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Jeoshua

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  1. This is super late, but this thread shows up #1 in DDG and Google results. I just had this error on Fallout 4 + Mod Organizer + xEdit. The error is that xEdit has some bad data in its cache folder. The cure is emptying out the cache folder so it can be rebuilt.
  2. No. It's not okay to use their PEX file and not require its source to be loaded. Period. It would be okay to make a new script that does the same thing, which honestly is probably the better option anyways as that can probably all be done without an actual script in the first place.
  3. Kind of sick that anyone actually seems to be okay with this. I am disappointed, really. Do any of you realize the damage this does to the community? It's not a joke.
  4. If you want to make something that works without DLC, you're going to have to make two versions... one which changes Automatron stuff, and one that doesn't. Otherwise, what you want to do is I suppose technically possible, but tricky without heavy scripting which may be prone to bugs (and is honestly beyond me).
  5. I really think you should find an even better name. The concept is great, the execution of course remains to be seen, but all in all I think people need to stop calling things "Immersive" in their titles. It's kind of strange, honestly. I mean, let's look at some Skyrim mods, and you'll see what I mean: http://www.nexusmods.com/skyrim/mods/15508/? - Better Fast Travel. In this mod, you actually can sit in a real wagon carriage, watch the land unfold beneath you as you immersively travel from hold to hold. Verdict: Super freaking immersive. http://www.nexusmods.com/skyrim/mods/64201/? - Skyrim Wayshrines Immersive Fast Travel. This has immersive in the name. But really, it's just some teleporters. It's cool, it's lore friendly, but ultimately? Verdict: Not really all that immersive. So basically.... don't name this immersive. Just try to make it immersive and let the immersiveness follow. The only downside is it becomes less likely MxR will review your mod if you don't name it immersive ;)
  6. Gee, I wonder where you ever got that idea... Seriously, just don't go there. It's dark and you don't have a torch. You may be eaten by a grue.
  7. Well first off, to compete at all with the initial usefulness of VATS, I feel that the low levels of Bullet Time need to be buffed a bit. 75% is hardly even noticeable in a firefight, and I found myself suffering greatly. Wait, nevermind I am thinking of a different mod!
  8. Block Chains: While a very good, capable, and proven technology, usage of Block Chains would require internet access and dedicated servers. And I have no desire to figure out how to implement that kind of thing in the Fallout4 engine without some kind of extension, on an XBox or PS4; it's just not going to be possible. It's a fantastic idea, but honestly I don't think that's in the cards for Fallout 4 mods. Mods on Console: The process for installing mods on console is identical to that of downloading and installing them through Bethesda.net for PC. There are no install scripts possible. Any process that requires an install script is not going to be possible with consoles, as that is not a feature offered through the in-game mod downloader. The idea would work, if your goal is to make a mod PC only. It would probably be as simple as requiring an ini setting of some sort to be changed in a particular way before the mod would work. However, plenty of PC users are just as clueless about how to read the instruction manual as anyone else, and thus there WILL be bug reports using that method. Trust me, it doesn't matter how well you explain the process, some people just will not read it, and they will think the mod is broken. These people somehow intimately understand the methods used to report bugs, but not the concept of a readme file. C'est la vie.
  9. Guys guys chill... she's married. And no, not to me. What Kitty is demonstrating is called watermarking. There is also something called Steganography, which is the process of replacing the low bits of information in a file with something else, in a way that cannot be detected, for the purposes of hiding information. You could use this to embed a signature, a message, or even data. And either one is capable of being used with almost any image format.
