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Xelan255

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Everything posted by Xelan255

  1. Mh, that would explain why Workshop+ recently stopped working properly :huh: thanks for the suggestion, I'll pursue that. Edit: Seems it's not necessarily a script issue at all. After reducing the view distances to a minimum the issue got better. Still crashing there, but not as often as before. So I guess it's more an issue of too much stuff that has to be loaded at a time :(
  2. Hey guys, I've recently startet a new Fallout 4 playthrough with a rather heavy mod loadout. I've modded Skyrim and Fallout 4 in the past to the limits and even made a few small things in Skyrim myself. I was able to identify and exterminate every annoying bug and crash so far with my current setup, except for one: Mostly when I fast travel to Sanctuary I get there and after about 2 seconds my game crashes. When I travel to Vault 111 and run over to sanctuary it's just fine, but no matter where I place the fast travel point, in 8 of 10 cases I ctd 2 secs after arriving in sanctuary. Here is a log where I startet the save and immediatly traveled to sanctuary, arrived there and crashed after said 2 secs. The last few script that ran are obviously somehow workshop related, so it might be "Workshop Framework" or "Workshop+" related, but then again I found some references of at least "<workshopItemKeyword" to the vanilla game. Maybe you have an idea regarding the cause of this? Here's the Log: and loadorder:
  3. Hey all, I've encountered some strange issues in the last couple weeks. Issues like Journey and Survival Quicksave suddenly not working anymore. I did a lot of testing and was able to pinpoint the underlaying issue to be script related. After I uninstalled Journey everything else was working again, probably because Journey is script heavy and uninstalling it was freeing up enough space for the rest to work again. So the question is: Is there a way to optimize or increase the amount of running scripts in Fallout? Or whatever is necessary to allow more scripts to be handled like they should be? I know there were certain things in Skyrim to achieve something similiar, but didn't hear about something like that in Fallout 4 yet. In case someone is interested in my loadorder:
  4. Heyho, I'm trying to make a little mod for myself, but every time I save my changes and start the game or even reopen the creation kit some of the perks of that tree are messed up/invalid. To go into detail: I'm using Ordinator, along with Complete Alchemy and Cooking Overhaul and COCA-Ordinatored (merged file) to combine those two. I'm trying to add the vanilla experimenter perk back to the skill tree, since I don't like how CACO lets me discover the effects of ingredients. But after making my change and saving my new plugin some of the alchemy perks become invalid when I load them in skyrim or the creation kit. Of course I'm loading the DLCs + Ordinator + CACO + CACO Ordinatored with the new plugin, as they are the masterfiles. I tried adding the three mods as masters via wrye bash, instead of just loading them together manually, but still no change. Does anyone has an idea how I can make this little thing work?
  5. To clarify: The green check mark has to be green, not the name of the mod? I have to admit, I didn't knew this trick at all and while 98% of my check marks are green already, there are a few orange ones. A few mods even have their name written in green and I've no idea what that means. Also I just tried to find a place for the Thunderchild mod, but the check mark remains orange, no matter where in my ~130 plugins list it stands...
  6. I just assumed he had overwritten them, as he had written in the initial post. I didn't remember that the animations are stored in the .bsa files, so I took his overwriting statement literally. With the animations in .bsa in mind a re-install is of course unnecessary and the removal of the mod files should do the trick. If the unused FNIS-generator wasn't the source of the issue though.
  7. First things first: forget the steam workshop. There are very few mods there, that aren't on the nexus too and managing mods coming directly via steam is a pain in the back. And before you even start modding your Skyrim seriously I highly recommend to read up on a few things. Start with this post about the load order and the FAQ, especially the generel section. There are some other good beginners guides somewhere here, but I can't find them right now. Anyone else has the links? I'll build them in the FAQ as well. For future requsts.
  8. I'm not a big fan of big game overhauls and never used any of the mentioned mods. Can't help you there :mellow: Anyone else?
  9. As far as I know LOOT is pretty accurate with it's sortingmethod. Do you just think it's not going to work because different mod authors say their mod has to be the last in the load order or did you actually try to play the game and something didn't work? If the latter, what happened exactly?
