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OuroborosBlack

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Everything posted by OuroborosBlack

  1. Hi, I have been looking into trying to regenerate Pre-combine, and Previs data for a playthrough I'd like to do. I am trying to get multiple Quest/Area mods to work together without so much performance hits. The best way to do this from what I have researched is to rebuild Pre-Combine and PreVis. The problem I'm running into, is that there is no clear way to regenerate Previs for all of the cells in say the Commonwealth, there is only an automated method for nearby "groups" of cells. This would take many hours to manually rebuild for each group and could be prone to errors which could take another large amount of time figure out how to fix. Is there anyway at all to automate this process for an entire Worldspace? Any tips or guides or information on this problem and/or regenerating Precombine/Previs, in general, would be very helpful.
  2. I'm interested in this as I want to make a "Mod Guide", and thought it would be nice to be able to include a copy of my plugin priority/rule data. Is there a feature to export this? If this feature is not currently in Vortex, could I copy some files into a zip archive and upload that so users could simply overwrite the data? If so, what files would I need to copy/archive from my Vortex installation/mod folder? Thanks in advance for any help.
  3. Double click the plugin in question, in the right sidebar that pulls out (Vortex's plugin data editor or whatever it is called), make sure that "sorted automatically" below the "Lock Mod Index" heading at the very bottom is switched to off (greyed out). I have noticed that sometimes (especially if plugins are reinstalled during a session of Vortex), Vortex will set this to locked index. Change it to off if it is not, hit "Sort Now" up on the top orange bar. If that does not work, try reloading Vortex after you have switched it off and hit "Sort Now". Also, what type of plugin is this that you are attempting to edit priority? If it is an ESL plugin downloaded from CC Vortex does not manage these. However, if the priority of one of these ESLs is not set to (-120) select it set global priority to (-120) hit "Sort Now". To manually set a "load after rule" for any plugin do the following. In the "Dependencies" Column in the plugin manager, click the icon next to the plugin in that column (looks like little tree graph or a stamp from far away lol). Then hit Edit, this will change these icons to a list of checkboxes. Scroll to the plugin you want to load after, check that box. Then click on the original checkbox to change it back. Then hit "Sort Now" option. If none of these work, post a copy of your load order (in spoiler tags) from: C:\Users\Username\AppData\Local\Fallout4\loadorder.txt This would help with further assistance. A temporary workaround for loading in FO4Edit, is to manually edit this file copy/paste the plugin you want in the order desired for editing (above or below another plugin). Save the file, right-click the file -> Properties -> Check "Read Only" -> Apply -> Ok Run FO4Edit, the correct load order should be displayed. Make sure after you are done editing to change loadorder.txt back from ReadOnly. Vortex may give a warning that it needs to fix it, you can also use that option to automatically fix it back.
  4. Verify the integrity of your game cache on Steam. It usually only repairs a small portion if it finds something messed up. The better alternative to reinstalling.
  5. In Regards To Your Crash, Here Is What I Suspect: Armorsmith and other framework type mods, at least for me are always loaded first, and then any mods which majorly modify world spaces or cells. Your load order is very disorganized looking. When you get to the point you are at 100 plugins or more you need to refine load order. If you are just using Loot with no custom metadata (see loot documentation about metadata linked below), and no custom sorting you are probably getting items, conflicting quests, conflicting scripts or conflicting leveled lists overwritten. In this case, it's probably got to do with a conflict between extended weapon mods, armorsmith extended, or one of the other mods that add a ton of weapon/armor items you have. I don't know that for sure but that would be the first things I checked especially Armorsmith Extended since you have it loaded so low in the list. And also you have all DLC but no Armorsmith Extended DLC patch (it's on the Armorsmith Extended mod page under main download files). Loot Meta Data information can be found here in their official docs: http://loot.readthedocs.io/en/latest/app/usage/editor.html FO4Edit Best Method For Resolving Conflicts 100% Using FO4edit To Resolve Conflicts: Easy Method Of Organizing Load Order: My Load Order Category Guidelines: Below is my general guidelines for organizing my own mod load order (Plugins.txt or drag through plugins tab in NMM). I have included numbered notes corresponding to some sections at the bottom of this post. See them for more details or examples of that type of plugin: The above is just what has personally worked for me on a consistent basis, this is only guaranteed to work when used in conjunction with FO4edit to check for probably incompatibilities or conflicts though. So please do keep in mind there may be some alterations you have to make yourself. I see a ton of comments like this where things crash, having invisible objects, purple-black or missing textures, and are all usually symptoms of incorrect load orders. For Fallout 4, Loot is ok but I find it pretty ineffectual at getting things 100% right, especially if you use no custom metadata to help it get priorities straight. I seriously hope this has been helpful to you or others struggling with things like this!!! :smile:
  6. ---Edit This seems to have been a false alarm on my part.... please disregard I am an idiot apparently and can't make out images correctly... >__> I very much apologize, I feel bad now. :(
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