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duckyduckyquackquack

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Everything posted by duckyduckyquackquack

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Okay I'm trying to make sense of how this feature actually works and how to apply it across my Fallout 4 profiles. I am using the Bullet Time (Slow Time) mod in combination with FO4 Hotkeys mod, so that when I press a combination of buttons on my controller it activates and deactivates the bullet time effect in game. To do this obviously I have to set up an entry for this in the Hotkeys.ini file installed by the Hotkeys mod. This is pretty simple to do and reads as: Shift-Xenon_B=player.equipitem XX000803 where the XX000803 relates to the ID of the item in game to generate the effect, obviously replacing the XX with the actual Mod Index value from Vortex to actually be able to use the item. The problem is across my many Fallout 4 profiles, with various combinations of mods, the Autosorting/Loot Ordering of mods means that the SlowTime.esp never occupies the same place in the load order/mod index across any profile. This means unless I remember to go into the Hotkeys.ini file and edit it before I launch the game then when I load up the game and a save, the mod doesn't work and the controller shortcut/hotkey doesn't work. This is obviously quite a pain. What I want to do is lock the Slowtime.esp to load at specific and constant place across all profiles, which I thought the Locked to Index would allow. So I loaded up my first profile and found the esp at Mod Index 54, now I know all my other profiles have more mods installed and enabled then this profile, but this esp has no dependencies or master requirements so I want to set it so that 54 is the Locked Index for the esp now, so its in the same place for every profile meaning I don't have to keep editing the hotkeys.ini file. So in Vortex I activate the Locked to Index button and then the weirdness ensues. The Mod has been sorted by the autosorting feature already to load at index 54, so I assume having 54 in the box would be all I have to do. However the instant I press the locked to index button, red text appears that says, "Actual Index Differs. If this is the case after sorting it may be this index isn't possible." and bizarrely the mod now moves to Index 57. So I again figure that maybe it wants to be that index, so again change the value in the box to be 57, hoping it'll lock it to this place across all profiles. Again the red text appears and now the mod moves to index 5A. Everytime I change the value in the Index Box, Vortex cries its not possible to lock the mod here and then moves it even further down the order. If I remove the value, the Mod goes back to its original place at 54. So can someone tell me what I'm doing wrong and how to make this function actually work, because its driving me mad now.
  7. 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.
  8. Still ran into the problem after waiting until after I exited Vault 111 before activating the majority of my mods, and doing so in stages. This time Codsworth won't even run off to search for and kill the Bloatfly in Sanctuary, so it's even more broken this time.
  9. I did and making the change to remove the default Game Launchers and replace them instead with the Script Extender Loader has fixed the issue and I no longer need to run any of the extenders as Admin. Works perfectly and I'll remember in future to do this when I uninstall/reinstall games or use other PCs.
  10. It's working correctly. On my installation for Fallout 4 on the same drive as I have the Game installed, I have Voxtex Fallout 4\downloads, Vortex Fallout 4\Mod Downloads and Vortex Fallout 4\active mods What happens when you download a mod it starts in the downloads folder, once it has been completely downloaded it is moved to the Mods folder in your case, for me its the Mod Downloads folder, and then when you install a mod it is copied to the active mods folder with the settings/files you choose during the installation ready to then be enabled on the profile or profiles you have setup.
  11. While running as administrator on an old windows-XP-game can be a necessary evil, if you need to run Skyrim as administrator I would say you've got a broken Skyrim-setup, since neither SKSE, SKSE64 or either of the default executables needs to be run as administrator for Skyrim to work correctly. Now it is possible your virus-scanner or security-package or something will block at least SKSE64 from working until you white-list SKSE64 (the dll-files) and this can lead you to incorrectly assume Skyrim needs to be run as administrator. None of the Script Extenders for any of the Bethesda games launch for me on my PCs without being set to 'Run As Administrator' trying to launch them without this tag, just results in the normal game launcher opening, which is weird because non of the stand game executables are set to be run as administrator, they require no elevations. Steam is running already for the games that need it, so that's not the issue, unless the fact that Steam is set to run as Administrator causes the Script Extender not to lauch applications associated with it because it doesn't have the elevation rights if not set to run as Admin. The entire drive that my games are installed on it completely whitelisted in my AV-Software, so it never scans, checks or blocks anything on that drive, so its not the AV Causing the issue.. It's an issue I've had ever since switching to Windows 10. However following Grestorn's advice above and removing the Game Launcher.exe for each game and making a copy of the Script Extender Loader.exe and then renaming that to the Game Launcher.exe has allowed me to launch the games for the first time ever on Windows 10 without the need to set them as 'Run as Admin' now this also allows Vortex to launch the games via Script Extender for the first time for me.
  12. 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.