  10. @bben46's post: Yeah, that might be true in theory, but unfortunately I experienced something else in the past. I don't recall the exact circumstances, but verifying the game cache definetly messed something up in my modded game (~100 at that time, mostly smaller mods, just a view bigger ones). At the end a had to re-install everything from scratch and did that again every time I ran into something not solvable by just un- or reinstalling mods. You can only enable/disable mods with a .esm or .esp file. Those replacing something like animations, textures, meshes etc. work without a .esp/.esm file. And yes, if you remove every single file that belongs to the mod you should get back to a vanilla state. But since you used a FNIS mod, but didn't use the FNIS tool, I guess you already have your solution.
  11. In my experience verifying the game cache just f*#@s up a modded game even more, at least in most cases. Depends on the installed mods though. I only use a few replacer mods, like CBBE and some for CBBE vanilla armors, but verifying my game cache to avoid a complete reinstall did mess with more than those replacer mods. To avoid that, one might as well make a complete re-install. Takes longer, but it makes sure the game and every mod is where it should be. Edit says: The question about FNIS should be answered before proceeding with anything else. If you didn't generate proper FNIS setting with the included .exe, you've most likely found the source of your issue.
  12. Since you've overwritten the original files your best bet is indeed to completly reinstall teh whole game, including every single mod you're using right now. Your savegames are lost! Just kidding, they're saved in "my documents" and you should be able to continue with your saves once your animations are back in place.
  13. run loot, sort plugins, wait for it to finish, then click on "apply" and in the report viewer on "details" (tab on top of the window). Should be a list starting with Skyrim.esm, Update.esm etc. Copy that and put it into spoiler tags (like
  14. look at the files in the load order, using your mod manager. every file has it's masters listed there.
  15. I have been monitoring this thread for a while now, looking for a solution for this interesting issue. I have to say at this point: If someone who is most likely more experienced in the area of expertise you're currently in: Take the advice they're giving you. No offense, just a tip for the future ;) Not everyone has the patience and persistance of Valkasha and will remind you of something they've already said. Some will just think you tried that, it didn't work and you just didn't mention it. Some will say something like "f*#@ it, if he doesn't take my advice it's his vault.". Either way, you may continue to stuck with your problem, altough you already have the solution right under your nose.
  16. Same goes for resist magic @85%, as well as the elemental specific resistances. Both are applied seperatly, leading to even more damage reduction. Source But we're going offtopic. I'll try to reproduce the issue in my game. In the meatime it would be nice to know if you're using any enchantment related mods. A complete mod list (created by LOOT and writen in spoiler tags) could be helpful too.
  17. armor and resists are capped, both @80% in vanilla, as far as I know. I don't know about any other cap, but what DemongelRex wrote sounds like something Skyrim would do :pirate:
  18. They can indeed, e.g if you're using armor adapted to a certain body mod, but using another body mod. Happened to me when I switched from CBBE to UNP once. As long as I wore some CBBE armor (from the CBBE vanilla armor packs) my game crashed while loading the save.
  19. The crash you are experiencing is normal skyrim behaviour for "something's wrong". That's what is called Crash to Desktop, or CTD in short. My guess for your problem: The armor you're wearing doesn't work with the new body type you're trying to use -> CTD. Body types always replace the standard body in the game, so if you want to change something like the body you have to overwrite the existing files. So if you install your original body mod and let it replace everything it wants your save should be working again.
  20. Did you try fixing that? I think the author says "load order doesn't matter" in reference to every other mod not related to his. But a masterfile has to be loaded before every other file that's using the master's ressources. That's a basic law of the engine and might cause exactly your issue.
  21. that shouldn't be happening. I don't do something like that with combat skills, but I play with more then two pickpocket/movement/a few more enchants. Don't know what could cause this though.
  22. I guess you didn't even try the FAQ? Why don't people read that at all?...
  23. Check the FAQ, especially the SKSE RAM, ENBoost and general tips section.
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