he spawned in a workshop and had the same issue: invisible workshop items. That interior cells does not use precombined/previs, but it DOES use room bounds and portals. It also does not have the Location and Encounter Zone workshop settings I mentioned above. Something to consider.

  15. Yeah, just disabling the script won't make it static...it's still an activator the player can interact with. You need to duplicate a static object and replace the file path for its mesh with that of the Card Reader. So, for example...copy the file path of the Card Reader mesh, duplicate a static object like a Cat Bowl, then paste the Card Reader mesh path in place of the Cat Bowl mesh. Place your new static into your cell and when you're in-game you won't be able to interact with it...'cuz its a static. I made a video tutorial on doing this a long while ago, but that's the short and sweet version of how to do it.

  16. Yes, the diner textures are dreadful. I've extracted the diner and diner booth textures from the Bethesda HD pack and use them on their own. Definitely a step up. When extracting files from the HD pack, make sure you get the normal and specular maps as well...they make a big difference.

     

    Have yet to see any other replacements but the Valius texture set had some beautiful textures for diner counters.

     

    https://www.nexusmods.com/fallout4/mods/318

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