Jump to content

bbiller

Members
  • Posts

    191
  • Joined

  • Last visited

Nexus Mods Profile

About bbiller

Profile Fields

  • Country
    United States

bbiller's Achievements

Collaborator

Collaborator (7/14)

0

Reputation

  1. Well, what I would suggest is go into your list of mods and delete the HUD Framework entirely and physically check the mod itself for where it wants to put some files. You should keep the zip archive itself as you will be adding it back to the game later. If all goes well, you will be able to reinstall it without issue. Do note that different versions of the mod may have the same archive name, but files inside the archive can be different in some way. To look inside an archive, 7Zip and IZArch are two free ones I have on my system, aside from the fact that recent versions of Windows since XP can open zip files for you, Windows itself will not make them. I'm not going to go into the folder tree for Fallout 4 mods, as there are guides for that, but should the reinstall not work after clearing things out, you can manually add the files from the archive to Fallout 4 directly. Do note if this is an fomod based archive, there is a built in wizard that decides which files to add where based on the choices you make during the install process. Those choices are in an xml styled controlling file (notepad can be used to look at it), so if you find that it will help you in deciding which files need to be brought over to Fallout 4, though you will still need to move the files from the corresponding choice directories in the archive. This is a simplified example of what you might see when looking at fomod installation archives (there are guides on this, just so happens I have this mod and version, but the example is from Def_ui): Zip file main directory: fomod (directory) images (directory for the images the wizard needs to show you) info.xml (has info on the mod itself) ModuleConfig.xml (what is controlling wizard choices) HUD (directory in this will be the various screen resolution types (16:9, 4:3, etc as directories) interface (directory) INV (directory) DEF_UI.readme.txt (has the info on how to manually install it if needed) End example In the case of HUD Framework things are simplified. The ba2 and esm files are put in the Fallout 4 Data directory/folder and the items in Interface can go into the interface directory/folder that you found in that data section. Once things are copied over you may need to run the swf file to set things in place, though that may be a bit tough due to Flash no longer being supported by Adobe. Ruffle can run it to a degree, but says action script 3 is not yet supported, so an alternate flash player may be needed to allow that swf file to generate the configuration file that Fallout 4 will use when working with the visual mods. If you are dealing with an executable flash file (has .exe) then that is self contained and should work without issue. I did just check on the patch and if you are going to use DEF UI with this there is an auto patcher that can help if you want to run the two together and need some other resolution, though the author does have a 16:9 version that is a compatibility patch. Update: Now that I look at your submitted image, it may be that HUD Framework is conflicting with those other two and you are using Vortex, not Nexus Mod Manager (the later is a community edition now found on gihub, Google can help you find it), so I can't provide a lot of help in that case, but that auto patcher may be of use. The esm and ba2 files can still go in where they need to though. Further Update: Those two shown would not initially appear to be the conflict point, so check the Fallout 4 mod list and add an * to turn that on and list the esm if needed. You may need to move HUD Framework down the mod list to fix things. Very important: If you go the manual route you will need to update your Fallout 4 active mod list to have HUD Framework active. Keep in mind some mods just need resources from others to work and may disable other mods once those resources are in place. Mod order matters. Do check those other mods and see what they do and this may give you some answers.
  2. Well to start off with let's get a few things out of the way: 1. There are areas of the game where even with good or excellent hardware you will get low framerate, the game was never fully optimized. 2. There are patches to fix some of those spots and with the number of bugs that have been found there are community patches for those. I am going to assume you have grabbed those and have F4SE installed and are using either the community edition of Nexus Mod Manager or Vortex. Vortex is what this site swears by now, but plenty of others including me use Nexus Mod Manager. 3. I am assuming you have the big community patch installed at least (Unofficial Fallout 4 Patch). This alone has become an absolute must have to play the game due to aforementioned bugs. Now I am not certain exactly what you have checked on or not, but there are hardware combinations this game has issues with too, so that can be an issue. The resolution you want to run may be an issue. The game was designed when 1920x1080 was getting to be common and Bethesda did release a high quality texture pack and members in the community have released 2k and 4k retextures, beyond those resolutions I can't speak about as I've been away a while. Things you can try: 1. See what the game does at 1080p, if the physics engine is ok then you can try upping the resolution a bit and retest. Repeat this until the physics go loopy. 2. I myself have used both an MSI Lightning 2 (3GB) and an MSI Armor RX580 (8Gb, current card) both work. I am running at 2560x1440p just so we are all on the same page. You may need to make sure the game is not trying to use any specialized physics options like Cuda has in the case of nVidia. If that option is set, try turning it off and see if that helps. Btw, I am using an FX-8150 Black Edition and 32Gb of RAM, so make sure you have at least four cores available and at the very least 16Gb of RAM in your system. If you have less than either of these there will be issues. 3. Posting the papyrus logs here may help as the game should have some info there of what may be breaking down. Those logs are a pain to go through and understand, but we can try to help. Do use spoiler tags for those logs by the way so that those who don't want to look at them don't have to wade through all that to get to other postings. That's all for now and good luck.
