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willyb9

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Everything posted by willyb9

  1. how much RAM do you have? how many hours played on your character? it could be mod related- not related to any single mod but if you're using a ton of loose files it could be contributing to longer load times
  2. you could just make it static/disable physics of the object with Place Everywhere. you'll still be able to pick it up whenever you want and it won't move an inch. it's been a long time since i've played vanilla so i don't really recall exactly what you're talking about- i don't remember objects just falling through tables- the fact that placed objects/decor isn't static meant that they got knocked over or down very easily so whenever you'd come back, they wouldn't be where you left them. static objects placed with OCDecorator i think sunk through tables and shelves slightly after returning to settlements iirc. that may have also happened with static objects using Place Anywhere on xbox too? i haven't noticed any issues disabling object physics with Place Everywhere on pc though but maybe i just haven't paid close enough attention
  3. you can check out UCO for the armor: https://www.nexusmods.com/fallout4/mods/18489 and maybe ephla's unique baseball caps for an enclave hat: https://www.nexusmods.com/fallout4/mods/28347
  4. i'm pretty sure i remember ccmads, the mod author of SOE, talking about this a while back. from what i recall, it wouldn't be possible to do with already existing bodies of water without editing the settings for water throughout the game. the reason for that is due to how bodies of water are rendered in the game iirc- there isn't any limit to water depth by default, so building anywhere under water would make those structures under water as well. you could set a depth to the water, but as far as i know, it would be that depth everywhere throughout the game. so say it's set to a depth of like 5 floors/stories, you could build a capsule or bunker below that which would remain dry, but then everything below that depth, aka ocean floors and such, would be dry too. that's how i remember ccmads explaining it to me at least, but it's been probably a year or so since then, so it's entirely possible that i misunderstood the explanation or maybe information on this subject has changed since then
  5. Try loading the game offline or disconnected from the internet and see if that still causes CTD. looks like the last update for fo4 and/or the recent windows update has been causing CTD on load for players in eastern europe (not sure where you're located). since i'm in the US, haven't done the recent windows update yet and am playing on an older version of fo4, i can't verify if any of this will be helpful for you personally but you may check out this thread for some possible solutions: https://bethesda.net/community/topic/147688/eastern-europe-players-games-ctd
  6. possibly this? https://www.nexusmods.com/fallout4/mods/10844?tab=description my load order is kinda based off the format used there and my game runs great. could differ for anyone else though really based on the mods they're using. i haven't ever had to use LOOT but i also generally avoid using mods that make changes to the same things. so i guess in a sense, i have a relatively "safe" load order, despite using like 230 mods currently. the most important thing is just to make sure you read descriptions of mods you plan on using so you know exactly what it is they do, then you'll have a sense of where possible conflicts could happen. from there, resolving any conflicts can be fairly easy with xedit, though it takes some getting used to imo. i think the format used in that link is a great place to start though. hope this helps
  7. idk anything about the gpu drivers you installed, so i can't say anything about how that would help, but it could also be related to several other things. are you using a hard drive or SSD? same storage drive as your previous playthroughs? Seems SSDs are the preferred way to go to keep everything running fast/smooth but i haven't really had any load time issues with fo4 and 230-some mods on my WD Black 1tb HDD how many mods did you use in your previous playthroughs (generally speaking)? it will also depend on the type of mods you've used previously vs the ones you're using now and how resource intensive they are. i can't imagine running a ton of texture overhauls with loose files helping in any way. ba2 files are read/loaded faster than loose files, so using fewer mods with loose file would improve load times as well. also depends on the length of your current game, like hours played, compared to previous playthroughs. the longer you play on a character, the more information gets stored in those saves, so load times will get longer the more you play, with or without mods. the new drivers you downloaded definitely may have helped improve load times, especially if it's been a very long time since you had last installed the previous ones, but as i said earlier, i couldn't tell you for sure.
  8. like this? https://www.nexusmods.com/fallout4/mods/28460
  9. In response to post #56081816. #56081971, #56082201, #56082696, #56082916 are all replies on the same post. ok that makes sense. thanks for clearing that up for me!
  10. In response to post #56081816. #56081971, #56082201 are all replies on the same post. i'm a little curious how this would work for updated files as well, like updates to fix bugs with mods or add or change things with a new main file for example. if a user downloads the original, and later the new file, would those be considered separate unique downloads i assume? anyways, seems like a great idea imo. very well thought out and seems more comprehensive than anything i've seen suggested before.
