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willyb9

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Everything posted by willyb9

  1. you can use the cheat terminal "Move to Location" function to teleport there. easier and a little quicker than using the console. if you do go that route, don't use the most recent version of Cheat Terminal (1.38 i believe) cuz it's borked currently. i'd go with v1.36 but the mod author is aware of the issue and it should be fixed whenever he updates it next
  2. as Ethreon said, it's just a visual glitch and nothing to be worried about. if i'm talking about the same thing you are, a low resolution version of a removed object will pop on the screen for maybe a half second while you're in workshop mode, and moving at all will make it disappear again. no idea what it is that causes it, but it's not a homemaker specific glitch- i've had that happen with several other mods before too. doesn't cause any issues as far as game stability/performance is concerned though
  3. that's the game version. f4se should be version 0.6.0
  4. what version of fo4 are you running? did it they update it again today? if not, they updated f4se like a week ago already. i would recommend downloading this mod either way. it'll save you a lot of hassle
  5. What are your guys system specs? The thing that stood out to me immediately in the OP was bUseCombinedObjects=0 which disables precombined meshes throughout the game. From my time playing on Xbox, I learned having no precombines is a guaranteed way to ruin your game and ctd constantly. Now, even most potatoes can run this game better than consoles but no precombines still increases the draw count in cells significantly and will hinder performance. The heavier/more dense the area of the game, the more severe the FPS loss will be, so areas like downtown and parts of Cambridge will be the worst and can lead to crashes. May not be the only cause of your problems but surely at least part of the cause
  6. it's been some time since i last checked the SnB nexus page for bug reports so i don't recall all of the supposed bugs that had been reported, but the vast majority of them, if not all of them, were user errors exactly like the xbox page-not properly uninstalling and the like. that was maybe a couple of months before it was taken down. i don't remember why i was even looking at the page since i was still on xbox at the time, and i wasn't even using the mod since it was too large of a file size imo for the mod space limitations. to be honest, i think it may have actually been because i was curious if real bugs had popped up sometime after the game update in february since the updates often break some mods if they're not updated as well. that didn't seem to be the case though. the only issues i ever experienced with SnB are similar to the ones you mentioned.. built too much on my xbox using it and it dropped FPS or i wasn't able to complete a build since some of the real estate sets weren't complete. nothing that ever caused a corrupt save or harmed gameplay stability as a whole though.
  7. yes there are quite a few, have you tried searching? bethesda's textures are notorious for how poorly optimized they are and mod authors have been changing them to look better while using less vram since the game was released nearly 2 years ago
  8. no, he didn't leave any information about permissions to reupload and unless someone gets permission from him to do so, or he reuploads it himself, it will stay down. there were lots of bug reports on the xbox page for SnB, but there were just as many on the nexus page. it was a problem on both platforms. regardless, it wasn't ever specified why he removed the mod, nor does he have to, but my guess is that there were probably more important or pressing things happening in his life than the mod, and he probably didn't need bug reports accumulating on the mod pages while he was gone from people incapable of reading descriptions and understanding how to use mods properly. if he was open to letting someone else reupload the mod in his absence, he probably would've left information about how to contact him. there's been no shortage of people asking about Snap n Build since it's removal, and plenty of people trying to contact him about it.
  9. probably not enough RAM although idk why that would be a new issue unless you just updated the game for Creation Club and that is intensive on the start menu. i'm not sure if it is or not, i'm still running 1.9.4 so idk
  10. open up fo4edit and check for conflicts or you can just load the mods of the outfits and armors you're using and check what body slots they're using and adjust the armor and armor add-on slots for those accordingly so they're not using the same ones
  11. well it looks like you have a number of mods that make changes to vanilla weapons, none of which i know anything about, unfortunately, so i can't help you figure out any specific solution. however, you have new calibers at the very top of your ESPs, so try moving it to the bottom of your load order and see if it works. if it does, then start placing it higher in your load order until it stops working and you'll be able to find out what mod is overwriting it.
