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About duckyduckyquackquack

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https://www.youtube.com/user/lambiccymy
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United Kingdom
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ccbgsfo4036-tmsdg.esl Issues
duckyduckyquackquack replied to Grip55's topic in Fallout 4's Discussion
You need a newer version of Nexus Mod Manager, which will be a community beta version as development on NMM has long finished by the actual Nexus site or switch to the new Nexus Vortex Mod Manager which has the proper support for ESL files. The final version of NMM here on the site version 0.65.2 doesn't correctly detect or know how to handle the Creation Club ESL files. -
Blocked From a Mod _ Mod Author =(
duckyduckyquackquack replied to jaderiver's topic in Fallout 4's Discussion
I too have been blocked today by this author for posting a comment about an issue I was having with the same mod. Annoyingly this block also prevents me accessing and downloading his other mod for Skyrim which I really like and enjoyed. I also notice across his mods he's very quick to purge and remove any comments from anyone who says something is wrong in the mod or something doesn't work right. I even posted that wearing Power Armour didn't negate the radiation damage from the sun, which he clearly acknowledge as it's listed as something he's fixed/changed in the latest Version 4 of the Mod he's uploaded today. -
Modders Abusing the "Block" feature?
duckyduckyquackquack replied to Deleted2282112User's topic in Fallout 4's Discussion
Doesn't matter if mod pages have seperate bug-reporting tools, forums or the standard post pages if a Mod Author is just going to block users for trying to use them. I also can't believe the Nexus Site won't respond to users who have been unfairly blocked from mods by authors. I now can't download updates to this mod because I'm blocked from the page, or re-download it if I move to another computer. I also can't download mods for a completely different game because apparently when an author blocks you, it blocks you from their entire content not just a specfic file. That I do think is wrong. -
Modders Abusing the "Block" feature?
duckyduckyquackquack replied to Deleted2282112User's topic in Fallout 4's Discussion
Just came across this very situation myself. Downloaded a Mod for Fallout 4 the Sanguinaire Mod, been testing it for a few days and noticed a small issue with clothing and armour added by the mod that meant its not scrappable at all in the game either via the armor workbench or via the build menu in a settlement. Reported it to the Mod Author via a post on the Mod Page which was very polite and courteous. I even recorded a video today and uploaded to YouTube to be able to post to the Mod Author to show the issue in action and now find I'm banned from his mod and all his mods, even for other games which I have no problem with and quite enjoy. I used another browser to access the mod page and notice he's even removed and deleting the posts from people. -
Disabling Concealed Armor on its own after installing it won't fix your problem, because as I said it overwrites files from other mods with much older and out of date versions. After un-installing and deleting Concealed Armor, you would then need to install AWKCR again and Armorsmith to overwrite the files changed by Concealed Armour with the new and correct versions.
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Had the same issue last week and as said by Algabar, it'll be Concealed Armour causing your crashes because it uses an very old and out of date version of AWKCR that it force installs and will overwrite your more up to date and current version of AWKCR, which then breaks mods like Armorsmith which are updated to use the latest version of AWKCR. As Concealed Armour has not been updated in forever and is no longer being supported by the author or any other modder, you're best off removing the mod from your installation and using an alternative such as UCO (Ultimate Clothing Overhaul) by AndrewCX which offers the same function as Concealed Armour and more, but is still in active state, being developed and supported by the mod author.
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Without Mods installed the Game Progresses as Normal from a New Game Save, sadly loading a save I used mods on still seems to leave them broken and unable to complete the quest. So I'm assuming the fault it Mod related. I also noticed on another seperate profile, with a different mod configuration that I also encountered an issue in Sanctuary with Codsworth, when you get the quest to explore Sanctuary and remove hostiles. Despite killing all the Bloatfly in both Houses, Codsworth remains in Alert Mode and within the first house, thus this Quest doesn't continue or complete either. I've had a quick look at the Load Order in FO4Edit and don't see anything that messes with any of the Quests. So at this stage I wonder if it's a script issue. I wonder if starting a game with a lot of mods enabled that have scripts ultimately breaks the game as the they all try to load and run at the start of a new game and the engine can't handle it. I remember having similar issues with Skyrim and some mods, which required you to use an Alternate Start Mod, which gave the engine a bit of breathing room to load all the mods and data, before actually loading the majority of game data. I'll temporarily disable a lot of my mods and try starting a new game, get out of the vault and then save/exit the game and load mods a couple at a time then, restart the game and let them load before saving and exiting again and loading the rest.
