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The shaming of non-premium users needs to stop!
calscks replied to IfItsOnPCItsNotExclusive's topic in Site Support
lmao what even is this -
Game crashes on startup when adding new mod(s)
calscks replied to calscks's topic in Fallout 4's Discussion
sorry for late reply. plenty. I have around 412 enabled plugins, including esl-flagged esps or pure esls. i'm running on 6600K and a 1060, RAM is 2800MHz 16GB. running the game on SSD. I've been testing what the issue is from purging and disabling all mods then re-enable and re-deploy them one by one to see what's the issue. aaaand I think I found the root cause that there SEEMS to be an overflow, not on the plugin count (my plugin count ends at EF -- around 240 esm+esp plugins), but instead on the number of ba2s loaded cumulatively by all plugins or the number of plugins that load ba2s cumulatively. I tried installing a mod with loose files and the game ran fine. tried overflowing the plugin count with plugins that don't load any archives, the game accepted that. then I tried installing a mod usually with archived ba2s such as weapon mod (e.g. AK400 currently at the top of hot mods) and the game crashed on startup. then I disabled one of the mods with ba2s and the game didn't crash. I'm gonna need more insights for this. -
Game crashes on startup when adding new mod(s)
calscks replied to calscks's topic in Fallout 4's Discussion
it shouldn't be missing masters as xEdit and vortex didn't pick that up. I'm running a lot of mods. -
my problem is a little weird, as the game will crash on startup whenever any new mod with new plugin is added to the load order /plugin list. if I remove the new mod, the game runs just fine. I'm using vortex, I've tried purging and redeploying mods but to no avail. there's no missing masters, and the number of loaded references is within the game's limit. what could be the culprit?
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Elminster has simply developed the greatest tool in such a large modding scene. Without it many mods cease to exist and the expansion of the modding community would have certainly slowed down.
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F4SE shortcut crashing, but regular exe works fine.
calscks replied to Deleted42605470User's topic in Fallout 4's Discussion
same. i have this problem too recently. never have faced this issue right until a few days ago. -
what about those with custom exported facegeoms, such as found in Lots More Settlers and Enemies? shouldn't it not cause stuttering since facegeoms are exported for each edited/custom npcs yet LMSE is still suffering from severe lag. i also wonder if I should export facegeoms for mods that edit npcs.
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In response to post #64520046. "always the most vocal and most demanding while enjoying their free ride" damn well i couldn't have worded this better
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In response to post #64385491. #64411706, #64414166, #64439356, #64448321 are all replies on the same post. i've been trying vortex for several days now; compared with the alpha version early this year which i thought was bad, the beta is extremely stable, fast and friendly to even advanced modders. the group feature in the plugins tab is all I want to sort my mod better. the external changes, conflict handling are consistent as well. one of the worst part i had during the alpha stage was the inconsistencies from the conflict handling. so this time it's not bad, so far i like it and now i believe i can fully ditch nmm.
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In response to post #64385491. #64411706, #64414166 are all replies on the same post. that's great. this means that whenever i modify the mod folder, the hardlinks will be reflected upon the data folder as well?
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In response to post #64385491. well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
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The bigger the eyes the dumber the anime is - albert einstein
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i used vortex when it was in early alpha stage earlier this year, and had to revert back to NMM almost instantly due to some ground-breaking bugs. since it has now advanced to beta i believe the stability would've improved drastically. but i still have one/several major questions. 1. i create a plugin using xEdit/CK. how will vortex react to this? xEdit and CK will save plugin directly into the Data folder. 2. BodySlide can batch build more than one mesh, replacing the original meshes a mod contains. how will vortex react to this activity such as batch building? 3. i pack a texture mod with loose files into ba2 archive. i proceed to delete all textures installed by the mod from the Data folder, then copy the ba2 archive into the Data folder. what will happen? or should I not touch the Data folder at all, and just modifies the mod install path vortex is managing?
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In response to post #64272421. #64273976, #64275121, #64282496 are all replies on the same post. I used vortex like probably 8-9 months ago and had to revert back to NMM due to some "app-breaking" states it had during that time. I'm more of an advanced user who would edit plugins directly using CK/xEdit or create an entirely new mod/plugin for own purposes, but Vortex was late catching up changes and prompted me about the changes several activities after which led to huge confusion. I'm also fond of sorting my own LO to better categorise my plugins but I was told Vortex will not have this feature now and in the future, which I could spare but I'd like to have it tbh. Another one was the hardlinks not conforming with the rules I've set (I think this one has been fixed a month or two ago). Sent a couple of (a lot) bug tickets at the time, I would now try to believe most have been fixed or improved upon.