-
Posts
918 -
Joined
-
Last visited
Everything posted by dragonslayer2k12
-
I have this mod installed and now regretting it http://www.nexusmods.com/fallout4/mods/20095/? At first it looks great to have all that open space no more small bumpy tenpines yay!!! but then the bugs creep in and it just kills my game. First of all I cleaned this mod with FO4EDIT before starting a new game and then I noticed all kinds of problems like the author disabled the default crops which is a big no no and then he made this one settlement take up several neighboring cells to increase size. He also moved the caravan markers around and set the caravan flag marker as located in general atomics galleria when it is not. I tried and tried to rescue this mod but the dam thing just won't quit bugging out on me. I cannot find lucas and his caravan and I think it is because of this mod and also deb at bunker hill won't talk to me except to instantly open her trade menu. I think because tenpines is the first settlement to join the MM it has some special usage of the xmarkers there just like sanctuary does so any changes to those markers will screw up the game and no amount of editing in FO4EDIT will fix it because this stuff is fire once and forget it which is probably why I can't find lucas and his caravan. I also have a problem where the provisioner I assigned to travel from tenpines to starlight drive in doesn't move she just stands there with her pack brahmin in the middle of the settlement and doesn't move ever. I tried lots of editing in FO4EDIT like changing back all but the position of things like caravan markers and stuff I haven't messed with the COC marker or other xmarkers for fear it would totally bork my game. I think maybe if I can get the missions for bunker hill done to get their trade posts unlocked I might be able to get caravans to travel there again just going to have to wait and see. The page for this mod hasn't seen a response from the mod author in a long time now is anyone else running into these issues with this mod?
-
Anyone know where I can get a texture change for this BoS barricade mesh? I have that mod http://www.nexusmods.com/fallout4/mods/21403/? so the thing is craftable but it has BoS logo on it I want to change it to MM logo but there is no textures for that in game. I think there was a mod that did this but can't find it atm.
-
The mods that alter settlements are all kind of messed up you have to be careful with them. Anything that changes the default crops will screw up your game by making invisible crops that cause CTD when you try to pick them up in build mode. I think that mod had a lot of problems with that sort of thing plus it would all have to be updated to be compatible with all the DLCs that change the settlements in any way. Unofficial patch mod is supposed to get an update to fix the random encounters bugs and some other stuff soon maybe also more crop fixing too. I started using those flatten out settlement mods here on nexus and I had to edit almost every one of them to fix bugs. Making settlement mods is not easy and it takes a long time to get it just right.
-
Cambridge Police Station/College Square CTD
dragonslayer2k12 replied to ARahimi's topic in Fallout 4's Discussion
There are some videos that explain mod cleaning but they are all done by some british guy sipping on coffee and taking forever to get to the point of anything and if you skip through the videos looking for relevant stuff you will totally miss it because he scattered it all throughout his sipping and carrying on so you have to painfully watch the whole thing. -
Cambridge Police Station/College Square CTD
dragonslayer2k12 replied to ARahimi's topic in Fallout 4's Discussion
You have a lot of mods like a lot of mods there. They could use some organizing I think there was a modding template file somewhere was it at beth site? I can't remember where I saw it about a month ago. The CUTE mod you don't need it just get MF mod from their mod page it comes with CUTE but neuter some of the leveled lists with FO4EDIT before starting a new game mostly the faction lists for energy weapons they really screwed up there. You really need to know how to use FO4EDIT because many MANY mod authors don't even know what it is let alone why they should use it before uploading their mods. I always check a new mod with it before playing the game because there is almost always a bunch of ITMs and deleted things. There should NEVER be deleted things just disabled so by cleaning your mods with it you can undelete things and get rid of ITMs. You have to remove ITMs they are duplicate entries that have no reason to exist but happened because the CK is a sadistic evil bastard of a software it almost always makes ITMs when the modder does a big mod or cell mods like settlement mods and interior cell mods. All your weapon mods need to be near each other and if any of them alter leveled lists they need a merged patch this goes for clothing armor or any other mods that alter leveled lists like MF mod or mercenary mod that kind of thing. Once you know which mods alter leveled lists you can make a merged patch with FO4EDIT and put that merged patch after all the weapon and armor mods. You have a big mess going on it is not good to keep playing with it and cleaning mods with FO4EDIT is super easy takes only a minute. -
Yeah it is called an AWM in MF mod and it can be found on supermutants and raiders or you could buy one from vendors. You are gonna have to neuter the MF mod quite a bit to get it to work right and stop screwing up unique weapons and faction weapon leveled lists though.
