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Everything posted by SMB92
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Well then the only other ninja I can think of is that there is an INI dump present in your data folder. If you see a Fallout4.ini in your daata folder, just delete it or move somewhere else if you wanna keep it to look at it. It will override your AI settings if its there
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Fallout 4 Mods - CTD Entering or leaving Vault 111
SMB92 replied to queensiha's topic in Fallout 4's Discussion
I experienced a similiar issue last night, where i was trying to load weaponsmith mod but game would crash at load. For whatever reason, it fixed itself (I won't care to mention what I went through, I did everything by the book). In your case you have a lot of mods so you might wanna load em up in FO4edit and run a filter for conflicts. Also you might find that some mods won't work properly with the game after the 1.5 update because they need an update.- 27 replies
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- broken mods
- ctd
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(and 2 more)
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Cannot get model to swap with mod I'm working on
SMB92 replied to PhantomX01's topic in Fallout 4's Discussion
So you are trying to port some of the customizations from said WIPAG mod to X-02 mod? World model is just the model you see when you drop the item from the inventory/pipboy per say, not the model that you see equipped. Like when you see folded clothes in the world but when u wear them obviously you see the full model. I havent dl'd the WIPAG mod, but correct me if I'm wrong about what you're trying to do, sounds to me like you need to muck around with the 3d files? -
Those lines were always there, they are in all of Beths Gamebyro game, IIRC. You do not see these lines when you "export" your load order from NMM though, which is how most tend to copy their LO when posting. The game will reset the plugins.txt if these lines are missing, and also if Fallout.esm or DLCs are listed in it.
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And you checked the plugins.txt in ur appdata folder? You sorta gotta reactivate all the mods u want everytime you open NMM atm. What I do when i change mods is open NMM plugin section, check all my mods and then click on the mods tab, then exit NMM. Sometimes what you have to do is uncheck a mod and recheck it, which should force the plugins.txt to update i found.
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Well for reasons I can't explain, apart from Murphy's Law, the file just started working. I just re-enabled my other mods and it is still working. I reckon it just decided to work because I got to the point of asking the mod author, which I usually try to avoid. I'll be interested to see if this becomes a random recurrence with some mods.
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They're integrated with the mods. At least WSE does. They are planning a big update but I dropped a comment on their page about this current version. I can even get the WSE DOOM plugin to work just by itself, it's only the WSE main file that won't work. I got it laoded into FO4Edit and it doesn't have any errors apart from basic/generic null pointers on some weapon mod data, where they've made changes. No conflicts, no nothing. I am absolutely stumped.
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Yeah I only went with what I believe were the safest. Didn't wanna go overboard either. Most plugins on my list are just those I haven't removed from all the mods WSE required. I am confused as hell right now, because when I load WSE into FO4Edit, it stops with an error that it requires DLC to load first, but loads the other mods that require DLC just fine (this is where I got the whole assumption in the beginning). The spelling in the master table seems fine though, and other users reporting it working fine too. So bizarre.
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Nice, have fun then ;)
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I have a number of those settlement mods, and looks like I just ate my words because a number of them require DLC and work fine, so it is definitely just the WSE plugin itself. ASE works too, just double-tested to be sure it loaded. Curious though, I didn't see WSE in your loadout? Here is my list anyway:
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ASE not so much, but i have the full WSE setup w/ LL's and all mods. I have a bunch of settlement mods I setup today and they were all fine, its only these DLC dependant mods causing the drama, there another one in there that i can reproduce the CTD with, ill check in a minute
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Do you happen to be running Fallout 1.5.151 or 154 patch? They had an issue with plugins.txt being elsewhere (in the data folder or something) but fixed with current release
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Problem Im having is when i try to load Weaponsmith Extended, the game CTDs. The reason why is because its missing the DLC as a master because the game no longer loads them upfront. Even when i add DLC to the plugins.txt, it will CTD. I can load WSE without the DLC version/dependancy just fine.
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@ClayBoT - Can you do me a favor and try loading a mod that requires one of the DLC. I'd almost be inclined to put money on it not loading
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I reckon if you disable any mod with DLC dependancy, and do the NMM reenable trick, you'll be peachy. Having that problem myself, cannot get the game to load the DLC at startup no matter what, seemingly until I load a save that only has mods that touch/rely on Fallout.esm, then the DLCs appear in game. Add any mod that needs DLC, game over. Bloody weird.
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Idk the correct answer to your question if there is one, but i found i forgot to install the SnB version of HM and end up with duplicates, so maybe you van do that. Having said that i went back and installed SnB patch and Im pretty sure I still have prefabs. I am using the complete SnB package also.
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I can get the main mods to work via the NMM reenable trick, but I have found that no matter what I do, any file dependant on a DLC will cause the startup CTD, even if I manually add the Fallout esm or DLCs esms to the plugins.txt file. I can load any amount of other files but if they have DLC dependancy, its game over.
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Pribably because you still have the plugins.txt and DLClist.txt in your appdata folder. Go to users/"yourself"/appdata/local/fallout4 and delete said files
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Stands to reason that im not overly fussed with companions, but a dog whistle would be the go. That a quick button to make him walk a distance. I didnt realise you can disable/take out the tin can alarms, ill have to try that next time. Not sure on the bomb, i havent any lag so ill need to test that. He hasnt set off any previous traps, just one of the shopfronts in Cambridge.
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Finding Mostly Dead Enemies Everywhere I Go
SMB92 replied to acelogan's topic in Fallout 4's Discussion
Not sure what difficulty you are playing on, but ive found more living than dead, albeit a lot of dead in Cambridge -
Yeah cant say ita like Minecraft because wven that has Survival features XD
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I believe its done by attaching a script to the weapon thats constant, and works from a calculation of chance for that weapon type (decided by modder with an educated guess) and then the weapons condition, maybe some other factor if you care to think of any. Then it would play a custom animation and usually because its easy, the sound like an empty clip. You could then set the weapon to a state of jammed requiring a custom button press to unjam with a custom animation for immersion. This would of course be mjch better if you had an MCM and FOSE. Guys like Weijiesen (creator of EVE etc) would be the go to for visuals for the hot barrels and perhaps smoke effects.
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Thx for the armor tip. The E command at a distance is an absolute nuisance, fiddly and more time taken then i care to for a follower. He sure as hell sets off the tin can alarm and he broke a tripware that let off a makeshift bomb in Cambridge, first one I seen him do apart from the alarms, here i was thinking they surely made sure he couldnt. Half the time in sneak mode he is behind me, getting in my way everywhere so i have to jump over him, other half of the time he is away from me. Its not like i dont want to like him, i still have him with me despite the shortcomings, but i find i have more negative things to say than positive. I sneak more often than not though, carefully assessing my surroundings, so it is probably fair to say my inquisitve role play isnt suited for him. I can see he would make an excellent run and gun partner, he tends to finish off enemies Ive already damaged rather than killing em outright which is probably realistic enough.
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I want this too. Ill post if i find it. I thought it might be the Police Pistol but it wasnt at Cambridge.
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My Dogmeat wont wear his armor, idk why. Another -1. It would be all well and good to have him wait while sneaking, if he was in distance to talk to 95% more often. He really made a nuisance of himself in Cambridge, settings off traps and alarms everywhere. Once i told him to wait, he somehow attracts ghouls to himself and blows the whole show anyway. Not having fun with him it all.