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willyb9

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Everything posted by willyb9

  1. Theyâre included in both snap n build as well as snappy housekit, although Iâm not sure if the SnB ones are navmeshed properly
  2. Sounds like you guys need to update to latest version of NMM which can be found on github: https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases
  3. Those squids can be encountered as enemies in his mâs abominations mod here: https://www.nexusmods.com/fallout4/mods/22823 Doesnât really have the unique/giant ones your hoping for but I absolutely love that mod. Ridiculous but so much fun to use
  4. The gun glitch still works for me running the latest version of fo4? I scrap them rather than store them in the workshop though so idk if that makes any difference
  5. build limits are probably set based around what can be built on lower end systems before performance issues pop up such as lag/fps drops (idk exactly how they chose those limits though). so just because your system may be able to handle building a lot more before you notice problems, doesn't mean that everyone can, it's probably a "safety" limit. there are a number of mods to increase build limits, and ways to increase it without mods but that's more time consuming, possibly also console commands but idk about that. i personally use cheat terminal to double the build limit so i can monitor how much i've overbuilt and i'll know when i can expect some hits to performance. other mods remove the limit entirely or set it to an unreachable amount. i think that function is now included in sim settlements or will be soon. up to you which type of build limit increasing mod you want to go with though.
  6. leave them in the museum or send them to a settlement you never go to. that group specifically doesn't really work well with any job, same goes for companions, at least in my experience. i either use the level 4 special vendors for shops or regular settlers. trying to get mama murphy, sturges and co. to work or do anything you tell them will only frustrate you in the end
  7. i haven't ever paid any attention to this but i do recall seeing a similar issue mentioned in the comments of theshinyhaxorus's rpg-7 mod page here: https://www.nexusmods.com/fallout4/mods/26446?tab=posts like i said, i've not paid any attention to this bug, but i believe it's an engine issue as you said and not much can be done about it
  8. why can't you delete the data/f4se folder? if you do, be sure to make a backup of it first. are you even sure your crashes are f4se related? what version of f4se are you running? what version of the game are you using? what mods are you using that require f4se? there are a million things you could've done to cause the game to crash on start up, and you've not provided any information as to what you've done to troubleshoot
  9. i haven't played with functional displays in well over a year and didn't have problems with it when i did use it, but i've seen a handful of threads in here about it supposedly causing stability issues and CTDs for other users. iirc, i think it had something to do with the collectables from that mod, and/or the mesh edits it makes to vanilla objects throughout the game? idk, maybe don't quote me on that but i think that's what i remember reading ha. probably not related to your CTD issues, but if you have all DLCs, i'm not sure why you're using the individual DLC plugins for AWKCR when there's already an all DLC version which will only take up one mod slot instead of multiple. also, i don't use Scrap Everything, but from what i've seen other users here mention, you shouldn't need 5 different plugins for it. everything should be included in the ultimate edition .esp and (i'm guessing) the scrap update plugin, but i'd suggest reading the mod page description to figure out exactly which plugins you should be using outside of that, i'm not very familiar with many of the mods you use, so i wouldn't be able to help there. just out of curiosity, i also see you have the HD DLC, which seems to be particularly demanding and a resource hog from what i've read. what's your pc set up? may be worth considering ditching the HD DLC to see if that will help with performance issues?
  10. Personally, I preferred this because it's not a standalone hazmat suit but it's a lab coat with a hood. I dislike the cleanroom suit no matter what texture it is. But maybe I am wrong. Is there a screenshot of this retexture I can view? understandable, i just recently played through that mod so it came to mind and figured it might be worth mentioning. i'll have a look to see if i can find any screens that i took of the retextured version from the Lima mod. unfortunately i'm in the process of reinstalling my game and all of my mods right now since i'm going to start a new playthrough, so i can't just load up my game to take a new screenshot atm. the head/helmet/hood is probably the biggest, most noticeable difference between the Lima mod retexture and the picture you posted, so that might be a deal breaker for you. the retexture itself and overall coloring of it does look pretty great imo, but yeah, that's understandable if it's not what you're looking for. it's just the closest alternative to what you're looking for that i'm aware of. will post again if i can find a picture of it when i get back to my pc
  11. i believe this was fixed by the unofficial fallout 4 patch a little while back
  12. closest thing i've seen to the picture in your post is probably an Enclave retexture of the institute's cleanroom suit added by the mod Lima Detachment. the vanilla cleanroom suit is one of the most hideous outfits in the game in my personal opinion, but i think it's just because beth used such awful textures for it. the retextured version of the suit from Lima looks great imo, and while it's not exactly what you're looking for, it's the closest that i've seen to the fo3 version
  13. no it doesn't. if that happened to you, it's something on your end, not something bethesda caused
  14. That is a very interesting idea. I'm no animator so if I did something like that, it wouldn't look... Pretty. You'd have to live with actors just popping in to existence. I have the framework already to do this easily actually, but not so much for the rad roaches, I'd have to look at a way to detect their scale or something. Behemoths I can do easily enough, but still not sure how feasible it would be to have a nuchal of armed super mutants pop out of them. Feel free to post your thoughts on this. that's already a thing in fo4 for radroaches. not sure if it's in the base game, but going through the gauntlet to nuka world, you get trapped in some room with gas, a rad roach pops out, you kill it, and mini roaches explode out of it.