-
I removed some mods and made sure any mods I have altered are not causing problems but still no dialogue from marcy and jun. Sturges stops talking after preston becomes a follower and mama murphy stops talking after her misc quest is done to convince her to stop doin drugs. I've been through a lot of my mods with FO4EDIT and still can't track it down there must be something screwing with a quest or something. I looked at the main game only in CK and jun has a dialogue quest for sanctuary hills where he should just start talking because the player and jun are in sanctuary and or if the player has activated shauns crib to get the player comment for it.
-
This would save so much time when building settlements just add a wall made out of those concrete wall parts at the edge of the build zone all nicely lined up just stick pieces underneath to fix vertical issues. Leave the common entry ways empty so the player can figure that out for each settlement. Don't worry about concrete or wood blocks for bases to setup defenses let the player figure that out too. Set it to be initially disabled and linked to an x marker that enables the walls after 12 hours of player activating workshop or player being at location so if player goes to sleep there the walls are there after waking up. Even more immersive set it to enable after at least 2 settlers show up and 12 game hours has past player there or not.
-
Ok I used setstage command for fire support quest and set it to stage 10 that got the quest rolling and finished it just fine but it was weird no voice on the signal. Went back to sanctuary and all four unique npcs don't have a dam thing to say not even mama murphy but preston and non unique npcs are ok.
-
Now I don't hear scribe haylen talking on frequincy af95 it is just static. I went near the police station to start the fire support quest and the quest starts but the signal is static no voice. I think something has really screwed up my playthrough it must have been either what I did in the other thread I posted or a mod I am using has messed it up. Maybe all these voices are tied together somehow to markers in settlements? I have the latest sanctuary restored relaunch mod and those flatten out settlement mods for tenpines bluff and oberland station.
-
No I never do that because I like being able to get stuff early on from her and drumlin diner but I did have a major bug occur from a mod I was altering at the time I first met her in my playthrough and I have noticed that I don't see any caravans anywhere but I haven't been to diamond city yet. I got a dam kidnapped fat bastard settler quest from sanctuary hills even though it has nearly 500 defense and had to run to BADTFL near bunker hill so I decided to clear the supermutant tower first and then go to bunker hill before doing the rescue. I arrived at night and met whatshername at the gate and did her dialogue then found deb and only deb in the market so I tried talking to her but only got her trade dialogue but not the convo version so I traded with her and talked to savoldi's then finished the rescue quest and left. I think deb doesn't trade at night normally it could be because I just showed up but still it was strange seeing no caravans.
-
I did the leg parts too and now they finally look good with those MF mod knee pads in the middle. Toss in some custom combat armor mod here and there to get a badass BPD swat look. I was thinking if anyone wanted to really screw up their mod so console users would totally freak out just make the mistake I did with the wet texture assignments. That mistake corrupted five or more saves before I could fix it and it almost destroyed my playthrough it could have easily infected older saves. I would save often and kept going to drumlin diner and finding the PA just south of there and as soon as I got in the PA CTD then trying to load a save just before entering PA would also CTD and about five saves before that one too so this is a very naughty thing to do hehe:-)
-
Ok I found it the problem was the wet texture txt name. The MF mod pieces have specific bgsm names for the wet texture of any mesh and instead of that specific name carrying over when copying it was pointing to the 0 nif node name which in this case was Medium as the whole mercenary armor medium arm is named in nifskope as the 0 node so no wonder it was crashing :-O Well that was a simple thing and I read about four tutorials that all blabbed on and on about using outfit studio and bodyslide but never mentioned making sure to get things right before I noticed this problem.
