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oldbastard42

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Everything posted by oldbastard42

  1. Vortex (custom install location)-1-1-7-4-1673430338 From Vortex.log: basePath=D:\Programmes\Vortex\resources\presets vortexPath=D:\Programmes\Vortex stagingPath=D:\Appdata\Roaming\VortexStaging gamePath=D:\Games\steamapps\common\Fallout 4 Copied from Vortex Interface (not found in log): Downloads Folder - D:\Appdata\Roaming\VortexDownloads From Vortex.log: using C:\Users\MyUsername\AppData\Roaming\Vortex as the storage directory I searched the Internet and this Forum but couldn't find any relevant info, and can't for the life of me find any setting that allows me to change this. How do I change the "storage" directory? The simple solution is of course to move that folder to my D: drive and create a link to it, but it's messy and I'd rather not do that. Vortex.log attached. Thanks.
  2. OK, I uninstalled the old version then downloaded and installed the "Custom Location" version and thankfully it picked up all my old settings and mods. All's good, thanks for the help. Regards.
  3. Vortex was working perfectly with Fallout4, I then tried to move the location of the Vortex folder (the app folder, NOT the data folder), to my user partition (I should have done it at install but I forgot!!) by doing the following - Renamed C:\Program FIles\Blacktree Gaming Ltd to C:\Program FIles\x-Blacktree Gaming Ltd (to keep a backup if it went wrong) Made the folder - D:\Games\Vortex mklink /d "C:\Program FIles\Blacktree Gaming Ltd" "D:\Games\Vortex" Copied the Vortex folder and all it's contents from C:\Program FIles\Blacktree Gaming Ltd to D:\Games\Vortex So the Vortex .exe is now physically located at - D:\Games\Vortex\Vortex\ The Vortex Appdata\Roaming folder was already a link from day one, so that hasn't changed, ie all the Vortex stuff and all downloaded mods are already on the D: drive. Checked the link, seemed OK. Started Vortex - no games reported as managed, tried to add Fallout4 - game is not supported! Anyone have any idea why? Are there other hidden config files I need to move/link? Thanks.
  4. ...a bit late - but just in case it helps someone else - it's because the mod you're trying to load is only programmed to look for a certain version of the standard game, and because the VR version has a completely different version number - the mod just assumes it's nearest standard version.
  5. You can fiddle with the "Pixels per display override" setting in the Oculus Debug tool (...if you are running an Oculus headset of course). I believe that setting it to 1.2 or 1.5 will give a higher resolution. Another tip for slower computers is to set "Asynchronous space warp" to "Force 45 FPS, ASW enabled". I'm a complete noob with VR settings, but a good search online often brings up new info.
  6. Haha, it took me ages to work out that you have to physically "swim" in order to swim in FO4VR! I mean actually flailing your arms around like a complete loonie with the controllers in your hands in order to move. Crazy :D.
  7. Some do, some don't. Trial & error is the only way of telling. I'm running 134 mods, most of which are apparently not for VR ;). Let me know if you want the complete list.
  8. Try "Place in Red standalone" - https://www.nexusmods.com/fallout4/mods/28670 It works for most things except you can't connect wires with it enabled. The good news is that you can disable it with the provided Holotape. With this you can place anything practically anywhere ;).
  9. Completely useless info, but it took me ages to decode so I thought I'd share what I learnt just for fun. In the Creation Club addon "Early Retirement", the player has to listen to a "strange signal" on their PipBoy's radio. It's a garbled morse-code message that repeats every sixty seconds. With a lot of head scratching and applying filters in Audacity (Filter curve tool @550 Hz), I finally managed to decipher it. The Courser (Player) is called B-263. Here's what I got; 00 to 4.5 secs: -... -....- ..--- -.... ...-- b - 2 6 3 05 to 9.5 secs: .. -. -.-. --- -- .. -. --. i n c o m i n g 9.5 to 14.5 secs: -- . ... ... .- --. . --..-- m e s s a g e , 14.5 to 18.2 secs: .-. . - .-. .. . ...- . r e t r i e v e 18.2 to 19.3 secs: ..-. .- f a 22.5 to 25.0 secs: -- .. -. .- .-.. m i n a l 25.2 to 31.3 secs: ---.. -.... ---.. .- .-.-.- -... -.... 8 6 8 a . b 6 33.0 to 34.4 secs: ... ...-- s 3 34.6 to 39.3 secs: .. -. -.-. --- -- .. -. --. i n c o m i n g 39.5 to 43.4 secs: -- . ... ... .- --. . -- m e s s a g e m 45.0 to 47.6 secs: . - .-. .. . ...- . e t r i e v e 48.0 to 50.5 secs: ..-. .-. --- -- f r o m 51.0 to 55.0: - . .-. -- .. (.)-. .- .-.. t e r m i n a l 55.0 to 59.5 secs: ---.. -.... ---.. .- .-.-.- 8 6 8 a . .-.-.- = Full stop symbol . -....- = Minus symbol - .--.-. = @ symbol @ ....... = Space --..-- = Comma symbol , -.-.-- = Exclamation mark ! ..--.. = Question mark ? Obviously it's not complete, but you can get the general idea from the parts I managed to decipher. I'm still not sure what "868a" or "b6s3" mean though, maybe map grid references? The "b6s3" part could be a misinterpreted "B-263" I guess, but "868a" appears twice so I believe I got that part right. If anyone else has done this better than me, I'd love to hear about it. Regards :).
