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yakalrad

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Everything posted by yakalrad

  1. You are right, I should not have posted this in this thread. I was a little drunk last night and apparently not very aware of what I was doing. I am sorry. To be clear, I do NOT own FO76 and am not planning to buy it, but does it not use the same optimization system as FO4? I have been told it DOES use the same precombined optimization system and is why mods (if and when they ever happen, especially on console) that break precombineds will most likely not be allowed in a multiplayer setting. Again, my apologies for posting last night. Happy Thanksgiving to those that celebrate it.
  2. I realize I am a console chick and have not been here for a while. I know what’s up when it comes to how FO4 works, and can definitely spot a broken PC in my game. I am very observant and smart, although I frequently make an ass of myself. I also realize that FO69 is running on a “modified” version of the same engine so therefore has its inherent faults, much to some players shagrins. Players keep bitching about the stash limits, I keep reminding them that resource management has always caused instability issues in single player Beth games, but now you have 24 times the load, hence the cap. It falls on deaf ears. A lot of retorts I keep hearing is, “Modders will fix it as they always do” and this is where my question to you Nexus gurus comes in. Just how the hell are unpaid modders supposed to fix an online only game?
  3. Being a girl who has never played MP in her life, and loving Fallout as I do, I might have considered playing this game had there been an option to play friendly co-op only. However, the toxic PvP assholes that have invaded and joined the Beth site this past week insures that I will NEVER buy this game. I am upset that Beth has forsaken their core fanbase in lieu of some fly-by-night cash grab. I really hope their catering to pricks pays off in some spactacular blowjobs.
  4. Thats because PvP players do not even know what dialog is.
  5. Well, I will just say that if the recent influx of PvP lunatics on Beth (most just joined the site this week) are any indication of the player caliber we would encounter in this mess of a forced PvP, I will NOT be purchasing this game. I play Fallout to escape real life and the jerks that inhabit it! I definitely do NOT want them in my game! I would love to explore the new world Beth has created and play co-op only with my very close friends, but this is not an option at this point. Additionally, since I play on Xbox, the required subscription fees make the game twice as expensive for me since I do not play MP games and therefore do not already pay for MP access. If I was guaranteed some sort of co-op only option, I would purchase the game and an Xbox Live Gold subscription, but I refuse to do either if I am just going to be subjected to idiotic bullies who cannot spell and constantly insult others by saying Git Gud.
  6. Happens on Xbox too. I seem to notice the brown face bug most often when forced to reload an auto or quick save, to the extent I quit using those saves and will now only reload from a hard save. Just a theory really, but since I stopped using auto and quick saves, I haven’t seen the brown face bug in quite some time. As Moksha said, the fix that has worked every time for me is to do a fresh save, quit the game, then reload my save.
  7. I might have been wrong in my assumption about this glitch not being correctable on PS4, because it obviously is, as the MA of Nuka World Glory fixed the interior of the Cola-Cars arena by replacing the models. If so, this means that an observant MA could find and replace all the instances where this glitch occurs and then claim otherwise, much like the keyword that can be added to forms that lose furniture placement when precombineds are broken. Smoke and mirrors...
  8. On the subject of the Nuka-World bottle glitch, I finally found a mod that I could test on my vanilla PS4 game that breaks precombineds across the whole NW map. It is called Nuka World Glory and is also available on Beth for Xbox and on Nexus here: https://www.nexusmods.com/fallout4/mods/18393/ It is a complete overhaul of NW that removes all the Raider clutter, adds colorful trees and green grass across the whole map, revamps some interiors such as The Gauntlet and the Cola-Cars Arena, cleans the parks up and basically makes the place look as close to pre-war as it can. By its very nature and coming in at only 7.1 mb, at least on both console versions I checked, it is definitely breaking precombines. Interestingly enough, when the MA revamped the interior of the Cola-Cars arena, where the bottle glitch is most prevalent, he replaced all of the vanilla bottles with enlarged versions of the various Nuka-Cola drinks in the game. However, he missed a couple of spots in the exterior parks where the glitch occurs and therefore, the grossly enlarged models still appear. The attached pic was taken after loading Nuka World Glory on my vanilla level 242 PS4 save. The screenshot is of the entrance to Dry Rock Gulch, but there is also another example of the bottle glitch you can observe near the entrance to The World of Refreshment. I cannot really confirm any of my suspicions since I am limited to Xbox and PS4 and therefore cannot investigate behind the scenes, but I think my theory that this bottle glitch happens ONLY when precombineds are broken is looking more and more sound. If it does turn out that this glitch is definitely caused by broken precombineds, it would be relevant to the information contained in this thread and be yet another visual clue of such, much as the texture swaps and the inability to place furniture are indicators. May the 4th be with you! :P
  9. Wow! The nerve of you guys to come on this site and start treating mod authors like this is disgusting! Chucksteel was trying to HELP in the beginning and you decided to turn into total jerks while asking someone to do a favor for you! You obviously do not realize that modders are NOT here to fulfill your every whim just because you think you are entitled to something! Your utter lack of respect is unbelievable! Just so you know, Chucksteel DID get the permissions to port the mod you wanted, but guess what is NOT happening now? Yep, you just shot yourself in your own foot! Good luck with getting anyone else here to help you out after the asinine crap you pulled in this thread. Maybe this will teach you to learn some freaking manners.