-
I really hate that lower arm mesh from mercenary mod so I tried some nifskope lego with the parts from MF mod arms and at first it worked in game but after wearing it around I got CTD after a while and I managed to salvage my save game by unequipping the armors from my character then saving. That save loads but when I load it and try to put on that armor it CTD every time. What I did was copy the elbow pad from MF armor to the merc medium arms and that pad plus the forearms from MF mod to the merc heavy arms. I also replaced the merc light arms with the merc medium arms so the shoulders are covered for both light and medium but medium has also the elbow pads. It looks great in game before I started getting CTD so I am trying to figure out what is going on. I copied the elbow pad branch to the merc armor medium nif file and made sure the txt names matched what they were in the original MF mod nifs. I also made sure the materials names matched because without those the armor is purple in game. I had to copy over one bone from MF mod nifs for mediums it was a forearm bone and another bone for heavy it was the hand bone. I forgot to check the body slots in FO4EDIT at first so when I checked of course I forgot to uncheck the pipboy slot for light arms after changing the nifs so did that and still CTD. The thing that stood out to me right away and is confusing but may be the problem is the way 3dsmax exports nifs. If you ever try importing a nif made in 3dsmax by a modder it always looks too low in nifskope like some of it is going through the ground or is under ground. Default nifs don't do that at all. So the MF mod has this too low problem in all their armor meshes and I remember from nifskope lego in skyrim I could change the translation and then reset it somehow so the moved mesh stayed where I moved it but not so in nifskope2 and fallout 4 I can't find that reset but I can move the mesh with translation numbers. So I just left the odd looking meshes where they were and in nifskope2 it looks like the elbow pads and forearms are below ground but they line up just fine in game just like they do in MF mod. Maybe I forgot something? Was I supposed to do something else in nifskope2? Anyone can try this if they have both mods installed I have nifskope2 alpha 5 maybe I have to update to 6?
-
Vaultec DLC kinda sucks
dragonslayer2k12 replied to dragonslayer2k12's topic in Fallout 4's Discussion
Dammit I have to start over again! I decided to update any mods I'm using just in case any of them are causing bugs so did all that and changed to the latest scrap everything version ultimate edition thinking they fixed some stuff here and there. I remember trying to build the vault 88 guard posts topside in other settlements but they wouldn't show in the build menu? So a simple barricade style guard post can't be built anywhere else but the vault? -
Vaultec DLC kinda sucks
dragonslayer2k12 replied to dragonslayer2k12's topic in Fallout 4's Discussion
I found out the wide halls don't have any snap points for power conduits the hard way after using a lot of wide hall pieces. I was getting all BoS bunker feels from this DLC after building with those pieces for a while then I finally finished a lot of stuff still haven't decorated all the quarters in the atrium yet just two and I'm off to hallucigen for the second overseer quest. I decided to take care of some MM business at some settlements first and I tried to go to sanctuary to store some stuff and CTD!!!!!! I now have that damned bug with sanctuary never had it before until now. Been playing the game since it came out and first time I ever got that bug. I tried dancing around the edges of sanctuary to see if I could slowly creep in there but nope. I can get close enough to where most of the settlement is rendered but the bulk of things not loading are just after the player house close to that curve in the street heading out of town. Once I get too close to that or look at it too closely CTD every time well, more like freeze and I have to hit ctrl alt del to get task manager and there is a message of the program has stopped responding when I close that the game exits. I've tried coc command too it does the same crashing. -
Wildwood Cemetery - CTD issue
dragonslayer2k12 replied to Cybordania's topic in Fallout 4's Discussion
Every time you remove a mod and continue playing you add junk and possible CTD to your saves so multiply that by many mods as you have done and you will have a lot of problems just from doing that. The game doesn't clean your saves and even if you find a tool that can clean saves it doesn't always work right or clean every single thing and even then it still might now work right. CTD when entering an area usually means something is gone that should still be there or the game is looking for something like a reference and can't find it. It could also mean you need to clean your mods with FO4EDIT. I bet that mod you added recently has ITMs and deleted navmeshes. Just clean it with FO4EDIT and try again see what happens. The author is not always at fault for ITMs and other things sometimes the CK does it all by itself just because it can. Every time you save a mod in the CK you have to exit the CK and then clean with FO4EDIT just in case. Most mod authors don't clean their mods or even know what FO4EDIT is. -