  11. Eli's Armor Compendium and Ponytail Hairstyles are optional for Better Settlers. you can add more diversity to your settlers if you have those mods installed and select that option in the FOMOD installer. if you don't have them, just don't select that option when installing Better Settlers
  12. I'm actually using a different mod autumn overhaul. I used to use the seasons spring mod though. it actually is good to know that it could be a harmless issue. I'm just concerned aboUT putting a lot of time into my playthrough, only to start having major problems or something related to this :wallbash: yup, i totally misread that, my bad. i assume you're talking about MassShep's mod? i haven't followed progress on that mod too closely, though it does look very nice and i'm really looking forward to his winter overhaul, but it seemed to have some issues with performance last i checked. this is likely due to it disabling precombined objects across the map and i believe that is the case with all similar mods that look to add in more trees to the game to make things more dense, although i'm not 100% on that. it's part of the reason that i've just been using the seasons mods since they claim not to mess with the precombine/previs system and are therefore more stable/less taxing on performance. iirc, Autumn overhaul may have included an ini file or changes to either fallout4.ini or fallout4prefs.ini in the download file so you may check and see if you have bUseCombinedObjects=0 anywhere. idk why that would result in duplicate versions of trees everywhere though. just out of curiosity, is this happening to ALL trees or only some? anyways, if combined objects are turned off in your game, long-term stability in your game will depend on your system specs. better PC you've got, the longer it'll remain playable but i'd say you'll definitely experience some pretty major save bloat and performance issues in some areas regardless.
  13. not using the fall version of Seasons, but i've experienced this in a couple of places using the spring and winter versions. it doesn't seem to be the case with all, or even most, trees but i think i know exactly what you're talking about. i've only seen it in a few places and the only one i can remember off the top of my head is a very large tree a little outside the southern border of Sunshine Tidings Co-Op. not that my post helps in any way haha, just thought i'd throw it out there that i've notice this too
  14. hey there, this was just being discussed the other day actually. you may want to check out this thread for a possible solution: https://forums.nexusmods.com/index.php?/topic/6194496-no-workbench-at-kingsport-lighthouse/
  15. looks like Synth Overhaul- C.A.S.T.
  16. you can try resetting his AI by shooting/attacking him til he gets knocked out, like he'll just sit there on the ground for a few seconds until his health recovers and he gets back up. this has worked for me before, albeit in a different scenario than the one you're in currently, and has also worked for me with deacon when he wouldn't open the vault to get dr carrington's prototype during Tradecraft. it seems to a pretty good way to fix vanilla companions who are bugging out for whatever reason. may be worth noting that when i had to reset nick's AI, he initially turned hostile towards me, i think since i hadn't recruited him as a companion yet? it's been a little while though so i sort of forget, unfortunately. i fast travelled away though and maybe even waited a couple of in-game days, but when i went to valentine's detective agency the next time, everything was functioning as expected and didn't have any problems with him after that. hope this helps
  17. Is this the update that's suppose to fix the issue of having to update F4SE (and many other things) every time a FO4 update come out? Everyone thought the last update was the update that would no longer break F4SE. Apparently not. i believe this post by cartogriffi is what people are referring to about not breaking f4se because of new CC stuff, but obviously when their updates are breaking new things, they'll attempt to fix them at some point and then break other stuff from there, and so on..
  18. how often are you crashing? is it crashing when you're doing anything specific like crafting, settlement building, in combat, downtown, etc? might help diagnose the problem. what version of the game are you running? using f4se? how long has this been happening?
  19. hmm unfortunately i'm not sure how much i'll be able to help then. i'd say i'm pretty familiar with workshop/building mods in general but a couple that i don't really know much about are SKE and Workshop Rearranged. what version of SKE are you using though? if it's the scripted version, i wouldn't think that'd be the cause unless you're possibly using some outdated patches for other mods to use the SKE menu. the SKE description says that Old World Radio is fully integrated with SKE so should be located there. Better Stores and SOE both add new menus using a script so shouldn't be causing problems. Better stores should be found at the end of the Decorations menu. SOE menus can be found at the end of Structures, Furniture, Decorations, and Power (i think that's all). Basement living items should be able to be found in the Special menu. Not sure about commonwealth pizza. Renovated furniture does not add a custom menu. there is a patch for it to work with SKE but i'm not sure how up to date that is. though aesfocus has mentioned she's considered adding a custom menu for her mod, all items should be in the various vanilla Furniture menus. would probably need to see your full load order, or at least all your settlement related mods, if it's still happening though
  20. no, not a problem, they're the same thing. it just means that your computer is set up to hide file extensions
  21. is OCDecorator the only menu missing? missing menus are typically caused by one of two things. first is uninstalling a workshop/building mod that uses a script injected menu without properly following the uninstall procedure (ie taking an uninstall chem, using a holotape). the other way, which OCDecorator uses i'm pretty sure, will happen if you're using more than one settlement building mod that add custom menus to the same level of the workshop menu. sorry that felt confusing typing that out haha, i'll try to explain a little better. for instance, OCD adds its menu to the main level of the workshop menu iirc- all you have to do is open the workshop and scroll all the way to the right and you'll see it. others, like the prewar/post-war sanctuary house build set add a menu to the metal menu found in Structures iirc. those two mods will work fine together since they're adding menus on different levels of the build menu. however, if another mod you're using adds a new menu to the same level of the workshop menu, and in the same way that OCDecorator does for instance, only the one loaded lower in your load order will show up when you open up the workshop. adjusting load order so OCDecorator is loaded lower should get the OCD menu to show up again but then whatever mod was hiding OCD previously will not show up. this is why many building mods use script injection to add new menus, despite causing missing menus for people who don't uninstall mods properly. you can add as many new menus as you like without conflict as long as you haven't reached the formID limit, as far as i know at least
  22. right on thanks for clearing that up for me
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