  10. TerramineLightvoid, you obviously do not know who Chucksteel is. He has been modding Fallout games since FO3 and is a well respected modder in both the Nexus and Bethesda.net communities. He is a staunch supporter of console mods, has uploaded all of his own FO4 mods for use on console AND he does a lot of console mod ports on request when the proper permissions have been obtained. Before you presume to tell him how to do things, you really should research who you are talking to and maybe adopt a more respectful tone.
  11. To have this glitch happen in a modded PS4 game though, where .ini edits are not possible, means there has to be some other root cause. This bottle glitch doesn’t happen in a vanilla console game and only started appearing after mods were thrown into the mix. If it turns out that broken precombineds are in fact the cause of this glitch, and the only way to correct it are to either regenerate precombineds or replace the bugged models, it would mean that a fix for this glitch is not possible on PS4, right?
  12. Just a gut feeling on my part really. I know this game, am very observant, know when things are off. I can’t do this with my Xbox game because it is too heavily modded and I don’t have the reserve space, but my old vanilla PS4 game is pristine and untouched. After some tests today with trying to find mods for PS4 that break global precombineds in Nuka-World, in an effort to find more texture swaps, it suddenly hit me that maybe the reason there are NO mods on PS4 that openly break global precombineds in NW is because it would be too obvious because of the bottle glitch? Even the Nuka-World Settelements mod WITH the uncombined addon is very careful to avoid areas where the bottle glitch happens. And I definitely know it doesn’t break globals in NW, cause I know where to look.
  13. I was wondering if any of the heavies in this thread have looked any further into the Nuka-World bottle scenery glitch and what causes it? For those that may not know what the NW bottle glitch is, apparently the vanilla bottle scenery models are bugged in such a way that certain mods can cause them to become gigantically enlarged, and although they have no collision, they obstruct your view. When this glitch happens, it is most noticeable inside the Cola Cars Arena but it does occur elsewhere in Nuka-World, like at the entrance to Dry Rock Gulch, at the Bottling Plant, among other places. There is a mod to fix this glitch, which from what I understand basically replaces the bugged models with new identical ones, found here on Nexus: https://www.nexusmods.com/fallout4/mods/17853/ This Fix mod is also available for Xbox and PC (not PS4) on Bethesda.net. Since there is no PS4 version, I am left to assume that the only fix to this glitch, by replacing the models, is not possible on that system due to the Sony restrictions on external assets. If I am wrong in my assumption, please let me know. The reason I am bringing this up is because I have only ever seen this glitch appear on console, both on Xbox and PS4, when I was using a mod that allowed scrapping throughout the entirety of Nuka-World. So it started me thinking, in much the same way that it has been shown that texture swaps happen when precombineds are disabled, is the catalyst for this NW bottle glitch actually broken precombineds? As long as these bottle models are contained within a precombined mesh, they appear normal sized, but the moment you disable the precombineds, they buff up like a weightlifter on steroids? If so, it is just another piece to the puzzle. Thoughts?
  14. Trosski, if I am not mistaken, I believe it was actually Far Harbor when they started linking trash and debris to scrappable objects. A lot of the debris in the FH settlements disappears with vanilla cleanup, Echo Lake Lumber Mill is a great example of where this happens.
  15. RedRocketTV, I think your doing a video of this is a fantastic idea and it will be something visual that we can link to over in chucksteels thread on Beth. One thought I had though, when you mention how the WorkshopStackableItem keyword gets applied to everything included in precombined during generation and that not all forms have this keyword by default so that when precombineds are disabled, you are no longer able to place workshop items, I would also mention that the inability to place furniture CAN be corrected by adding that keyword to the affected forms, even though your precombineds are still broken. My only thought on why making this clarification is important is that console players especially might assume that their precombineds are intact if they have no issues with furniture placement.