  3. Well, in this case you have a little help provided by the author of the mod. See that fomod folder in your list of folders? . . Good. That means all you need do is point your mod manager to the zip or rar file you grabbed. Once the manager has loaded the mod into your list of available mods, activate said mod and the installer script in the fomod folder will run and you'll need to pay attention to what that installer is telling you. This is extremely, I repeat extremely important. If all goes well, the mod will be installed how you need and Fallout 4 will run it correctly. If you need to change some thing, right click on the mod in your manager and run the install script again. I would advise consult the mod authors page to see exactly what the mod is supposed to do and any conflicts they know of or other needed mods this one depends on. Now with the easy stuff out of the way, I'm going to get a little technical here, so fair warning. If for whatever reason you want to manually install the mod, than that script file I mentioned is going to be very helpful as well as having the data section of Fallout 4 open with a tree view beside it (failing that writing things down is good as you will need a map of what is where in Fallout 4, which will take you a bit). That script file in the fomod folder is a text document, so any text editor will do, but if you've seen any programming code or an xml file than what is in there will not seem so strange once you can read it. That script file has all the dialogue options and the folders they are connected to, so once you decide which options you want, you will need to move the appropriate sections pieces into their correct place in Fallout 4. The esp file of course goes in that main data directory (that was in your first screenshot on the upper right). If you need help with where each section is or does in Fallout 4, there are guides for that. If you are looking to make a mod of this mod, then taking a look at that fomod script file can be a great way to learn about it, as if is there is a packager/tutorial for that, I'm not sure as some of this is decended from Skyrim or something a little further back. End Technical stuff. Hope all this helps.
  4. First off, the game has a hard limit on esp and esm files (255), Tesla's are a different beast, but that may be based on your system specs. Now since you have as many mods as you do, combining, converting, and some removal will be needed. Things you can do: 1. see if the author of your mods made an esl for it (some have converted theirs already), if so save file editing might allow the new mod to be pointed to so you don't have to redo things, else a redo will be needed. 2. Some esp files can be made into pseudo esl files by an internal flag change, there is a tutorial of how to check and set up those files. 3. Find stand alone files and combine those, that will free slots. 4. Those files that have an update patch you may be able to add the patch to the main file directly, thus saving some hard drive space and making your mod list a little shorter (when you're getting the patch put in the mod manager over writes the original file anyway, so nothing gets lost (The Buttons Companion mod is a good example). 5. If you're up to the challenge, modify the esp into an esl. I have not tested if the esl flagable files having that change made and the extension changed to esl would do the trick (have to look at file structure info for that), because Bethesda has made a lot of changes to the esl structure it may be that change will work, but as noted research is needed. I hope that helps.
  5. I'll say this simply: Fallout 4 is not laptop friendly. That said there are things you can check on. 1. Is sleep or hybrid sleep turned on. This is a Windows issue that has persisted for years. Some systems can handle it others can't. 2. Hybernate is another one, but that usually works. 3. If suspend is on that's another Windows issue. You'll need to go into your power plan and check through the advanced options. Go through all of the tree, check all settings. Do not turn off the hard disk (set that to never), set any sleep or suspend to never (you can type that in, in some cases), set the monitor to turn off after the amount you want, and make sure the system will keep an eye on USB and not shut that off. That USB piece is how you'll wake up the computer, though you should have a sleep/wake button that you can set actions to, along with the power button and closing the lid. Do check those settings. Now that that's done, get something like Core Temp that can monitor and log your cpu and graphics card temps. This will help determine if Fallout 4 is just too much for the laptop to handle (due to overheating and overtaxing those parts). Also check your BIOS as to what thermal throttling it wants to do (this keeps your system from frying). Do