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MJS814

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About MJS814

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    United States
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    Fallout 4
  • Favourite Game
    Played too many great ones to pick just one

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  1. The only way I was able to solve it was by downloading the FO4 game update. Nothing worse than a self inflicted wound.
  2. Is anyone else having a problem with CK? I blocked my game from updating but not CK. A short while ago I tried to go back into CK having used it just a short while ago and now CK won't launch. Hopefully this is short lived, and I don't have to update my game before I'm ready.
  3. I believe you can contact him in the nexus here. https://www.nexusmods.com/skyrim/users/16922634
  4. Does anyone know what site Jenncave moved her mods too? Her profile on Nexus is deleted as well as her mods so I cannot PM her to ask.
  5. I would PM the author, hopefully they will reply and you won't have to guess why they removed their mod. If they decided to move it somewhere else they will most likely tell you where.
  6. How do you get the reunions quest to start in the pipboy after the getting a clue quest completed? All the console commands do not seem to work.
  7. Well I did create an esp using the script to convert a json file to an esp and it didn't work correctly. It only moved the vanilla items to the esp, and created unknown references for any mods. When I load the installed the mod into a semi test game the result was as you might expect. Vanilla items transferred correctly but nothing else. They were some other oddities with the settlement (in this case Red Rocket) but that could be expected. Also loot noted a circular reference in the esp, which I could not visibly find. I am going to try a settlement where I have only 1 or 2 mods installed and see what happens. It could also be that I messed up the Red Rocket Settlement altogether before using transfer settlements. EDIT The preliminary problem with converting the json file to esp appear to be esl files. The Form ID's appear to change even though no new mods have been added/deleted/reinstalled. It appears that this might happen at the script level. It also appears that it does not affect esm files. This could be because the .esm file I tested load order is before the .esl file. More testing needs to be done to confirm. Note; all creation club files are mostly esl files (for me this is a huge issue). Over a year ago I thought I tested with a .esl mod and it worked fine. It was on the previous version of fo4edit so I will rollback to that version and try again. Otherwise esp and esm files works as they should. I have tested with 19 mods installed and they all moved over. My Red Rocket Settlement was a poor test because it was already messed up :sad: Further investigation into recreating previs/precombines requires that the objects reference needs to be removed from the workshop. It was suggested that this could be done by removing the workbench and then adding it back. At what point you have to create previs and precombines is not clear. If anyone is interested in step by step instructions on how to create an esp from a json file I will be happy to supply them, but I caution you do not put this in a game that you are currently playing. Use a test to check results first. Should you follow the steps and destroy your current game that you are playing, the fault is yours, not mine.
  8. I messed up my game a little with a mod and spent my free time over the weekend trying to get to place where I could move forward. I have read some interesting articles and posts regarding previs and precombines by snarkywriter, damanding, Trosski and RedRocketTV, which give me hope. Some of it is difficult for me to follow and even a little contradictory, but it gives me hope. If you're interested Here is a link to damanding's forum on the subject https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/ Here is a link to snarkywriter article, it really relates to more than just sim settlements.
  9. I have not created an esp in this play thru. The last one I did was over a year ago. I need to have a separate game or profile to test to see if it makes any difference in game performance. Hopefully I will have time over the weekend. I am not sure what Bethesda thought when they started the settlement building. Having played most of the Fallout games I thought it was genius and it added 100's of hours to the game. Not surprisingly the people that are skilled at making mods and, enjoyed playing FO4 made settlement building a 1,000 times better than Bethesda did. Unfortunately the game engine has limitations and Bethesda took a conservative approach, trying to make sure the game worked on several platforms with a minimal of issues. While mods that increase settlement building size and mods that break precombines push the limits of the game engine. When we push to much frame rates drop and if we build more the game crashes. That being said why Bethesda did not think that we would not want clean settlements, fixed roofs, and nice places to live for our settlers is head scratching.
  10. There is a script that you can use that was made by DieFm https://www.nexusmods.com/fallout4/mods/39742 Check it out. I used it only once and it worked fine for me. I did not do enough testing to see if it fixed FPS or screen stuttering because the settlement wasn't big enough and my game was already messed up. In order for precombines to work, would I have to make everything static? I almost certain that can be done with PE. Otherwise if items are moved it would break the precombine. Things that move like pumps, turrets, etc. would not be made static? Right now I have built up Red Rocket, Sanctuary and Abernathy so much that the game will frequently crash especially if I am in workshop mode. I have not tried Baka Scrap Heap, but based on the description for that mod I'm not sure that will help. Any thoughts let me know.
  11. I was wondering if anyone has ever 1.) Created a settlement and used to transfer settlements to create a json file. 2.) Take the json file and run a script to create an esp. 3.) Use creation kit to rebuild precombines and previs data. 4.) Installed the mod in a different version of the game to see if the settlement now requires less draws and triangles thereby making is less performance intensive. I have already done steps 1 & 2 long before (like a year ago) and I know how to do step 3. The real question is will this make a difference? Has anyone tried and succeeded or failed? If you succeeded are there pitfalls to avoid or anything happen that wasn't expected? If you tried and failed, what do you think the problem may have been? Any thoughts or suggestions would be appreciated.
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