  15. lol i was literally just coming to this thread to quote jimmy's post above about "Run this program as administrator." give that a shot. if that doesn't work, and the game still crashes when launching with F4SE Loader, the only other thing i can think of is that you're not actually using the correct version of f4se, or it's maybe not installed correctly. seems like many people don't actually download the latest version after it's been updated due to, i think, having the silverlock page favorited which will sometimes load the page for the old version instead of the updated one. easily fixed by refreshing the page or clearing the cache of your browser
  16. So itâs only with sanctuary and red rocket though? Make sure your sim settlements mods are all updated. While I donât use those mods, I saw a video kinggath made a couple weeks back mentioning performance issues and ctds in/around those settlements because of their close proximity to each other. So if youâve got settlements built in both of those places, as well as having precombined meshes disabled with the .ini edit, regardless of the fact youâve got a high end system, performance will take a pretty noticeable hit, and combined with all the scripts running in the background from Sim Settlements (and other mods for that matter), itâs highly likely that is the cause of your game crashing there
  17. i'm running the most up to date version of fo4, 1.10.75, with the latest version of f4se and TS without any problems. i'm also using the latest versions of better console and HUD plus plus, which are both working fine. i'd suggest installing those mods again manually to make sure the files are all in the correct folders. i'm sure this is an obvious question, but are you launching the game with the f4se loader rather than through steam? maybe an issue with page permissions as a result of a recent windows update or something?
  18. uninstalling or switching versions of Vivid Fallout on an existing game shouldn't cause any issues. any version that uses an .esp only does so in order for the game to load the Vivid textures instead of vanilla since the textures are packed in a ba2 file. the plugin itself is empty. i guess i can't confirm whether or not removing it actually does cause any problems, since i haven't removed it and continued on a game myself, but i can't imagine that being the issue here. have you uninstalled/disabled any other mods on that playthrough?
  19. does this happen every time you leave any settlement? does it happen if you're fast traveling out of settlements or leaving on foot, or both? if it's just when fast traveling, does it happen regardless of location you're moving to? for instance, it'd take a lot longer to load into the middle of downtown boston when leaving a heavily built settlement than it would moving to a map marker that doesn't have much going on in the surrounding area from a settlement you've not built much at. what are your pc specs? considering all the level list editing mods you're using, as well as endless warfare and sim settlements, it could be that you're leaving a settlement that has a ton going on, lots of scripts firing in the background, and loading into a location with a ton of NPCs/enemies from endless warfare, wearing outfits/armors from mods using high resolution textures and equipped with high-res weapons, and it's simply too much for your system to handle. i also see that you're using commonwealth conifers. did you happen to use the .ini edit listed in the mod description, bUseCombinedObjects=0? if so, that definitely will be hurting performance in your game and probably increasing likelihood of the CTDs you're having
  20. agree with AndyJP's suggestion of cvc's dead wasteland. i was going to suggest that and snappy housekit. snappy has broken, collapsed floors for the hi-tech kit, which is the kit used for ArcJet, Mass Fusion, Greentech Genetics, ticonderoga. catch for those pieces is that they're not navmeshed, so they'd basically just be so you can get around in a building, or for looks. i'd guess it's either a total pain to navmesh them or it's not possible, idk. they certainly look great though, and you might be able to place some invisible navmesh pieces from a mod like hozsa's NavMeshFixer or various pieces from CVC to get settlers to navigate properly
  21. the Xenius mod is already included in LMCC so you shouldn't be using both
  22. that's not a glitch, that's just how home plate is set up. you can't build certain items there that you're able to in full settlements like sanctuary, such as structures or food/water by default. boston airport and the mechanist's lair (if you have automatron) also block the ability to place certain objects, but it's much less extensive in those locations than it is at home plate. anyways, to fix this, open the console, click on the workbench to bring up the workshop ID, and type "addkeyword 0005a0c8" without the quotes (pretty sure you can leave out the three 0s at the beginning and still work the same) and hit enter. close the console and open up the workshop and you should be able to build all items.
  23. not sure what you're talking about with objects shifting right before you scrap them, i haven't seen that before. does it matter that they're moving a bit if you're scrapping the item anyways? dropping the item by pressing tab to cancel, it should return to exactly how it was before you picked the item up. however if the objects are blurry like you're describing, the default key to stop that tremor is the num pad 5 key. press it, and should look normal again. also, i'm pretty the tremor will have stopped if you leave the area/travel to a different part of the map and return, but i can't verify that right now.
  24. Nope that Dir is empty. ok, so what are you using f4se for in the first place? i don't know enough about f4se, or scripting in general, so idk if this is the case for all mods that require f4se, but at least for the f4se mods i use, they all have a .dll file that should be in that directory- place everywhere, looksmenu, mcm, xdi, transfer settlements, etc. point is, if you don't have anything in that folder, i'm pretty sure you don't need f4se to begin with. that's not the answer to the game CTDing on you though. assuming you have f4se installed correctly in the first place, could be an issue with file permissions or maybe antivirus problems? idk, i haven't had any issues like that though, so i wouldn't be of much help to you if that's the case.
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