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calscks

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  1. welp, turns out it really be the issue on symlinks. it looks like the game can't properly read/write symlink-ed configuration files. since I'm using a mod called Friendly HUD, by manually copying Friendly HUD's modified input.xml under \config\r4game\user_config_matrix the key bindings of every action finally show up. the only way to avoid this problem if insisting on using vortex is to avoid symlink deployment, by having witcher 3 game on your C drive, the mod staging folder in your C drive so that it shares the same drive with your My Documents folder (%UserProfile%\Documents). This will probably allow other kinds of deployment method so that you can avoid using symlink deployment.
  2. Update: This is no longer an issue. I figured it out. The Witcher 3 Menu Mod is a mod created by the Extension. I had just not seen it before. Must be pretty new. what did you figure out? i'm having the same problem, as the game doesn't read the symlink properly for the input.settings file, therefore my key bindings section only has quick save being shown up in the game. not only that the menu mod thingy also has user.settings that overrides my changes made in-game each deployment. if i'm using HDRP i'd have to always re-set the textures setting to HDRP setting (after each deployment, my texture settings will become "low").
  3. 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.
  4. it shouldn't be missing masters as xEdit and vortex didn't pick that up. I'm running a lot of mods.
  5. 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?
  6. 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.
  7. same. i have this problem too recently. never have faced this issue right until a few days ago.
  8. 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.
  9. 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
  10. 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.
  11. 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?
  12. In response to post #64385491. well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
  13. The bigger the eyes the dumber the anime is - albert einstein
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