  10. Uh, hey, no. I won't take credit for that mod. I just used it. I made a similar mod for Fallout 3 and New Vegas, but haven't ported yet (due to scrapping concerns, and file format changes). Clean Deluxe was a nice mod. Really cleaned up the wasteland. Used alongside a tree replacement mod, it really made you feel that the world had 200 years to grow and change... the paper and junk strewn around made it look like the bombs dropped last Tuesday! But the method I used to make that mod? It would kill Fallout 4. Seriously kill it. Because it would be editing every cell in the game, without exception, and would steal quite a bit of usable resources for you. Sure, your frame rate would be a bit higher, and I might make it, but there would be a big ol warning on the front of the package saying USE WITH NEW GAME! NOT COMPATIBLE WITH SCRAPPING MODS, OR REALLY ANYTHING WHICH ADDS ANYTHING TO THE GAME THAT ISN'T RANDOMIZED OR IN A BOX! And that doesn't sound all that fun, and I doubt it would really be all that popular with a warning like that. And let's be honest... I'd still get 10 people a day telling me that my mod broke their game somehow, sigh... --- Now that's out of the way. I don't know if it's a good idea to use Scrap Everything, even if available on Console, to fix these problems. That mod is nice for cleaning up, but it causes more problems than it's worth sometimes. I've actually had to restart my game (for the day) because I scrapped an entire house accidentally. Or I scrapped the foundation of a house out from underneath me while trying to pick up leaves, everything else floating around me, and I can't put the foundation back. Or scraped a road and now the ground looks glitchy underneath. Yeah, I don't recommend it, actually. When that mod says everything, it freaking means EVERYTHING. And, installing it properly would mean overriding your other Sanctuary mod, and they won't be compatible, in the sense that they'll be editing the same cell and you will get another Cell Reset... only this time it'll be all of your settlements. Only use mods like that on new games.
  11. Got a solid answer. It's not a great one tho, since it sort of says "Oh hey, here's some thing you shouldn't have done, so it's your fault"... And yes... they say install a library file...
  12. Okay so maybe I was a bit harsh, and I stated as much in my post initially. This is just a really touchy subject and people don't ever seem to be in the middle, rather they're usually one one side or the other, bashing people here or there, and the only common ground seems to be people are mad. So I hope I didn't offend. And I'm just going to ignore the way too much information paragraph, there. Because reasons.
  13. I have had the same issue. Are you using any mods which add actual face customizations? They're not generally compatible with each other. Don't use multiples. And also, if you're using the LooksMenu mod (and really you should be if you're on PC) then reinstall that after removing as many face customizations (tattoos, makeup, etc) that you can stand to lose. But honestly.... you didn't give us a load order. That's just a stab in the dark, since I don't know what is actually happening in your case... that's just what worked for me in a similar situation. For me, it was LooksMenu Compilation that caused the issue when used along side several other hair, face, and makeup mods. If my above advice isn't helpful, come back with a list of plugins and their load order... also if you remember any questions about overwriting stuff when you were installing, mention those too.
  14. Well... no, not necessarily. It's more likely that files were moved around, or something was updated, and that shifted which CELL records came last and therefore made the game recalculate everything inside. Like, I updated Scrap Everything once and this happened to me in EVERY settlement. And when I realized what happened, and moved Scrap Everything back to where it should have been, it happened again. Oh! But starting a new game will work perfectly fine. Your game isn't borked. Technically it's only going to be the one reset... but whatever caused this issue may happen again. Usually mod updates do it to me... sounds like you two ran into a Steam update bug. Seriously. Go into your settings for the game in your Steam Library, and tell Steam to never update Fallout 4, and only update it when you know there is a new version out that you feel you really need for some reason. Don't just let Steam update your game, if everything is otherwise working. It leads to problems like this. I couldn't say exactly why there is an old/new mix... not sure what Sanctuary mod you're using, not sure it matters as I probably never used it. But the Cell Reset bug will set everything back to the way it was, as far as removed objects in settlements... but it doesn't remove new things added since those weren't in the cell to begin with at the start of the game. It's like... it sets everything back to default, then adds the things from your save file, too. Except, if the reset ever happens to power armor (if you CELL reset bug Concord, for example, and go look for the power armor you found there), the power armor will still be wherever you left it, but it will have all of its mods reset to default ones.
  15. Unfortunately so. We've been dealing with this on the PC side for months now. Any change to the CELL records runs the risk of resetting the cells. You'll find that includes things like NPCs and Power Armor resetting if they are originally from the same cell that was edited. The only way to avoid it, so far, is not to modify any CELL records... but of course that means no actual added content in specific places. Don't jangle your load order like that. It's likely to actually cause the issue, not cure it. If you magically find the exact plugin that last edited any cells and keep that last, you'll have no issues... but you also won't be able to add or remove anything from any cell (in-game works fine, I meant adding/removing through mods). This issue isn't going to get better unless Bethesda does something. As it stands, with the CK being released, and it being more possible than ever to add things to cells, I think we're going to see a lot more of this before it gets any better. As far as I am aware, Bethesda denies the issue exists, and I've actually seen them try to sell it as a "feature" which means people will have to make "combo mods"... as if that is a solution at all! Sorry to be a bummer!
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