  12. i understand what you're saying and fully agree that it'll be annoying receiving updates so often, especially for mod authors, but part of the reason fo4 was updated again so soon was to address the issue of CC assets being stored on our hard drives despite not purchasing the content. idk exactly what it is they did to fix it since i'm still running 1.9.4, but beth saw how unhappy everyone was about that and knew it needed to be changed asap (plus i'm sure they're not happy they gave away some of their assets for free) but in the end, modders are providing the solution once again. the more people that install cdante's mod, the fewer threads like this we will have. modders won't be hounded as much by users whining about their broken games, and it won't feel like such an obligation to rush out an update if only to shut people up. it's not a perfect solution- there never is- but that's not an excuse to not download the mod so you can at least do your part in making things as easy as possible for mod authors
  13. everybody here complaining about CC updates and bethesda being the devil needs to download Cdante's new mod fallout.exe auto-backup so we don't have to start or revive all these "end of the world and free mods" threads every few weeks.
  14. i believe Terminal+ is from the Transfer Settlements mod which received an update earlier today.
  15. SOE has a couple of lava "pools" you can build in settlements. they're the same thing as what you can find inside the base of the Forged up by the slog. the fx section that SOE adds is really awesome imo but the lava may leave you wanting a little more out of that specifically idk
  16. had this happen to me on my xbox a while back and i guess it's a fairly common issue. looking at the fallout wiki, i saw that the vertibird may spawn on the beach below the prydwen for some reason.
  17. have you removed any mods recently? sounds like you disabled or uninstalled a mod that adds a custom menu to the power category via script. mods that use script injection have specific instructions for uninstalling properly to avoid this happening. you can download the universal missing menu fixer by darthwayne to restore your menu though
  18. I'm 99% sure it's added by the ACR mod to highlight dead bodies if you have the heartbeat censor on the weapon
  19. do you have the Shadow Enabler Patch from SOE running? if so, that's likely the problem.. not an issue with the plugin itself, it's just very taxing on performance unless you have a high end pc
  20. this may not be exactly what you're looking for so my apologies if it's not but SOE by ccmads has an item called the atmospheric water generator that i use all the time. it doesn't take up much space, looks great, provides 15 water and uses radiant power (i think that's what it's called) picture SOE
  21. i think NPCs Travel does something close to that. it added support for Nuka World a little while back but i haven't gotten around to checking it out yet
  22. So then can I just reinstall the offending mod to fix it? Arneercool is correct about the universal missing menu fixer mod. can be found here: http://www.nexusmods.com/fallout4/mods/12192/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D12192&pUp=1 some mods like SOE and thematic and practical include holotapes with install/uninstall options which allow you to restore menus if you uninstalled properly. i'm not sure if it works just for their mods and the specific menus they change or if it restores all menus but i guess you could give that a shot first and if it doesn't work, just download the universal fixer mod. definitely gotta make sure to read the descriptions of mods for install/uninstall steps in the future though
  23. have you seen this mod: http://www.nexusmods.com/fallout4/mods/26520/?
  24. that's caused by disabling or uninstalling a mod that uses a script injected menu without using the uninstall chem or holotape first
  25. i'm still using 1.9.4 and haven't updated yet since i'm still waiting for Transfer Settlements to get an update to work with the latest version of f4se but for what it's worth, Beth IS working on a solution for CC content to not be stored in the game archives so i assume that will hopefully mean every time content is added for CC that it won't break f4se. i mean it is bethesda, so i'm sure there will be more screw ups along the way, but there's no way they're just gonna give away CC assets for free to anybody who has a general understanding of how to make mods https://bethesda.net/community/topic/87400/creation-club-faq https://bethesda.net/community/topic/88724/why-is-fo4-auto-downloading-creation-club-ba2s/149 https://bethesda.net/community/topic/89586/auto-download-of-cc-content-some-questions/14 https://bethesda.net/community/topic/89185/rules-on-using-cc-assets-in-mods/14
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