check on what the maximum temp is that your cpu and graphics card can handle. This is assuming separate hardware/chips, but you might have an APU chip (or similar) where the graphics and CPU chips are on the same die, thus one part to swap for upgrades, though usually the laptop maker makes those so once they're in they stay there. Some laptops have the graphics card as a replaceable/upgradeable item, but yours doesn't sound like one of those. If you do have a heat problem, cleaning the inside of that laptop may help (get a pro to do this if it's under warranty or you don't know how to do it yourself) and if you can, get a separate thermal cooling device to sit under the laptop to cool it down, these can be specific to your laptop, or generic. Research will be needed on your end. By the way, a hot laptop on your lap even if you're clothed is a very bad idea regardless of gender. Put that laptop on a surface where air can get all around it and the laptop can vent that heat. Absolutely nothing, and I repeat nothing, should be in the way of those vents or be able to block them. I hope all that helps and you will want to check those temp logs.
  6. Lost my pile I was going to put in, but I saw that Institute patch for PRC (Photo Realistic Commonwealth) and so quick digging says there are two patches for that you need in addition to the main enb tools (enb tools not posted to nexus, author forbid for some reason). That could also cause some of your crashing and I will say nice as Horizon might be, it's been a known cause for crash issues.
  7. I would be looking at that memory edit. Now granted my Fallout 4 has a lot more mods than yours and I'm running a new video card with a lot on medium and I haven't tuned things for the new video card I'm using (going from MSI Lightning 2 Radeon 6970 2Gb video ram to an MSI Armor OC RX580 8Gb of video ram), but I never touched that memory setting. Last time I ran a check on things all was working just fine no crashes, though I was only around level 40 I think and still early in the story. I am running enough mods and have some more to throw in that I'm checking what can be combined or turned into an esl or a pseudo esl through the flag to free slots (lot of work to do there). Hope that helps.
  8. Simply put, esp and esm files are limited to 254 total, you might get to 256, but stability issues will show up. That said, there are ways around this. 1. ESL files have more slots available by a lot, your systems abilities will be a factor. Bethesda has changed how those are set up and they now have weapons, armor, locations, etc in them, so conversion to a full esl file is possible. Some authors have made esm and esp files have the esl flag and though those are esm or esp files the game will treat them as esl files due to the flag. There is a tutorial on how to find compatible mods. This may be a stepping stone to getting to an esl file for that authors mod. Many authors have released esl versions of their mods already, so check your list and see if that's the case. If you have a bunch of weapons from an author for example, some of them have released a weapon pack containing those weapon together already, if so go that route to save time. If you want less trouble with the new patch some save file editing may be in order to point it to the new pack vs the old setup. You may be ok with losing some of you weapons and things and then just use console commands to bring things back. A new playthrough may be a best option here, it just depends on your circumstances. 2. Combine compatible mods. Making several mods be housed in one mod file can save slots in the esm/esp slot count. Looking inside a mod and its patches can yield some savings if you know what is being affected. A great example is the Buttons mod or even the Sparky Forcebubble companion mod. Those the authors released a patch which put in the updated esp or esl file, so with proper free tools you could repackage all that to one mod (the file in question gets written over in the patch process anyway, so why not combine them anyway and save the hard drive space. It wouldn't be a lot individually, but if you have enough mods like that it can add up). Keep in mind that with the mod files being combined they will still refer to the needed assets and you would need to add all the internal esp or esm file entries into one file. This does take some work vs the file overwrite, but can be done. I hope this helps and hopefully F4SE can keep up with Bethesdas changes.
  9. Also for Fallout 4 I think I went with 1920x1080, but with MWO I'm running 2560x1440 at 60fps. Doom Eternal has the same resolution though I have it set to use Vulcan so that may be part of that. Haven't tried recording yet, stats say solid 60fps though (vsync is on and we are dealing with a 60Hz monitor here).
  10. As for me I have some mod changing to do and check if some of the work has been done already, but depending on your hardware setup physically there may be some things to check on that could help. 1. Is the game managed by Steam? If so you can designate another location for game storage. I am assuming you have knowledge of how to add hard drives to your pc at this point along with 2 several Gb hard drives the same size, if you have two 1Tb drives around that will do. These drives should be either solid state or 7200rpm hard drives and Sata 3 for the connection. Further steps: A. You will need to install them into your computer and then fire up computer management in Windows 10. B. Go to the disk management section and select the two new drives and set them as a dynamic set (this gets you RAID) and you will want RAID1 (mirroring). This will have both disks act as