  16. This is not a cult or religion, unlike some would have you believe. These are facts, and if you refuse to see them when they are right in front of your face, then you might need to re-evaluate your vision.https://bethesda.net/community/topic/197663/detecting-broken-pre-combinds-on-console
  17. The mod that WastelandAssassin is referring to is called Nuka-World Bottle Scenery Fix by Eldocar. Link here: https://www.nexusmods.com/fallout4/mods/17853 The models for the NW bottles are somehow bugged and after installing certain types of mods, they will appear massively oversized. The oversized bottles have no collision though as you can walk right thru them, they just completely block your view, especially inside the Cola Cars Arena. I have had to use the Bottle Fix mod on Xbox in the past after I installed the NW addon to a scrapping mod I was using, which in turn caused this glitch. The Bottle Fix mod will certainly correct the problem of the oversized bottles, however, since it merely replaces the bottle models, I don’t think it will remedy your issues with completing the quests and traveling back to the CW. When I had this glitch, my quests nor ability to travel seemed to be affected. It is worth a shot trying it though I suppose, but my guess is that besides the bottle glitch, you have something else going on.
  18. ^ The force is strong with this one. ^
  19. Ah well, it is probably just me. Sometimes with this game you just never know what you are going to get. For instance, I am currently having problems with freezes and CTDs in Red Rocket which has NEVER happened to me in past games. I have not changed my LO for quite some time and am not at the max build limit there but I cannot be in Red Rocket for more than a minute or two before crashing. The place is cursed. I only took a stab in the dark (Ha!) about the lighting mods because I had something similar happen to me inside DB Tech in one game when I was trying an enhanced lighting mod. When using the mod, I would instantly CTD as soon as I stepped foot inside DB Tech. After I disabled the mod, the place ran as smooth as butter.
  20. I have seen this exact same thing lately! I have never seen it before and I was shocked (pun intended :P) when I saw it the other day. Have absolutely no idea what causes it but I fixed it by putting my robot back on the robot workbench, removing the affected body part then putting it back. Seems to me it might be somewhat related to the vanilla bug that causes Sentry Bots to develop Protectron animations in their legs, also solved by removing/replacing the affected parts. Automatron is just very buggy. Sigh...
  21. Not to mention Corvega doesn’t exactly behave well in the vanilla game, even after Beth did a lot of work on the place in official patches. I have always randomly crashed there, or while on top of there. Looking at that load order though and knowing the location, if it was me trying to figure out the crash issue on Xbox, in which we have no tools whatsoever to help with conflicts, I would start by disabling Enhanced Lights and FX first and see what happens. I only say that because I have had issues in my own games with crashes when using enhanced lighting mods. Just a guess on my part really.
  22. For the first time ever, out of all the hours I have put in and the many play throughs I have done, both vanilla and modded, I recently got this bug. From what I understand, this bug with robot provisioners resetting to base parts is a vanilla bug that people have been reporting since Automatron released. I have never once seen it though, until last week that is. Every time I do Automatron, I always complete the DLC before I ever start building robots and assigning them to supply lines (other than modding Jezebel and Ada as required for progression thru the story). I recently read a theory that avoiding building any robots (other than Jezebel and Ada) until after you finish the DLC might prevent this bug from appearing. It seemed to hold some weight, until my current game, in which I once again completed the DLC before building robot provisioners. Yet, the bug finally reared its ugly head. So now I have a new theory. In every single one of my previous games, I have always built a robot workbench in each individual settlement, in which I then construct a robot, who is then automatically assigned as a settler to the settlement it is built in. Only then do I assign that robot to a supply line. The ONE thing I did differently in my current game is instead of building a robot workbench in every settlement like I normally do, I only built them in a couple of settlements and then MOVED the robots to other settlements where I then went and assigned them to a supply line. It is these robots that I moved that seem to be the only ones reverting to base parts. Does anyone definitively know why this bug happens?
  23. Wait. Which mod? SnapBeds or Unique Furniture? When using SnapBeds, I never noticed any scaling. I would just place a bunk bed frame and then snap the appropriate mattresses onto the frame. Since the mattresses themselves are the bed markers, I never had a problem with settlers using them and definitely never noticed any scaling. There are kids mattresses in SnaoBeds though. If you are talking about Unique Furniture, honestly, I have never noticed any scaling with them either. Granted, they are smaller than normal bunk beds but maybe I am using a mod that prevents actor scaling so I just didn’t notice it? Frankly, I am stumped.
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