Vaultec DLC kinda sucks
dragonslayer2k12 replied to dragonslayer2k12's topic in Fallout 4's Discussion
I finally get the vault built and connected then started figuring out where the atrium bathrooms and showers would be placed... using CWSS REDUX mod got three toilets done and three showers complete with stalls and sinks and interior rooms for both things so one room is three showers and two sinks and the other room is three toilets and sinks floor mats everything lighting and stuff THEN I made the mistake of NOT SAVING!!!! noticed a wall light was not on and went to pick it up then CTD FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! f*** now I have to do that s*** all over again at least I managed to save after connecting everything but dammit that is an annoying bug!!!!! I ran out of build limit before I even got near the other side of the water pump area but I didn't do all that crazy s*** like people on youtuve videos I didn't build any structures on or near the water pump just left some turrets near it and sealed off the exit points near there. This DLC can burn someone out real quick now I gotta just stew for a while until I can tolerate finishing it up. I found the exit to the middle of the street near medford memorial hospital AKA supermutant suicider central WTF were they thinking with that exit? I am never gonna use it lol no way I tried it once and almost got blown up right after exiting there. Beep beep beep oh s***!!!! lol managed to pull up the console just in time and tgm those jerks. -
Well you sure picked one hell of a mess to work on and even worse no f04edit experience. There is a mod for sanctuary made by quince99 he actually made several but I still use his old version for now. I'm gonna wait him out and let him fix it up just right so there are no more bugs or weird problems then switch to the new one. The pre war world is only sanctuary there is nothing else you can't leave that town pre war because there is no where else to go it is not created and if you try to replace the post war sanctuary cell with the pre war cell it will screw up the game big time. All you can do is disable the things you don't like in the post war cell and replace them with things from the pre war cell one at a time and that is easier said than done because many of the houses from pre war don't have interiors so adding interiors that don't exist is hard to do unless someone creates those interiors. so far quince99's mods look great they just have bugs but he is fixing them and right now the bugs are not game stopping so the mods do work you might as well start using his mods instead of trying to untangle the same knot by yourself. If you are looking for something to do that nobody else has done yet you should try making a settlement out of quincy. There is only one mod that is trying to do that and it doesn't work right now.
-
Vaultec DLC kinda sucks
dragonslayer2k12 replied to dragonslayer2k12's topic in Fallout 4's Discussion
This vault is freakin HUGE!!!!!! I explored it all and killed off the enemies still haven't activated the north sector yet or the water pump and I am thinking now I wasted a lot of time stuffing 16 quarters rooms into the atrium area when I could turn a whole sector into quarters rooms for settlers to live in. What I don't really understand is why all that space? I mean after two sectors the east sector and one more there is no real point just build crap and OCD over it all. The lighting really really sucks and the lights appear off when they are on. I have to use lights from other lighting workshop mods to compensate and hate that I can't use those florescent lights. I really hate that this thing leads to a crappy store at university point I was hoping to avoid something like that completely or be able to tear down the store and build a proper vault elevator door entrance there so the vault would have two main doors and clean up that dam waste dump too and build a proper door there too. @fonger For real this thing is a super time waster. I didn't know the build barriers would increase by activating the different zone workshops I assumed they would have their own separate build barriers. Now I think I can link stuff together but dam did I waste a lot of time trying to seal off that small rail tunnel to the east before checking those other zones.
