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Posts posted by maverikch
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as the dialog is stating: the SKSE you are aktuaally using is outdated.
your version 2.0.7
on http://skse.silverlock.org/ is a newer version: 2.0.15
and if you are not using any mods that depend on 2.0.7 - thus not yet being updated to newest Script Extender, downlaod that one and do once more as instructed. if yes, you need to wait until all mods support 2.0.15 SKSE.
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I am trying to figure out why exactly my game suddenly goes into the "Endless Loading Screen" Issue (well after 5 min waiting, i ended the fallout4.exe Task).
Its happening since the last week. and since i played with this configuration a year+ long, i never came across. and i know i'm surely pushing the limits of the game. just want to be sure if its about the save file size limit or not.
The two save files i experimented with:
Char LVL 214 at 76 Days 7 Hours 11 Mins (15619/31794 xp) Save-File Size ~84 MB (Quicksave) Char LVL 215 at 76 Days 4 Hours 52 Mins (71/16321 xp) Save-File Size ~71 MB (Fullsave)
Why is my Fullsave a Level higher?
I went back to a older Save and wanted to check out if there is a LVL or Ingame Days Limit. But no.
102 active Mods - Loadorder:
# Automatically generated by Vortex
Unofficial Fallout 4 Patch.esp
SimSettlements.esm
FCOM.esm
Loot Detector.esl
Never-Break Power Armor to PC by BMDD.esp
AA Better Companions - No Conflicts.esp
EchoLakeLumberMill.esp
Build High - Expanded Settlements.esp
GermanItemSorting_Main.esp
Improved Boston Airport.esp
More Smarter Companions Mod.esp
Eli_Faction Housing Overhaul - V81.esp
Fizztop_Grille.esp
Squirrels_of_the_Commonwealth.esp
HAIA With Crafting.esp
NIS - Hunted.esp
Diamond City Enhanced.esp
NukaWorldReborn.esp
SpectacleIsleBridge.esp
Far Harbor Bridge.esp
Alien Encampments.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersNoLollygagging.esp
Binoculars.esp
BOS_X01_Paintjobs.esp
Vivid Waters.esp
SpectacleIslandBoat.esp
CommonwealthCritters - Both DLC.esp
FO4 NPCs Travel.esp
NeighborWatch.esp
BOUNTIESFORYOU.esp
CatMeatRecipes.esp
CompanionsGoHome_A.esp
Danse GTFO Power Armor.esp
def_inv_scrap_de.esp
DiamondCityAutoClose.esp
GermanItemSorting_Automatron.esp
GermanItemSorting_FarHarbor.esp
GermanItemSorting_ArmorByClass.esp
GermanItemSorting_Patch_1.5.esp
Guards.esp
HomePlateConnected.esp
ImmersiveScrapping_ScrapPowerArmor.esp
ImmersiveScrapping_SeasonPass.esp
infinite_settlement_budget.esp
Locksmith.esp
ModdableRobotSettlers.esp
PrivateVertibird.esp
Quieter Settlements - Recommended Settings.esp
Randomized DC Guard Outfits.esp
Recycle.esp
RobotFactionPaint.esp
ScrapPowerArmor.esp
SettlementMenuManager.esp
Settler Sandbox Overhaul.esp
SimSettlements_AddOnPack_Defences_Brae.esp
UnarmedHotkey.esp
Vault81Etiquette.esp
Vertibird Alt Fix - Far Harbor.esp
Vivid Fallout - All in One - Best Choice.esp
Vivid Weathers - FO4.esp
Vivid Weathers - FO4 - Far Harbor.esp
Vivid Weathers - Nuka World.esp
X01Light.esp
You Talk Too Much.espnow what i could figure out so far:
- The File with 84 MB gets the "Endless Loading Issue".
- The File with 71 MB not, takes long but loads the save game.
- Every New Fullsave after loading the 71 MB one gets the "Enlesss Loading Issue". The new FOS-File increased only some KB in Size. Doesn't matter where in the world i am.
- Disabling 10 Mods not adding "static" Objects to the world (like NPCs and Creatures as well as other Textures) did not help fixing the 84 MB file. Doing it with the 71 MB file and resaving i loaded that save in the fallrim resaver cleaned "unattached instances", what only game me some KBs not MBs.
