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speedynl

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Everything posted by speedynl

  1. the CK for skyrim se is more unstable as for f04, yes i have some crashes from time to time, but it mostly happens after editing xx npc's, seems ck can't handle that to well for cleaning/(re)building stuff it never crash and i have only a medium syst, with 16 g ram
  2. don't know for the memory but if you disable stuff in CK just put it under the ground, that way it don't show up when you load the esp again even if you use disable in ck and let the stuf there where it is it will show again it don't matter if you delete and undelete in fo4, the only way to remove it from your view is hold z drag underground, if a interior cell do the same just drag it deep down
  3. vertrokken/afgetroken/doorgetroken belg ? domme belgen en nederlanders :P btw jimmy ik heb een uitkering en ik heb a creditcard, bank kijk meer naar je saldo( of het elke maand bijgeschreven wordt)dan is het goed sjees ik heb meer moeite met nederlands typen dan english meschien tijd voor school
  4. i ques the normal edge prevent npc to past a certain point on land, water do the same but for water only never payed much attention to it, the only thing i realy know from the edge marker is, that it is needed to make any settlement raid able maybe you get a clue if you look at the build/sand box on island and see where the water edges are, if outside the box then i don't have a clue wat they realy do because npc's don't get out the build/sandbox
  5. look at SpectacleIslandLocation you will see there wat they do, they do the same as regular edge, but mark the edge for water
  6. a renamed 10mm, and rifle,with upped damage, putted them in vault 111, no need for anything else, i like it simple almost no mods needed
  7. works fine for me no problem at all in nuka https://drive.google.com/file/d/1Bq7mo-HNUPSCQuR5Kr8_rVN64y2vOIFW/view?usp=sharing
  8. set encounter zone on mapmarker, if using a heading marker+mapmarker set encounter on heading to, name the heading like heading xxmarker if interior like @zorkas say make sure cells have the right name last time i did someting in nuka world i forgot to set encounter on map+heading and the info din't show on world map setting encounter on both fixed it
  9. load order mod 1 first mod 2 last mod 2 shoud win mod 2 first mod 1 last mod 1 shoud win a simple fix load the 1 with key word first in load order use xedit to add the key word to the mod without(don't copy from 1 th, manual add if posible) all done
  10. mods you like to see ? wel start up YT search for fo4, plenty vids there, you can learn how to use CK then you can make wat you want, but prolly not those things in your list
  11. no wonder you run into problems, see my super uber mod list, it never give me any problem home plate, fizztop, are just there to try them outovt and fo4 seasons are the only 2 i din't make myself, works like a charm, or shoud i say works like intended :laugh:
  12. i run 163, i can send dog to any place, even my own custom settlements (cabin/concord museum) i pick him up at rr, and send him strait away to cabin, works fine
  13. disable any mod that change/add creatures, start a new game, just go strait to that place where you crash, now if you don't crash now, add those creature mods back 1 by 1 load your vault exit save rince and repeat, that way you can find out if any of those creature packs is the cruelpit
  14. it works for both drives, it uncap the fps when loading ext/int cells, as for the low res, yes the game do that sometimes, if you encounter such thing, just save, exit game, load your save and its fixed a well know place for doing this is near concort a quary(sp) if it load the low textures you sink into the ground to as for your mods just try to disable 1 of the 2 unique's, and see how that work, if both mods add/change alot in 1 cell then it can help to disable 1 of the 2
  15. any mod that alter npc's and or add npc's can cause stuttering image this, lets say diamond city, it have a decent amount npc's, now when you enter the city the game have to load all vanilla and then change all the looks from them(hair/outfit/looks) meaning overtime for your system, means stuttering/slowdown same for any cell that contains npc's the game have to change all the looks again, and or add npc's it also stutter when you enter any cell that is hand changed(settlements, ect) hell even the vannilla game stutter when changing cell's, not to mention the realy bad optimize they did on this game in short there is not much you can do, well there is, remove/disable all mods that change/add npc's and see how that works as for fps the game is made for 60, higher can cause trouble for faster/better loading times you can try this mod, it works like a charm https://www.nexusmods.com/fallout4/mods/10283 a lil note @stormy was right the high res pack from beth is nothing then trouble, there are way better mods around for that but wat do i know i'm just a n00b that picked up sometings
  16. here you go, i changed some stuff have fun with it https://www.nexusmods.com/fallout4/mods/44050
  17. not my problem eighter, i make those things but i don't use them, infact i don't even play the game atm time for The Legend of Heroes: Trails of Cold Steel III
  18. i don't know wat that is, i only turned the place in a working settelment and it work like intended
  19. any 1 wo can make a settlement can do it, its pretty easy swap the int wb with a full working 1 there is already a center marker, but not linked, add spam/atk markers, add mapmarker outside, put the fast travel marker inside, add build box(link all correct), add keywords to location, add quest, and all done https://drive.google.com/file/d/1O9XJuqft_bo_kBSWNMZK8mh8HIwR8Y57/view?usp=sharing you need the latest game version, otherwise the esp will not work https://drive.google.com/file/d/1Iq7ByEc4AHlcZiCOvvN_mzIaon5_h7lR/view?usp=sharing no need for a beacon, there is a npc spammer next to the workbench, have fun
  20. for so far i can tell nothing was hidden, i just removed the keywords if needed, then picked the spines by hand and used the - menu to disable/hide from local same for pylons and generator( and pulled all under the ground ) i worked like i always do, just disable/hide nothing fancy, don't know if i did someting difrent then @von(maybe he forgot the iron spines), (there are black and iron 1's) then dropped a new generator and linked it to the wb, saved the esp and headed to the outpost (was never be there in game) and it worked like intended
  21. maybe you wana check out this esp(you need the latest version for both game/ck) and see wat i did difrent then https://drive.google.com/file/d/1ec7Ov-aOvuhtd0t7W0iCy_v_GIK4BdMe/view?usp=sharing
  22. after deleting(disable/remove from local) all spines, pylons, generator, and placing a new generator in ck, this is my result https://drive.google.com/file/d/1uPLQGZNPCeIYJK9Xuq4TLkhdl5w0wMD3/view?usp=sharing works like a charm
  23. it say 1.10.163.0.1, with the belonging CK version(1.10.162.0)
  24. wel there is a simple aio, its called CK :devil:
  25. in your fallout4pref.ini, find those 2 lines bVolumetricLightingEnable=0iVolumetricLightingQuality=0 make sure they are 0, this turn those dum godray's off, the game looks much better(no blur) when turned off complete
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