  10. Hi Tannin42, and thanks for the swift reply. I had 3 mods show up in the error message and I removed their source option as you said and re-updated. Still takes forever but now I get no error message. Is there a log somewhere that I can look through to see what's happening during updates?
  11. Hello. Is there any way to remove non-nexus mods from the update feature? Normally an update search takes seconds, but with mods that are either no longer on Nexus, or "foreign" mods it takes a really long time and is really annoying. Thanks :).
  12. Hah! I discovered a dirty hack to get it working by issuing just one console command :D. I created two batch files, the first which adds all the equipment to the player's inventory, then I call a second batch file from the first which upgrades everything - and it works perfectly. Here's the contents of the files in case anyone else needs this info: I named the first file 0-add-uniform.txt - player.additem 187972 1; /* Synth left leg added.... player.additem 187970 1; /* Synth right leg added.... player.additem 187974 1; /* Synth breast plate added.... player.additem 18796C 1; /* Synth left arm added.... player.additem 18796E 1; /* Synth right arm added.... player.additem 18796A 1; /* Synth helmet added.... player.additem 9983B 1; /* Laser pistol added.... bat 1-upgrade-uniform....and the second 1-upgrade-uniform.txt - player.cf "ObjectReference.AttachModToInventoryItem" 187972 1F1DF9; /* Acrobat's - 50% reduction in fall damage player.cf "ObjectReference.AttachModToInventoryItem" 187970 1F1DF9; /* Acrobat's - 50% reduction in fall damage player.cf "ObjectReference.AttachModToInventoryItem" 187974 1F4D18; /* Chameleon - invisible when crouching player.cf "ObjectReference.AttachModToInventoryItem" 18796C 1F2D3D; /* Martyr's - Slows time when health less than 20% player.cf "ObjectReference.AttachModToInventoryItem" 18796E 1F57E4; /* Cavalier's - Reduces damage by 15% while sprinting or blocking player.cf "ObjectReference.AttachModToInventoryItem" 18796A 1F1C2F; /* Sprinter's - Increases speed by 10% player.cf "ObjectReference.AttachModToInventoryItem" 9983B 0300da99; /* Deadeye - slows down time when aimingYou can of course name them whatever you want as long as you change the called file in the second script. I run the entire operation by simply issuing one command - bat 0-add-uniform ...and it all runs automatically. I've been working on settlement cleanup scripts over the last month or so, and I'm hoping that this solution can also be used there. I was having problems at the Starlight Drive-in diner, I wanted to delete the trashy counter top pieces and insert clean versions in their places. It never worked properly, but using this external batch file call trick might be able to fix that - we'll see. Kind regards, and keep on pushing the boundaries folks :wink:.
  13. I did some online research and came up with the following: player.additem 187972 1;player.cf "ObjectReference.AttachModToInventoryItem" 187972 1F1DF9 player.additem 187970 1;player.cf "ObjectReference.AttachModToInventoryItem" 187970 1F1DF9 player.additem 187974 1;player.cf "ObjectReference.AttachModToInventoryItem" 187974 1F4D18 player.additem 18796C 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796C 1F2D3D player.additem 18796E 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796E 1F57E4 player.additem 18796A 1;player.cf "ObjectReference.AttachModToInventoryItem" 18796A 1F1C2F player.additem 9983B 1;player.cf "ObjectReference.AttachModToInventoryItem" 9983B 0300da99 .....but each line has to be run individually from the console, when run as a batch file it does random stuff :(
  14. Anyone know how to force the console to process instructions in the proper order? It seems it just makes up it's own execution order and forgets half of it's commands! I'm trying to create a script to spawn some items, then add a legendary effect to them. Here's a short example: pt 187972 1 PickLastRef amod 1F1DF9 That should spawn a Synth left leg then add the "'Sprinter's" legendary to it, but it only spawns a bog-standard leg and then forgets the rest. If I run that script a second time, then the first spawned leg gets it's legendary! It's like the console has constipation. If I type the following directly into the console, then it works perfectly - pt 187972 1;PickLastRef;amod 1F1DF9 ...or is there a pause or wait command? Thanks.
