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HeyYou

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Everything posted by HeyYou

  1. Does MO2 think your mods are indeed activated? Later versions of NMM did NOT install files directly to the data folder, but, created symbolic links, so it merely looked like they were in the data folder.
  2. Yeah, definitely a new vid card..... The latest and greatest fellers are hideously expensive yet.... and I really don't see a need to blow a thousand dollars on a vid card.... I am running a GTX 1060, 6gb, and it runs FO4 at ultra, and UGrids set to 7. (I tried UGrids 9, but, got screen tearing, and ghosting..... that was on the old processor though, haven't tried pushing it that high with the new build.) So maybe a 2060 with as much ram as you can get one with, I would also consider adding another 8gb RAM as well. :) I think your processor is fine for the moment. Upgrading to a solid state drive makes a HUGE difference in loading times as well. :D
  3. Homemaker has pre-war houses you can build..... Use scrap everything to get rid of the old ones, build new ones. :D
  4. Yes, it is, I have a mod that give me a total of 49 points to play with. It had other options as well. Have a look at this mod, you can either use it, or figger out how they did it, and do it yourself.
  5. This has actually been well and truly debunked using facts and logic but you seem to be rather timid about honestly seeking out and engaging with the best arguments against your own cherished opinions so I'm not surprised that you still think that it's true. But even if it were true, the solution would be fewer people being born, not people dying earlier. Here's a solution to a problem that you can actively contribute to: stop spreading bullsh!t on the internet. It has? Really? When?? I must have missed that. Population (overpopulation..) IS a problem. Just ask the folks in China, or India......
  6. If it is giving you a long list of content that is no longer present, that is indeed a problem. Need to find out WHY the game thinks that is the case. Changing mod managers mid-game really isn't a good idea.... all sorts of voodoo going on in the background with mod managers, and they don't all do things the same way....... If you want to change mod managers, best method is to uninstall all mods with the original manager, uninstall the manager itself, install the new manager, then reinstall your mods.
  7. Don't tag patches as esl, they will load before esp files, and that could truly screw things up. I would be tempted to just nuke the old file, and create a new one with the same name..... That way, there is less danger of 'wrong' edits being retained.
  8. I see those errors in a lot of logs, and I am REAL curious why they show up, when you haven't purchased/installed any CC content...... You don't appear to be running any mods that is dependent on any of it...... Makes me wonder if beth didn't screw something up in one of their 'updates'...... that caused it. I usually just blow away all the cc stuff in my data folder. I don't need it cluttering things up.
  9. Eli's Armour Compendium Ponytail Hairstyles by Azar v2.5a Are both listed as Nexus Requirements. What mod manager are you using? It *should* be whining about that..... Loudly. I don't use the mod though.....
  10. Scrap Everything should be dead last. Ok, "no lollygaggin" location doesn't matter. It has nothing to do with 'better settlers', however, better settlers has two other required files, that I don't see in your load order. I am actually surprised the game even makes it to the main menu.
  11. Shouldn't bettersettlers.esp load BEFORE bettersettlersnolollygaggin.esp?
  12. The limit for mods is 255 esp/esm files. (esl files don't count toward the limit) If you exceed the limit, you get exactly the behavior you are describing.
  13. Fallout 3 wants Games For Windows Live, does it not? Not sure if it is legal to suggest this or not, but, getting the dll to remove that particular requirement may solve a lot of your issues.
  14. The point I was making was that many companies have produced games that have been critical and commercial successes, some even creating or redefining genres and yet have still folded due to financial issues. Some of that will be symptomatic of the configuration of the funding/revenue model and to a greater or lesser degree for each. Correct, but you're only proving my point. Daggerfall was a critical and commercial success but not enough to keep the company afloat let alone bankroll the studio's next game. Any business will fail if they don't manage their money properly. This is especially true for smaller developers (of which, beth was one at the time Daggerfall released.....) You have a huge staff you need to make payroll for, and without additional revenue streams, it can get interesting. MS doesn't have that particular problem. They make money hand over fist without really having to do anything at all..... That, as I see it, is one of the biggest advantages of MS acquiring Zenimax, et al. The income roller coaster becomes a LOT less of an issue. Besides, no one is going to pay a subscription for a single player game. Several companies have attempted/considered doing so, including MS.... but, so far as I know, none have been successful with it. Beth has a formula that has worked perfectly find for 20 years. There is zero reason to change it now.