  13. Thank you for that advice, I knew there must be someway around it and think I had done this myself already for a couple of mods that I make some changes to in xEdit to work with different mods. Another question about Profiles, where does Vortex read and load the ini file configurations from for say Fallout 4? The Fallout4.ini, FalloutPrefs.ini and Fallout4Custom.ini? Because when I load up the game and make changes within the settings menu for things like difficulty, save options, hud colours and audio settings, when I exit out of the game and then relaunch it these settings are not being saved. So I'm wondering if its loading files from somewhere that may be set to Read-Only and need to disable this so changes in game are saved in the inis. I've checked the ones in My Documents\My Games\Fallout4 and they are okay. I've even checked the ones at AppData\Roaming\Vortex\Fallout4 and they seem okay. So I can't work out why the inis are not being overwritten in game, unless Vortex is using some from somewhere else.
  14. I would assume needing to run SKSE64 as Admin much like running F4SE for Fallout 4 as admin is needed to avoid the system just opening the default game launcher when you run those executables without admin. I can't start either Skyrim or Fallout 4 is the Script Extender Loader is not set to run as admin, it just opens the normal game launcher which then resets your ini files and settings which is bad. As a result, because you aren't supposed to run Vortex as Admin, it then can't launch SKSE64 or F4SE.
  15. I've noticed that Vortex can't launch external applications if they are set to run as Administrator. F4SE Loader being the best example, on my PC if it's not set to run as administrator, when you try to launch it, it just opens the default Fallout 4 Launcher. Unless Vortex is set to also run as administrator trying to launch F4SE from the dashboard just does nothing, no messages, no popups, Vortex just sits there silently and doesn't even tell you why it can't launch the program.
  16. 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.
  17. 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.
  18. 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.
  19. What is the quickest and easiest way to undo and reset the Groups in Plugins back to defaults if you've absolutely messed things up terribly trying to get custom groups to load mods in set places of your load order and now Vortex just tells me Mods can not be sorted because Cyclic Rules, it tells me to change my custom rules, but in Manage Rules I have nothing listed, so it must be down to the Groups I have tried creating, then deleted and now every mod plugin is listed in 'default' group, but still I get the error when trying to sort.
  20. 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.
  21. How on different profiles can you have a different configuration of a mod? I'm wondering how this actually works. I have several mods that have fomod installers that let you choose various settings along the way to make them play nice or more compatible with other mods. However on another profile I may not be using these mods, but when I enable the mod I want to use, its going to load the same setup as configured on the other profile, so may now have features for mods which aren't loaded. Is there a way on different profiles, to be able to re-install and configure mods and have those settings apply just to that profile? Say for example on Profile A I'm running Armorsmith and Vals Item Sorting, when I installed all my clothing and armour mods I choose the Armorsmith/Vals options within the fomod installer, this then installs the mod and I can deploy and enable the files. Now on Profile B I'm not running Armorsmith or Vals, the mods already show as installed, just need to be enabled and deployed, however doing so will add them to the profile with the Armorsmith/Vals configuration. How do I stop this?
  22. 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:
  23. 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.
  24. I was getting this error a lot last night, I thought it was because I was trying the 'Move Deployment' in Vortex to manage mod installs, but then changed back to the Hardlink Deployment method midway through setting up my profile because I was getting fed up with Vortex throwing that window up to Apply/Undo changes to Mods outside of Vortex each time I added a mod, and thought this is what had now broke and was causing that UAC error. Could not work out what was going on as I have full access and control over the Fallout folder and Vortex folders for any and all users on my Gaming PC, I even had Vortex running as Administrator to make sure. Then after several minutes I began to pay attention more to the message and noticed it was the same Mod/File everytime. So I deleted the mod and went back to the page and downloaded it fresh. Installed it and this time no error. Guess the mod got screwed up in the download and deleting it and trying again fixed it. I then attributed this to the issue I'm having where Vortex can't or messes up downloads if I'm not using my VPN Connection.
  25. Okay a quick post on the FO4Edit Mod page got the response from Sharlikran that FO4Edit looks at the plugins.txt and loadorder.txt file for information on how to generate it's file selection, although it can't edit the alter these files directly itself. So the problem I'm having is because in none of these files whether it be the ones in AppData\Local\Fallout 4 (which FO4Edit looks for) or the AppData\Roaming\Vortex\fallout4\profiles\By4itY-GQ does it list any of Creation Club content. So as I test I've painstakingly gone through all the txt files and manually added the names of all the Creation Club ESL and ESM files at the top on the following line from "# Automatically generated by Vortex" and before the Unofficial Fallout 4 Patch.esp and then saved the files. Now when I open FO4Edit it loads everything in the correct order. All Mods now come after the Official Game, DLC and Creation Club Content and now I can open my entire load order without the 'Missing Masters fault'. Now I'm going to assume however as soon as I open Vortex, it'll replace those txt files and remove all mentions and references to the Creation Club files and only list the Mods it's installing.
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