- I even disabled all mods except of all "Settlement Objects" Mods which gave me 50 active Mods. Didnd't load up a Follow-Up Save (of the 71 MB one) with ~67 MB.
- Disabling "Sim Settlements" on the 84 MB file helps. A resaved file went to ~55 MB.
- Disabling "Fallout 4 Commander" + "Nuka World Plus" on a followup File with 71 MB worked as well. File went to ~67 MB.
- I even went havoc and cleaned with ReSaver Scripts and and active Scripts. Didn't help though.
- Cleaning up ChangeForms did help. But that has the same effect loading up a older save or disabling Settlement Object related mods. Removing what i "changed".
So i came to a conclusion that a save-file size limit would be around 71 +- MB
- But a Followup Save on the 71 MB with disabled FCOM & NWPlus will break it again and it was around 67 MB.
- The Follow-Up Save on the 84 MB with disabled SImSettlemetns stayed at 55 MB and loaded.
What debunks my conclusion.
- A new Char with the Same Mod-List Configuration works fine. Played through till LVL17. But didn't build any settlemens yet. What surely is a big amount to account.
Maybe its anyway the file size but on a lower amount?
- If its a mod suddenly causing it, i didn't found out which one. I don't have visible Mod Conflicts with missing objects or glitches. Nor does F4EDIT state something.
- Until last week i beleived that bigger file size will only lead to longer load times but not endless.
So if you guys out there with a similar high lvl char and as big as or bigger save File size have no issues, the save file size theory is proven wrong.
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i'm getting this only on one specific handling.
Downloaded Mod is not recognized as installed
1. Click NMM Link on nexusmods.com Mod Page
2. Vortex opens and starts to download
3. Click "Install" over Notification
4. Click "Activate" over Notification
5. Close Vortex and Open it again.
6. Check Mods: You find the Mod as installed and the downloaded zip file marked as never insalled.
7. Check Downloads: The downloaded ZIP-File is still listed with the option to install.
Downloaded Mod is recognized as installed
1. Click NMM Link on nexusmods.com Mod Page
2. Vortex opens and starts to download
3. Click "Install" over Downloads Dropdownmenu
4. Click "Activate" over Notification
5. Close Vortex and Open it again.
6. Check Mods: You find the Mod as installed, no loose zip-file marked as "never installed".
7. Check Downloads: Thehe downloaded ZIP-File is not listed.
It seems that this only happens when you install mods over the notifications instead of the menu in the download section.
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Greetings...
since NMM doesn't work on my pc after 1803 update of windows
What version of Windows are you using? Because I'm using Windows 10 x64, and NMM 0.65.2 is working fine for me
he is talking about windows 10 build 1803. yes, nmm version would be great to know.
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and that didn't hpepen when you use NMM?
And are you talking about the Button at the top of the mod page or within the files seciton? because the button on the top of the mod page will download the last uploaded main file. not the obvious one.
for example: Sim Settlements FO4 Mod has now the ususal Main File and a 3in1 MainFile. The latter was uploaded later. Thus when i click the mod page NMM button it downloaded the 3in1 version.
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guys. i can confirm that the "autosort" or "sort now" of the plugins with the built in loot behaves the same as the stanalone loot.
firstly i encountered a diffrent behavior with standalone loot as with vortex built-in loot placing a mod always at the botton with standalone and vortex puttin it in the middle - even i did set the "dependencies" identical on both apps. and both apps downloaded the recent masterlist.yaml.
after diggin around, i noticed that the specific mod in question had the priority set to 81 (under metadata first tab "general") with my 77 plugins. After setting Prio to 0. both apps sorted the load order equaly - in the middle.
if you use 99+ mods, like me, their will be never a "safe" solution. to put a mod at the button,will lead at some point anyway to conflicts thus every mod author recommending it for HIS mod to work.
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Now, loot is great but not superior. it didn't recognize a conflict in my case between "Improved Boston Airport.esp" and "Build High.esp"
It recommended - by some comprehensibly logic, i assume - to load Build High after Improved Boston Airport.
