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Everything posted by SMB92
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Fallout 4 Mods - CTD Entering or leaving Vault 111
SMB92 replied to queensiha's topic in Fallout 4's Discussion
Woops I forgot about this post, busy busy :s Body texture might be missing the dirt texture? Try redownloading your body mod. Shadow one is weird, i haven't the answer on top of my head. I'll post my shadow settings for you- 27 replies
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- broken mods
- ctd
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(and 2 more)
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Not all red are bad conflicts, the color merely denotes that two mods alrer the same things completely differently. This is why load order is important, you want the mods you want to win last. Yellow merely notes changes from the master. Purple is identical and you mostly dont have to worry about them (these are ITMs referred in "mod cleaning"). You can merge your lists safely. Both xEdit and Wrye often leave some data behind when using their merge lists functions so sometimes you have to patch lists manually. These lists will appear red in highlight/text. This usually only occurs in large load orders.
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UPDATE 1.5 - WHY MODS DON'T WORK ANYMORE
SMB92 replied to kayderstecher's topic in Fallout 4's Discussion
Its a pain, but eventually it works. I posted my steps in other threads but to help spread the advice Ill post it again. First, be sure you followed NMM advice by uninstalling and reinstalling all mods. If you have a NMM profile setup this will be much easier. So once you make sure plugins.txt is not read only go to NMM. If mods are not checked, check them. Then click over to mods tab in NMM. Now, have a look at plugins.txt and see if it worked, all the mods you wanted active should have an asterix in front. If not, delete plugins.txt and try again. You could also exit NMM instead if clicking to the mods tab ti see if that forces the update. If not then at this point maybe try reinstalling NMM. If they are checked in NMM, uncheck one and recheck it, then click to mods tab and see if it worked. I found that having no loose esps ( ones you dont want to have active) in tthe LO helps. -
UPDATE 1.5 - WHY MODS DON'T WORK ANYMORE
SMB92 replied to kayderstecher's topic in Fallout 4's Discussion
Arthmoor, you should do a sticky post in this thread lol. I keep hanging around to spot any new info that might emerge but everyone basically asks the same question despite 100000 similar posts. For whatever reason, this reminds me of a WCCFtech article. -
You could duplicate one of the INIs and delete everything in it, then rename it to falloutcustom. The saves are likely from Steams cloud
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Strange weapon mod showing up crashing game
SMB92 replied to thunderlord2200's topic in Fallout 4's Discussion
WSE isnt a bad mod, but it requires a lot of prerequisite mods. Game tends to crash when you try to look at an item that has a missing mesh. -
Its been said that UI mods dont work atm. I haven't tested any myself so I can't confirm this but there has been a number of posts I've seen about that Edit - some users report deleting loose files from the Interface folder in your Data folder gets the game to start
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Strange weapon mod showing up crashing game
SMB92 replied to thunderlord2200's topic in Fallout 4's Discussion
The "Mysterious Magnum" is the Mysterious Strangers weapon and is in the game by default. One of your mods must add it for you to access. What menu did this item appear in? Crafting or your inventory? -
Settlement building: Lost the food category
SMB92 replied to LKnives's topic in Fallout 4's Discussion
@vegas - heard that Planters mod causes issues, but apart from that you should open your list up in FO4edit and see what touches the food list -
Can't start new game, current save works fine.
SMB92 replied to Schmobius's topic in Fallout 4's Discussion
Seems a few pre 1.5 mods are causing issues, I even seen someone post a texture mod caused the game to not load. While I welcome fixes and additions in Beths patches, whatever they've done here in 1.5, theres truly some ninjas in there now. -
Nmm is resetting mods because plugins txt does NOT have those asterix. NMM should be updating the plugins.txt, you should see an asterix in front of every mod that is active, thats how the game knows to load said plugins even with other plugins unactive. Try deleting plugins.txt and reopening and reordering mods in NMM, and always check the plugins.txt befire laynching in case the refresh fails. PITA, but have to fo this everytime you fiddle with NMM and mods.
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Fallout 4 Mods - CTD Entering or leaving Vault 111
SMB92 replied to queensiha's topic in Fallout 4's Discussion
Ill have a look shortly, just got home from work.- 27 replies
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- broken mods
- ctd
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(and 2 more)
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Fallout4.ini and it would be in the data folder with the esp and esms.