  15. A pretty poorly written article: "New and improved..." oxymoron "Built with new engine.." and then "new engine optimisations" so which is it?"ZeniMax Online's brand new IP is being built from the ground up..." How else do you create new IP? Therein lies the problem. This particular model didn't work so well for a number of studios who made some of the games we cherish as classics e.g. Looking Glass Studios, Black Isle Studios et al. Huge capital requirements up-front with an indeterminate return on game release (if it gets released at all). IIRC Bethesda would also be defunct if not for Zenimax. It's only natural for companies to try to defray risk by looking to alternative revenue models. Sure, many stuidos have promised all sorts of stuff, not delivered..... and gone the way of the dodo. Zenimax was a holding company put together by folks that already owned Bethesda softworks, as a way to secure funding. Morrowind is what saved beths behind. They released a game that enough people thought was good, that they actually bought it. The construction set shipped WITH the game. Folks are still modding morrowind today, almost 20 years after its release. People still BUY the game today...... The game development/release/sale/profit model has been working perfectly for beth since some time in the 90's. Zero reason to think that will change now.
  16. That's odd, they should run just fine on win 10......
  17. Get "Improved Consle" mod. Drop one of your SC cells on the ground, open the console, and click on the SC cell. That will show you the base id for them. (which will also tell you which mod it is from.....) Then you can either go poking about in FO4Edit, and see what other mods affect them..... or, simply add a bunch to your inventory.
  18. Uninstalling isn't as easy as it used to be, especially if you are using a mod manager...... Gotta tell the mod manager to uninstall all your mods first, verify they don't show up in the data folder, uninstall the game, delete anything the uninstaller leaves behind...... and then MAYBE, you will have what is known as a 'clean install'......
  19. The hard limit is 255. That does NOT include .esl files though, so, you can subtract those from your 317. Merging mods is pretty much an art form. If they are JUST esp files, merging shouldn't be a problem. If they include .bsa or .ba2 files, and possible scripts...... more steps are necessary. Have a watch here. Should at least get you started.
  20. Yeah, I have seen that video. :) Fun to dink around with, but, I really don't think my hardware would actually allow me to play at those settings. I have increased the range of a few select weapons, and also increased the range of their projectiles. (most are set at 10,000, which is fine with UGrids at 5..... not so much at 7..... Even with an indicated range of over 1100, projectile range set to 30,000, I can still see folks I can't hit.......
  21. Yeah, I think starting with the 7th gen Intel processors, and same generation AMD for that matter, Win 7 was no longer an option..... Nobody writes drivers for them... I seem to remember seeing a couple 'independent' groups (private individuals) working on it, but, I think that would just be asking for trouble. Win 10 really isn't all that bad. Turn off as much of the telemetry stuff as you can, and it actually runs pretty good. (Yeah, I wasn't thrilled with win 10 either.... but, wanted newer hardware than was available for 7.) Compatibility mode works pretty good, except for the TRULY old software, that wanted to run on DOS-based machines.
  22. Does it do the same thing if you start a new game??
  23. Yeah, I played with weapon ranges quite a bit, trying to sort this out, and all I succeeded at doing was confusing myself. Most weapons have a 'base' range of 500, which is then modified by various factors. (barrel length being right up there....) What I found though, was there is NO damage 'falloff' vs range. You either hit, and do damage, or you don't. I tested this at various ranges, and found that if I was 'out of range', my target wouldn't even notice I was shooting at him. However, take a couple steps forward, and it was a one-shot kill..... I run with UGrids at 7, so, I can see enemies at a pretty good distance. Unfortunately, that does NOT translate to being able to actually hit them.....
  24. Should just be a matter of installing it, and firing it off. Shouldn't be any compatibility issues. Installing Steam, or, at least your games library, outside of the program files folder is a good idea though.
  25. Could likely do it via command line......
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