The Removed Objects by Impr. Boston Airport Mod were back. I had to set the load order the otherway round. The increased borders of build high though stayed.
Well, the process to find that out, i had (formerly with NMM) manually move the plugins up/down, load the game, check and quit, period until i actually found the conflicting mods. took me hours. and will take me hours, if such conflicts occure again.
And that's why i think many are requesting this manual ordering feature - next to obaying the mod description recommondations by mod authors.
it is in my openion not "easier" than moving a plugin up and down but achievable by temporary setting depencies between two mods you think are conflicting, sort, start up game, check, quit, remove the dependency if false, period.
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And yes, i know you can check mods with FO4EDIT. But that Tool and I came to the conclusion that we don't get along. I tried thus getting more headacke and being more confused. i far more efficient with the former mentioned method.
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Settlement Menu Manager lets you fix missing menu items?
For me its just an alternative Menu Manager to Settlements Keywords Expanded.
And Homemaker relies on SKE not SMM. Sim Settlements rlies on SMM.
SKE and Hoemmaker have a "Menu fix" Option in their Holotape Options. If it not works for some reason, you may try this one:
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hey tannin42 thank you for taking your time replying on my post. didn't exspect that at all. i really appreciate it!
there are many games that even set i.e save folder within the appliction folder
Do you have an example for that? I haven't seen a game do that since the 1990s...
oh my, you caught me there. so what did i play the most? lets see..
Diablo 3: stored on their server
Mass Effect Series: documents\bioware
Fallout 4: documents\my games\fallout4
Command & Conquer Series: Documents\[gamename]
Legend of Heroes: Trails series: either %appdata%\Falcom or if bought through steam under %programfiles%\Steam\userdata\
xcom: EU and xcom 2: Documents\My Games\[gamename]
wolfenstein: saved games (wow, someone effectivly used that location)
Anno 2070: Documents\[gamename]
yup. the only known game i can recall was half-life and yes it is released in the 1990s. and many, many mods i played.
man, now i feel old :laugh:
oh, and half-life 2. Release Date 2004 according to wikipedia.
well, out of curiosity, i chedked about the savegame location for portal 2 (didn't played it) and... appliction directory.
hm, Anno 2205 seems to place them under \Ubisoft\Ubisoft Game Launcher\savegames\[accountid] - technically installation directory.
ok, so the only game dev, i can remember, placing saves under installation directory is valve.
and every mod based on half-life or source engine.
but i still remember encountering it the last two yers. meh, maybe indie games i don't remember anymore.
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NOW, I HAVE ALL THE MODS in D:\TOOLS\Vortex\skyrimvr\mods
How do I move them correctly to a new directory and point VORTEX there to avoid issues or reinstalling??
Just copying them to the new destination and selecting the new path in VORTEX?? that's it? or there is any other step required?
if you set a new path for downloads and mods under vortex settings > Mods then it will move all the files to the new directory.
the "base" directory is not the installation directory. which i still have to figure out why they set a base path anyway. maybe for upcoming features on their to do list.
and instead of setting the base, downloads and mods seperatly, which most people will tend to do, set the base directory to the new location and type in the path for
mods
{base}\mods
downloads
{base}\downloads
after saving it will move your downloads and mods to the new location.
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If you click the info button in the path selection in the program, the program itself shows you as an example to place the mods inside that directory.
D:\VORTEX\SKYRIM\MODS is the example provided.
well, thats actually not correct. if you take the standard installer it puts vortex under program files. the text in the info button will stay the same. if you take the custom installer, you may choose, like me, a custom location. like c:\games\vortex.
but anyway, did my advise help you out?
How did you get the exact list to re/download them?
There has to be a backup list in VORTEX somewhere
Can anyone provide advices on how to recover from this situation? even if that means a manual re-download and re-install of all mods I need to know where to get a list of all I had...or maybe there is a better/quick way.
%appdata%\Vortex\
goto "Game Foldername" than "profiles"
there is a loadorder.txt and plugins.txt stored.
