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fraquar

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fraquar last won the day on December 5 2024

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  1. If you need a speedloader for a shotgun - then just use a mag fed semi-auto. There are plenty of them to choose from. Some mods even offer both play styles (SPAS-12, Agency Arms Benelli M2, etc). ==== Ex. Putting a speedloader on a Remington 870, Mossberg 500 or even a Remington Model 11 - it would be criminal... Double Shell loading is those weapons method of speedloading.
  2. You don't need to compact - until you do. There are two conditions for ESL flagging. Both have to align perfectly. If one doesn't - then you need to compact. If the other doesn't - it doesn't matter anyway unless you take a Swiss Army Knife to that mod first (i.e. too many records). ----- I just think in the rush to make more mods fit that some people lose sight of the bigger picture. Then later they lose their mind when things start crashing and they don't know why.
  3. @NeinGaming You are correct. Not all mods however that otherwise can be flagged can be done with just a simple tick of the box in the header. Ex. IMI Desert Eagle. You can't just flag it - you have to compact it first. Then it lets you flag it. ---- In other words the user needs to know what can be flagged, what are the limitations (i.e. a mod can be flagged but first has to be compacted) and what they need to do to get everything back up and running should they have to compact that mod first. In the case of the mod above? Well, if I use any patches they will be broken and have to be converted to the new ID's. If I use Q.M.W. it won't have any idea I was holding a Desert Eagle because it's none of the ID's are in it's CONF.XML. Not to mention they'd need to know they have to convert the hex ID from the mod to decimal and enter that in the .XML file.
  4. Converting a file being used as a master isn't an issue as long as you are aware of what is requiring it as a master. Some mods don't explicitly list mods as masters (you won't see it listed in the header in FO4Edit - but they pretty much refer to them the exact same way. A good example of this is a mod like Q.M.W. (Quick Modification Weapon). The CONF.XML requires the correct plugin name and the correct ID's for the weapons and all the attachments - even if the mod itself doesn't have a plugin that calls a mod as a master. Compacting a weapon mod changes those ID's - and they'd need to be changed to the new ones in the .XML file to be able to use that weapon again with Q.M.W.
  5. There is a script for FO4Edit if I'm not mistaken that will scan your whole load order and tell you which mods can be flagged. >>>Find ESP plugins which could be turned into ESL<<< Open your mod list in FO4Edit, Right Click on any mod and select Apply Script. Scroll down till you find that script above. ==== It doesn't change them, just reports which mods can be turned into .ESL. ==== Note: ID's WILL change when you flag mods as .ESL - and any other mods/patches that rely on the .ESP ID's will fail. You'd need to change the ID's to reflect the .ESL flagged ID's. Note: You do NOT want to do this and apply it to a current save game. You need to start a new game when you do this stuff.
  6. Do you even need F4 Plugin Preloader? For a modern system PrivateProfileRedirector isn't really needed. I don't use that even though I do use Buffout 4. If you use X-Cell - it's not really needed.
  7. In MO2 you go to the Modify Executables for F4SE. In Arguments you put -forcesteamloader in the box. ----- If you don't use a mod manager - see post above. ----- If you use Vortex? Sorry, not schooled in that.
  8. All of those ModSetting errors are pointing to various OS directories/registry entries that have nothing to do with the game. What on earth is going on with your system? --- Hehe, 4 years too late I guess....
  9. This is what I consider your stable BASE - which you should build upon - from the list of mods you use: Fallout 4 Script Extender (F4SE) Mod Configuration Menu 1.40 BETA 2 Crafting Highlight Fix Unofficial Fallout 4 Patch HUD Framework (make sure this loads BEFORE the FallUI mods) Workshop Framework FallUI - Confirm Boxes FallUI - HUD FallUI - Inventory FallUI - Map FallUI - Sleep and Wait FallUI – Workbench FIS - The NEW FallUI Item Sorter Previsibines Repair Pack Stable Branch - PRP - PRP Plugins NG Previsibines Repair Pack Stable Branch - PRP - PRP Resources ------- You need to find and download Address Library for F4SE Plugins - make sure you install that too. ------- Beyond that? Add mods in slowly and test. Personal Experience? Don't install ANY mod that edits Animations until you have tested everything else first.
  10. I use Perchik71 In-Game Mod Explorer if I need to add a weapon to my inventory. If the game is loading the mod - it will show you the weapon and all related attachments and ammo it fires. Are you typing in the console: help akm 4 weap?
  11. "It resets"? Resets to what? The default is 0 in the MO2 Fallout4Custom.INI file.
  12. There are a lot of F4SE plugins, but I'm not aware of one that addresses this issue. It apparently is an engine issue.
  13. A mod manager using symlinks with no way to rebuild symlinks? Odd. That is an awful lot of work to basically rebuild your entire setup - just because you had a hardware failure or you wanted to migrate to a new system. There is obviously something I'm not understanding (I hope) with how Vortex works.
  14. You added a mod to make it easier for YOU to do a headshot kill. Think about that. Then reconsider what you are really asking for. You want a mod to make it easier (and more likely) that the enemies will engage in "World of Headshots"? I mean if you add a mod that makes it more likely you will - then it's pretty obvious other humans should do the same - right? ----- There is pretty much only one challenge harder than "World of Headshots" - and that is not getting shot at all.
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