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calscks

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Everything posted by calscks

  1. Snugged the membership in 2017 because I had a blast modding fallouts
  2. 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.
  3. it shouldn't be missing masters as xEdit and vortex didn't pick that up. I'm running a lot of mods.
  4. 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?
  5. 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.
  6. same. i have this problem too recently. never have faced this issue right until a few days ago.
  7. 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.
  8. 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
  9. 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.
  10. 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?
  11. In response to post #64385491. well my questions are left unanswered...guess i'll stick with NMM for another couple of months then.
  12. The bigger the eyes the dumber the anime is - albert einstein
  13. 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?
  14. 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.
  15. i'm trying to recreate the plugin of Lots More Settlers and Enemies (not really re-create, but loading every NPC added by the mod in the CK and OK-ing them, fixing some body weights - almost all added NPCs in LMSE are slim as f) and reduce the load of NPC's leveled lists (this is mentioned in one of LMSE's post by a user regarding to excessive amount of items in each NPC leveled list). not sure if this will fix the issue since i haven't tested my custom-made plugin yet.
  16. There are two possible outcomes for the measurement of a qubit—usually taken to have the value “0” and “1”, like a bit or binary digit. However, whereas the state of a bit can only be either 0 or 1, the general state of a qubit according to quantum mechanics can be a coherent superposition of both.
  17. Â Most answers I get explain it with weak PC and engine limitations. I just don't install any mods that cause the stutters. It's a bummer, but I guess I'll have to save up for a better PC to check this explanation, which might take a while. Â I still don't understand how it works though. Why do vanilla characters not cause the stutters? Unique npcs only use unique face geometry and levelled lists, but share the textures and assets with vanilla characters; and they're stored in the same type of archives. I don't get it. honestly it'd be such a bullshit excuse to simply dismiss the problem with "weak pc" because I'm running a 6700K OC, 16G OC RAM and an OC 1060 6GB but still ravaged by the problem. Engine's limitation sounds more likely... most significantly one is the Lots More Settlers and Attackers mod which causes the highest amount of stutter. I have no idea if it's about just editing any NPC to cause stutter or simply just due to FO4Edit causing problem while editing NPCs with it. But I'll try to pack custom 4k body texture mods into ba2 first.
  18. how's the investigation going? i've suffered this problem for hundreds of hours of gameplay.
  19. In response to post #58857216. #58922306, #58926716, #58931711, #58954851, #58955056, #58956801, #58958426, #58958736, #58979631, #58987141, #58996341, #58997811 are all replies on the same post. i'd rather have people in the company to directly respond to one matter in their own honesty instead of passing through a "PR" mask. the way you've constructed your "arguments" is showing a rather condescending tone and behaving in a superior manner. your sentences are created in a way you indirectly telling people that your "science and economic analysis" are a one-step-ahead of this site owner's and developers' "religion and blind patriotism" then went like "oopsie! i have better things to do." when ethereon mentioned about your "pushy" demeanour , you quickly shut that down, yet you then continued with that both Dark0ne and Tannin "refuse to accept or understand" your arguments and suggestions, when the owner has already discarded your opinion. a man wearing a tuxedo sure looks professional, but can be a serial killer behind the scene. i would rather acknowledge the fact he's a serial killer than be obscured and deceived by his looks of professionalism.
  20. In response to post #58644516. #58704201, #58708656 are all replies on the same post. not for me unfortunately, because i'm a heavy modder myself where it could go beyond 400 mods. for instance, nmm allows you to choose which file to be overwritten and which shouldn't be between two conflicting mods -- vortex doesn't have this yet. i prefer manually sorting my plugins in my order -- vortex doesn't have that as well. therefore, vortex would be suitable for those who use lesser to medium amount of mods and unfortunately that excludes me. i won't blame anything nor anyone who, seemingly that vortex is currently being worked by one-man-team (apparently). I'd give it more time.
  21. In response to post #58644516. true, stick with nmm for now. however, vortex needs feedbacks in order to improve as well. i'd say use vortex and nmm to check for its consistencies.
  22. In response to post #58506811. #58553056, #58573086 are all replies on the same post. you can also report the problem through https://github.com/Nexus-Mods/Vortex. nexus mods has made vortex's source code available. open an issue regarding to your problem from its issue tracker.
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