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There has to be a backup list in VORTEX somewhere
luckily I track all the mods on nexus i actively use. knowing i would need such plan. so i knew what to download.
to know how i installed them over an year ago was the harder challange. but thanks to my elefantbrain i remembered :smile:
and the other thingy was the load order list i exported from NMM before porting to vortex.
sadly Vortex has no such function.
and last but not least starting up my save file checking what ESPs are missing and double check my installation.
oh, and nexus has a download history too. the challange there is to know what you actually kept vs tried out and deleted.
and i'm not aware of any vortex backup list.
EDIT: hm.... try out this path:
%appdata%\Vortex\
goto "Game Foldername" than "profiles"
there is a loadorder.txt and plugins.txt stored.
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guess what? i am one of the guys that had vortex point the mods and downloads folder within the application and it let me do it.
updating from 0.14.1 to 0.14.3 deleted the both folders. being an it staff professional makes it more embarassing.
@me: yes, you should known it better.
i actually did or have it with every game drm client or mod manager and they did it by themself or let me manage games and mods that way.
from valve's steam, ea's origin, blizzard's battlenet to mod managers like moddb dessura and your NMM: Download and Content being within the application folder. so i did the same with Vortex.
i have a hard time to understand, that this can't be handled easily. did read furhter up that its only due to ressource issues "not being worthy to spend effort on it or difficult to fullfil". well i have to assume that implementing an folder exclude rule in the de- and installation routine can't be easily achived wiht the code or framework you are using.
there are many games that even set i.e save folder within the appliction folder and when uninstalling it leaves the save folders behind. even newer games. but this is a question of philosophy and/or crossplattform support: put the user content in the micosoft windows given variables thus being in need of programming two code branches. one for ms and the other mac or linux. or placing them within the application folder and thus only the need of one code branch.
as stated vortex didn't prevent me from setting the path within application. preventing the user from doing it or excluding the folders from being deleted would, in my opinion, take the same amount of effort. the easiest would be to place a line beloow the foder pathes stating: "if you set the folder wihtin the application be aware that you will loose your content".
so lessons learned. took me 4h hours to install and configure my moded fallout 4 with my 100 mods.
and the mods and downloads folder is now pointing to my document library where my windows built in "previous versions" function backs them up to my NAS Filer. No, i don't have a domain controller with roaming profile :wink:
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well more likely the "walk to and away from chair" on a second topic naming though :wink:
i think you all know when you place a chair to close to a wall or other object or there is to less space the player can't tit down because the animation is "blocked". that is at least what i believe is the case.
now i have the believe that removing the sit down / up animation would do the trick. so you click on the chair and after 1 sec black screen the char would sit.
would that work or do i get the mechanics wrong?
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yes i got the pic. just stepped bit aside of it to clear my mind maybe getting some other idea.
your fallout4custom.ini is clean and tidy as mine. so the ini should not be the issue. even not having any folders after "sResourceDataDirsFinal=" i know some older mods do provide strings, textures, etc. separately in sub folders of the fallout 4 data folder.
but even so, the mods work fine.
maybe some do not and i don't have any of those mods installed. try playing around with the "sResourceDataDirsFinal=" entry which just adding specific folders behind it. Presumably those having content in it.
For example just: sResourceDataDirsFinal=STRINGS\
Savfe INI-File and try out.
if no luck: sResourceDataDirsFinal=TEXTURES\
save INI-File and try out.
etc.
but that is about i can come up with.
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you will find under Fallout 4 \ Data Folder files like:
ccBGSFO400xyz.ba2
and if you bought any CC content you should find corresponding ESL Files.
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I haven't updated my game yet but, didn't they "fix" all of their CC mod assets from being saved to your drive?
i had the same impression, checked the fallout4 folder and found files named ccXYZ.ba2. so thought that was a false information. but been told that Bethesda would not been allowed to delete content from your PC. Or they just didn't care about that. thus you need to manually delete the ccXYZ.ba2 files which were downloaded with the first release.
it would be possible to automate it. if you got no ESL File of that specific content - remove the corresponding BA2-Files from Hard drive. The new content didn't download to my hard drive though.
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Well maybe F4SE Team would need to find a way to be not depended on the fallout4.exe version. but i can't judge that because i have no idea why it is in the first place. as far as i understand, every update modifying the fallout4.exe needs an adjustment of the F4SE Launcher thus adjustments of the mods relying on F4SE follow.
Well, according to Bethesda this update fixed the load order problem and the downloading repurchased CC data. So this should be the last CC update that PC has to deal with for some time.
Well the ccBGSFO400xyz.ba2 Files are still in the Fallout4 data Folder on my pc after this Update.
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worked for me as well :smile:
edit: just noticed that the strings are placed/edited by the Full Dialogue Interface.
you will have the "lookup failed" message gone but will loose the full dialogues entries when interacting with the NPCs and get back the "lite" vanilla version.
if somebody is familiar with the Fallout4Translater Tool may edit the strings to solve it.
Quote from a post in the FDI Comments:
Here's how to fix LOOKUP FAILED errors for the game.
- Download Fallout4Translator tool from the Nexus
- Extract it wherever you want
- Go to your Fallout 4 folder > DATA > STRINGS and find the following strings :Fallout4_en.STRINGS
Fallout4_en.DLSTRINGS
Fallout4_en.ILSTRINGS- Put them somewhere else, preferably your desktop for the moment.
- Open the program and in the top left corner click FILE > LOAD ESP/ESM
- Load Fallout 4.esm
- Once it loads, click on TOOLS on the right > LOAD .STRINGS AS TRANSLATION.
- Choose the Fallout4_en.STRINGS file which you previously removed from your data folder-
- A new pop up window will open, select EVERYTHING and accept
- Once it's done, click on FILE in the top corner > FINALIZE STRINGSThis process simply applies string files to official ones, thus whenever Bethesda releases updated string files, you do this process and you will not see LOOKUP FAILED errors in your game.
After the process, delete the outdated string files that you moved from the DATA folder.
This is needed because the latest update added strings for CC content and the new Pip-boy feature.
I'm not and hoping for the mod author coming up with an strings update.
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there are plenty remove/unequip pipboy mods like this one.
or this mod providing a "fix".
you also may check the pip-pad mod.
maybe one of these mods are what you are looking for :smile:
but about the idea. would be cool to have a alternate with the pa hud. my question would all be about the immersion part :wink: maybe some eye goggles or something?
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@fonthebon
Do you got your Fallout4Custom.ini still properly set up with following lines in it?
[Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
maybe the update has reset your INI files to default.
when enabling a mod (doubleclick on it) do you get a message from NMM?
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well, i need to see your fallout4custom.ini. may you add a printscreen of the content
mine is as simple as this:
edit: seeing your post once more, i was curious. did you set the "=" after sResourceDataDirsFinal?
So i removed it with my INI and launched NMM. Doubleclicked a mod and get the same message.
Please chek your ini file about the =
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your INI files are under C:\Users\[username]\Documents\My Games\Fallout4\?
the Fallout4Custom.ini needs this added:
[Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
to be sure you are in the right location, the other files there will be:
fallout4.ini
fallout4prefs.ini
ControlMap_Custom.txt
and the folder Saves with your save files.
maybe post a printscreen of the warning you are getting, wenn doing that will help.
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well, you don't notice this in your load order?
Crafting Workbenches - Removed Crafting Experience.esp=1
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has to do with your ini file content.
http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
If you enabled mods using the old method you will get that error message.
Notice points 10 and 11, I bet you still have those in your ini files.or
Go into your regular Fo4 .ini and go down to [archive] (near the bottom)
find the sResourceDataDirsFinal= and delete the whole STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\ afterwards.
see also:
https://forums.nexusmods.com/index.php?/topic/3670140-the-old-fallout-4-ini-edits-are-deprecated/
https://steamcommunity.com/app/377160/discussions/0/458607699614448931/
https://steamcommunity.com/app/377160/discussions/0/1843493219430221977/
https://steamcommunity.com/app/377160/discussions/0/364040166681578477/
Plugins Not Showing
in Vortex Support
Posted · Edited by maverikch
and the shortcut on the taskbar is showing to the same EXE path as we asked you to put it?
Only SKSE dependend Mods?
And: try clicking "Deploy Mods" in Vortex Mods Section and recheck the plugin section.