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I keep encountering an issue with this quest. No matter how many games I start, what combination of mods I have installed on a profile, I keep encountering the same issue every time I play the game. When doing the Freedom Calls Quest, after getting the Power Armor on the roof of the museum, then taking the mini-gun from the vertibird that's it. The raiders that I need to clear out of concord never spawn, the death claw never spawns and there seems to be no way to advance the quest. Sometimes when I take the minigun off the vertibird the quest marker never moves and the game seems not to recognise I have picked it up and equipped it. If I go back into the Museum, Preston and Co are still upstairs in their little room and if I try to speak to anyone they just tell me to go get on the roof. Anyone know how to fix this issue? Is there a way to restart the quest via console commands or get the next step of the quest to start via console commands? I can't believe so early into a new playthrough the games is broken already.
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I think the problem was that after installing the mods one of those screens popped up that said a file had been changed outside of Vortex, possible as I think I download Armor Keywords via the in game mod menu rather then nexus and vortex. So when installing Concealed Armor it didn't warn about the conflict and instead choose to load the ArmorKeywords.esm from Concealed Armor over the one already in my data folder. This then broke several of my other installed mods that require the later version of Armor Keywords.
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Think I've fixed it by trial and error disabling and loading the game and trying to access a armor bench. Seems like the the offending mods for me are: Concealed Armors Concealed Armor Season Pass AWKCR 3.x.x compability patch I'm wondering if it's because they contain an ArmorKeywords.esm replacement file that's older then the current standalone Armor Keywords Mod, which they overwrite then because Vortex offers you know way of excluding that file from being installed and subsequently mods that look for and require the newer Armor Keywods file can't find it because Concealed Armors has overwritten it. I'm even more surprised that Vortex doesn't even offer a warning that this is what will happen when you install the mod.
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Since the last game update I'm now having an issue in game, where if I try to use any Armor Workbench the game instantly crashes to the desktop. All other workbenches work fine I can use Weapons, Power Armor, Cooking, Chemisty, Settlement etc all without issue, but touch an Armor Bench and crash city. I'm not even sure where to begin looking for the culprit in my load order: If anyone has any suggestions I'd be really grateful to know how to fix this.
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Armor workbench crashing game.
duckyduckyquackquack replied to Wolfskin75's topic in Fallout 4's Discussion
I'm having the same issue, and weirdly with one Profile in Vortex for my Frost Setup the Armour Workbenches work fine and don't crash the game. In my standard Fallout 4 profile, as soon as I try to use an Armour Workbench the game crashes and sometimes even looting Armour Items off corpses will crash the game. I have no idea what mod could be causing it and need some help maybe to find the offender. He is my current load order: -
I hate playing FO4 without SCRAP EVERYTHING
duckyduckyquackquack replied to yzerman19's topic in Fallout 4's Discussion
Have you tried the 'Scrap that Settlement' mod as an alternative to Scrap Everything? The only drawback I see to it is that the mod author for whatever reason chooses to only upload it via the bethesda.net system and doesn't add the mod to Nexus here, so you have to install it in game. I believe it's updated more then Scrap Everything and as it's available to the console players as well I'm guessing its a bit more optimised. It may not allow you delete anything and everything like Scrap Everything does but it's pretty close. -
What could cause mods to not show up in MCM?
duckyduckyquackquack replied to jordangamer007's topic in Skyrim's Skyrim SE
SKSE64 and SkyUI are still very much in Alpha, so expect some issues with functionality. Also check what mods you've installed and when they last had an update from the mod author because a lot of Skyrim Special Edition Mods don't have MCM support yet, even the ones that had it for the original Skyrim, they had a lot of features removed when first ported to SE because there was no SKSE and SkyUI, some Mods carry remnants of the old code within and people notice weird MCM Bugs, strange text and symbols and wonky menus. It just means the mods need to be re-written by the authors to re-support the SKSE and SkyUI features. As a general rule I apply when looking at mods to download and install if it's not been updated in the last six months I don't expect it to have SKSE or working SkyUI functions.