  15. ooops - forget it, my bad!!! A manually installed mod put that file there and I'd completely forgotten about it as usual. Memory loss gets worse with advancing years :(.
  16. Hello. I installed a mod some time ago that has it's own, modified version of steam_api64.dll. Instead of deleting steam_api64.dll, I simply renamed the original file to steam_api64_org.dll and installed the modified version alongside it. All was OK until I wanted to restore the original version, and now the game always asks for steam_api64_org.dll! Is there a config file somewhere that contains the name of steam_api64.dll? I can't understand why the game should always ask for a non-standard filename that I created. Thanks :).
  17. DOH! Never mind, I opened the file in Notepad++ and saw that it's the Patriotic Power Armour mod! ....but, a list of all these confusing names would still be a good thing to have, here's what I've got so far: cctosfo4001-neosky.esl = Noir Penthouse cceejfo4002-nuka.esl = Nuka-Cola Collector Workshop *cczsef04001-bhouse.esl = Charlestown Condo *ccbgsfo4063-papat.esl = Patriotic Power Armour *cczsefo4002-smanor.esl = Shroud Manor *cceejfo4001-decorationpack.esl = ?? If anyone can add to this list it would be much appreciated.
  18. Does anyone know what this creation club mod is? Even better, does anyone have a list of all the creation club mods? Thanks :).
  19. IDA - https://www.hex-rays.com/products/ida/support/download_freeware.shtml
  20. @Zzyxzz - Just guessing, but I'd think that "cheat engine" simply scans through memory looking for changed variables and doesn't give any clue as to which sub-routine just accessed it, does it? If you could find that address, then maybe the sub-routine could be found in IDA which would make it very easy to find again. ...actually, maybe try finding the address in IDA - if you have the address of the "blocking" variable, you might be able to search through the fallout4.exe code in IDA for it. You might have to translate the address slightly, say just use the last three bytes and add 14h to the front. A bit of trial and error might turn something up! Failing that, maybe ask on the F4SE devs' discord server for help (sorry don't have the address to hand).
  21. That would make life far too easy SuperElitist :happy: . But now you know what your first Fallout4 project should be eh? :laugh:
  22. Just in case anyone is still following this thread, here is an update. I actually managed to figure out all the new addresses of the sub-routines and successfully recompiled Clipboard for F4SE v6.18 and Fallout4.exe v1.10.162 - yes, I'm as shocked/surprised as you lot!! :dance:. Here's the updated info: All sub-routine addresses have moved forward +hex120 bytes - <_Enable_Native> now @0x0040DA90 (or 14040DA90 in IDA) <_EffectShaderPlay> now @0x00422180 (or 140422180 in IDA) <_Disable_Native> now @0x004E4420 (or 1404E4420 in IDA) <_EffectShaderStop>now @0x00F0E060 (or 140F0E060 in IDA) The "scale" sub-routine has moved to 0x03F85B0 (or 1403F85B0 in IDA) qword_145907F18 remains unchanged (58CEE98), and can be found at address 0x058CEE98 (or 1458CEE98 in IDA). I managed to find the new location of the <_Enable_Native> sub-routine in IDA by searching for it's machine code: 88 54 24 10 48 89 4C 24 08 56 48 83 EC 60 8B 41 10 48 8B F1 C1 E8 0B A8 01 ...then simply worked my way backwards to find all the other values. Once again, many thanks to Wolfmark for giving me the "tools" to get the job done, without his help none of this would have been possible. Regards, Kev (oldb@stard42)
  23. Eh? I could have sworn I went through a FOMOD process on first install!! Mind you I downloaded about ten mods at a time and used the batch install - maybe I got confused with another mod! ....but I just checked and it seems you're absolutely right - the file list shows only the .esp file. This is rather embarrassing. :ermm: Sorry to have wasted your time people.
  24. Topic - How to re-run a FOMOD installer? Vortex ver - 1.0.3 Game - Fallout 4 Game ver - 1.10.138 Problematic Mod - "Hot mama Murphy" all-in-one version - https://www.nexusmods.com/fallout4/mods/8781?tab=description Environment - Win10 64, fully updated. Fresh install of Windows, Fallout4 & Vortex on second computer Mod count - 54 F4SE - v0.6.17 I installed the mod above successfully, but wish to re-run the FOMOD in order to select different options. I tried completely removing and re-installing the mod, but the FOMOD will not re-start, it simply uses the settings I originally chose without asking. How can I force the FOMOD to re-initialise? I've tried this with other mods in the past (in Vortex), but never had any success. I also tried looking for any config files (for the mod in question) that Vortex may have created, but found nothing. Thanks.
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