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Getting mods to work? Anyone? (After 1.5)
SMB92 replied to AtmaDarkwolf's topic in Fallout 4's Discussion
I'm starting to wonder if people didnt follow the NMM instructions for tge 1.5 update or didnt see it, and it has caused all these inconsistencies. After updating to 1.5 you were supposed to uninstall and then reinstall your mods. Its on the Nexus front page. If you did do this then yeah, its strange. But what i know is I had no mods prior to 1.5, experienced the issues i mentioned when modding, and solution/workaround i posted has worked for me so far. -
The INIs are located in Documents/My Games. I assume you meant that was fine as well. Weird stuff happening since this update, been a long time since I had to put up with bugs like this.
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According to the latest update, also posted on the Nexus front page, after the 1.5 update you have to disable and reenable all the mods again. If you had a NMM profile, reactivating it after uninstalling the mods is the easiest way
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Getting mods to work? Anyone? (After 1.5)
SMB92 replied to AtmaDarkwolf's topic in Fallout 4's Discussion
Be great if it is actually fixed now. I'll have to check that out. -
You might look at the other posts in this thread, a good bit of advice has been posted already. In your case you may have experienced the plugins.txt bug and now ur save is fried. Hopefully you have backups.
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Getting mods to work? Anyone? (After 1.5)
SMB92 replied to AtmaDarkwolf's topic in Fallout 4's Discussion
I was experiencing much the same for a few hours last night with the plugins.txt not updating from NMM, and an odd crash that had no reason. But the modnet solution is not the answer, its more of a stuff around even though it can work (didn't help my crash problem, that resolved itself). My mods also keep disabling after fiddling in NMM, and not always when adding mods. It doesn't happen everytime but it happens a lot. What I do: Go to NMM plugins list, if all are seemingly activated, deactivate one. Then reactivate. Then click over to the mods tab. Then back to plugins tab. If all still active, close NMM. Then open plugins.txt and see if all your mods are there with the asterix in front. If so open the game and it should be good. If you have weird crash on startup, rinse and repeat. Or check if you have an old mod that hasn't been updated in a few official patches. Each time you add new mods or fiddle with NMM, check your plugins.txt before launching game. If there is an inconsistency, repeat above. You may need to delete plugins.txt occasionally to get NMM to update If NMM is still having no effect on plugins.txt, either run NMM as admin or reinstall NMM (save ur profile). If still no dice then you are seriously unlucky -
Getting mods to work? Anyone? (After 1.5)
SMB92 replied to AtmaDarkwolf's topic in Fallout 4's Discussion
Theres something stupid going on where the plugins.txt file is not setting correctly in NMM. For me its at random, sometimes it will do it everytime i add a mod, sometimes not, but these days i have a shortcut to my appdata folder to check the plugins.txt anyway before loading up. Give up on the in game modnet altogether. Just give up on it. Go into NMM, check all the plugins you want, then check the plugins.txt file. If it hasn't got the mods you checked in the list with an * in front of the name, its no good. Delete plugins.txt and pluginsnmmbackup file and go back to NMM and try again. And if you experience anything like I did, one or two mods will just crash the game at startup for no reason, but might work out of the blue by following above advice. -
Youve both double checked that NMM is pointing to the right folder locations?
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Users/YourUsername/Appdata/Local/Fallout4 It might be hidden so you'll have to unhide folders in folder options
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Possibly your plugins.txt is not saving properly? Check your appdata folder and see if plugins.txt has all your mods you selected in NMM listed with an asterix in front of them.
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Using Settelement Keywords Extended or just original?
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Fallout 4 Mods - CTD Entering or leaving Vault 111
SMB92 replied to queensiha's topic in Fallout 4's Discussion
Interesting that a retex caused it, did it have an .esp? Any chance you can screenie that pixel glitch? Edit - R u using Settlement Keywords Expanded? You should get that and ditch the old one if so. Also I don't think you need the 2 snap n build esps if you have the master with all the mods, plus I definitely don't have that SK patch for it (from memory SKE says you dont need it) Also put the UFO4P AWKCR patch RIGHT UNDER the UFO4P. It causes a conflict with ASE and ASE needs to be the winner.- 27 replies
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- broken mods
- ctd
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(and 2 more)
Tagged with: