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maverikch

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Everything posted by maverikch

  1. hm, in my game at a certain point they stopped appearing. actually i'd like them back in my case :) but, yup there is no mod that either disables or re-enables this. as far as i got it right, they are radiant quests. only seem to find this mod which disables all radiant quests per faction thus overkill. and i'm not sure if the "defend checkpoint" is faction related.
  2. so what happened/changed with your fallout 4 installation or NMM during that week?
  3. odd. i had something similar with two water generators (at Nuka World Settlement, if important). connected but delivering no water. my player also said "its seems to be working" when activating it. storing them to the workshop and placing them anew, solved it in my case as well.
  4. what kind of mods do you use? googling about it leads me to mods doing exact that. for example: http://www.nexusmods.com/fallout4/mods/15203/ http://www.nexusmods.com/fallout4/mods/85/ but i assume you would know installing something like that. maybe some other mod has a hidden feature or overwrites the work- chem- and cooking stations leading to such behavior?
  5. did some googling about "Fallout 4 stopped working" and stubled upon this topics: https://steamcommunity.com/app/377160/discussions/0/496881136907907722/ http://help.bethesda.net/app/answers/detail/a_id/31648/~/what-do-i-do-if-fallout-4-is-crashing-with-the-error-%E2%80%9Cfallout-4-has-stopped https://www.reddit.com/r/Fallout/comments/3s8tef/fallout_4_has_stopped_working/ most common approach all have is to update your grafic driver or tweak the grafic settings. * you may check if it happens on lower res * windowed mode or just the opposite if you got that.
  6. don't call me settler has serious issues. it can break your settlement and related scripts. settlement managing software: you would need to go to the settlement anyway and manage the people. i think Cypher40000 wants to bypass that completely - go to a settlement, build it up and "bye-bye manage yourself settlers". i'm using sim settlements. but you would need to rebuild your settlement with.
  7. what version of NMM do you use? and are ESP Files listed in the Plugins Tab and ticked? or is "wont show up in my load order" the plugins section meant? in the Mods tab, you did click on Install (they have a green checked icon next to it instead of being greyed out)?
  8. that CC in its Realization is crap i do agree. but technically every update/hotfix being implemented can lead to mods not working. especially with FO4UP and F4SE. 245 Mods. that's much - more then i have running (128) :) Are they all FO4SE related? There are plenty topics in here claiming that FO4SE or NMM Mods don't load. so, if you got Fallout 4 Version 1.10.20.0 you need the FO4SE Version 0.5.0 and all Mods based on Script Extender must be updated to its latest Version, or they don't work properly. To check if it is Script Extender related, you may check if the mods load over vanilla fallout4.exe then check over the title screen under Mods if they are listed. Then Mod Manager. Be sure to use the latest Version (0.63.14). Older Versions have the bug that not all files are installed properly. And the other topics mention that running NMM as Administrator solved their issue.
  9. deactivate is only not loading esp. uninstall would remove the esp and ba2 files of a mod. i noticed that it does make a difference in some siutations. you may try that. But CTD's are hard to nail it down to a specific issue/mod there's to many information needed. > Hardware Specs > Configuration of your grafics and sound > Load order of your mods. and at worse it can lay in your save file.
  10. in my opinion there is no "Best" load order. If i would place my load order with my mods. someone else would certainly get glitches or incompatibility issues when having another mod less or more. i used loot. it took care of 70-80% of my glitches. but its not superior. i had 6 mods conflicting. one i had to deinstall (some interior light and fx mod) because it fitted nowhere without bugging a specific location. for the other 6 mods i had to play around with the load order until the found glitches went away (8 hours pain work). loot has a handy function. you can tell that a specific mod has to load after another one. and i'm still not sure if i have any conflicts left. its an ongoing work. well you can't avoid going through guides: this is what i found on quick google search: Nexus Mods Wiki: Load order recommendations Fallout 4 Mod List and Load Order Guide (BiRaitBec Modlist)
  11. well, if it has a red sign its deactivated. if it is with grey text it is uninstalled.
  12. homemaker has its own menu fixer in the holotape provided. craft it at your chemistry station when missing. and there is a "dump settlement menu to log" function. maybe it shows/tells you whats up. as i understand the info is put to the papyrus logfile which firstly has to be activated
  13. you means ?apparently it has been removed from nexus mods by the author. but i found also this mod still atcive.
  14. by turned off yo mean disable in your mod manager? i notice some mods need to be uninstalled to make any effect.
  15. very hard to find out. only additional children in bunker hill? all my research lead to Orphans of the commonwealth. and the mod author states: There will be additional orphans/merchants in Goodneighbor, Bunkerhill, and Diamond City any hints on the mods you do use?
  16. well the powered doors from wasteland workshop dlc are where the doors are normally: buildings > doors now if not there for you. are other doors there? and what homemaker version are you using. because with latest version and SKE Mod, Homemaker has a own menu.
  17. else then looking at the mod page description / requirements on NM? i don't think so. but i believe F4SE states when a certain Mod is outdated resp. if it is outdated it will say it requires an earlier version of fallout 4 Version (older than CC Update Version 1.10.20.0).
  18. as your game installation hard disk / letter is custom too (a: not c:), have you redirected or moved your "my files" directory too? i had long time every program and game under c: but my data under d: the save files have a *.fos ending. but if by windows search under c: or a: no *.fos files appear, yup - they are gone, which brings me up the question: did you change your hard disk or reinstalled the whole computer?
  19. your ini and save files by default are in documents \ my games \ fallout 4
  20. Glad you found a way to solve it. Well i believe either Registry or NVIDIA Settings where the trick.
  21. well obvious question though: is F4SE up to date (last version 0.5.0 - assuming you have downloaded fallout 4 update 1.10.20.0) and more important, is Transfer Settlements up to date. The F4SE mods needs to be updated and ajusted to the last F4SE Launcher to work properly. but to your request. you are asking about built up settlements (like player homes) with several buildings and furniture, lighting, etc. to be downloadable without need of transfer settlements or any other framework mod? well there are a few under locations vanilla and player settlements category. but i admit. not much. most modders concentrate on either cleaning up the vanilla settlement or expanding the area. leaving the creation to you. the blueprints are from other players (not necessarily modders) sharing their creation with others.
  22. Did you also took care of the fallout4.ini and fallout4custom.ini under documents > my games > Fallout 4?
  23. can't tell that i hate fallout 4 because 1500+ hours of gaming tells me something else. maybe i had stopped playing after one play through as with many games and this is because of the mods though. and i spent most of time with settlement building. though what i hate the most of FO4 is: babysitting everything / being the only focus of the world. i think the next fallout game should be Fallout Settlement Manager :D
  24. MikeyCreepsDevolper: please specify that
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