the same disk, you'll get longer write times, but faster reads. That should, once Fallout 4 is installed there, speed things up a bit. A better card will help too, but I was running on mostly medium settings with an MSI Lightning 2 Radeon 6970 with 2Gb of RAM, which worked well. Things did take a bit to load where new areas were concerned, but older areas took about a minute or so when dealing with transition from outdoor to indoor or vice versa. C. With the new drive up and running make a folder such as Steam Game Storage on it. D. Go into Steam and tell it to move Fallout 4 to the new spot, the Internet has the info for telling Steam about storage locations. I've got three (the default I don't use, and two other RAID1 drives). This will take a while and you will want to make sure Steam moved everything. Once that's done tell your mod manager where Fallout 4 is now and btw mod storage can be on that same drive in another folder on the drive, that will help save some rollback and other issues you may get later. Save files will now be on your main drive. Mods could be stored here too if you want (mine is that way, though I have a backup program grabbing all of that main drive). 2. If you can get to 16Gb of system memory that will also help, I'm running 32Gb (1866MHz too). I am however running quite a bit in the background and getting things recorded for later streaming on other games (slow DSL 24/2 connection in the middle of almost nowhere, best available), but I haven't checked how my system will do on heftier titles, though Mechwarrior Online is now stutter free as of the previous ReLive update, haven't tried the new one yet. MWO is not quite as demanding, unless you head for a Solaris City map, but I think with the release I'm on recording should go well. Settings are on high all around there. In Fallout 4 I have not as yet adjusted things for the new RX580 8Gb video card I'm using now, so once I have the mods fixed up I can start some further tweaking, but if I'm going to record any building I may leave the settings as is. Hopefully this info will help and should be cost effective.
  11. Well, while I can't confirm this it may be worth looking at the records in your combined file. If it's pointing to the needed ba2 file for each of the mods then so long as those archives are where they should be there should not be any issue. If however it's dead set on seeing the same name, then you have some work to do, though it will just be time consuming. Steps below in general: 0. It goes without saying do all this on a standard spinning disk hard drive to save reads and writes on that SSD you have in your system for the games. You'll thank me later. 1. Get a ba2 file extractor/creator. This will let you grab all the files you need though I suspect there will be some file structure that needs created. 2. Extract each ba2 archive to it's own directory with structure and files intact (ex. C:\temp directory\Acchive A\files and directories from there; C:\temp directory\Archive B\files and directories for B). This will help to find some duplicated files, which while they should likely not be an issue could crop up. Deal with those as needed, how needed. 3. Now that you have all that sorted, make a new directory for your combined ba2 archive and copy things from step 2 with structure intact (and yes Windows will ask about moving in files with the same directory path, say yes as needed or check the do for all and click yes to allow). 4. Have the archive program make your combined file from the new directory in step 3. You can, before doing this hopefully, get rid of the original extractions at this point to save space. 5. Make sure the main file for the combined mod points to your new ba2 file. That should do it. A Google search or check of the nexus should get you the extractor and remember ESL files have been expanded so you may be able to turn some files into that and I have seen some projects already shift their file to ESL already, so a little save editing and using the ESL version may free mod slots for you, then it's a matter of can the game handle all the ESL files (may be hardware dependant).
  12. By some of the names I'd be looking at a mod bringing in some of the ladies from the Witcher series, though the download list mentioned before should help and if you are using a manager for those mods, then the manager should have the name of the mod connected to the esp files involved. For NMM for example the mods tab will have the list and if you click on one, the right side will have details of compatibility and should have the common mod name there. It's been a bit, but if all else fails the normal category breakdown of mods (that right tab) has a search option where you can put Ciri in and see which mod gets flagged for you.
  13. May be a good idea to hard save. Can be done at a bed on survival, but the survival options mod can help. It's great if you have job and want to just get a few things done and come back later. It will add a few save items to your inventory and can let you keep fast travel, so it is a good mod to have in regardless of how you want your run to be.
  14. Your issue is database related. All items that are in the workshop from the other one are tied to it. Now granted I don't know everything about the workshops, but I do know there are mods to help move them, so there are a few involved solutions. 1. Move to where the workbench should be and move it by asset number there (this is a process but that workbench number should be known. 2. The other option and this will also be a lot of work is edit the save file so that the new workbench is linked to the old ones item list. Now since these workbench share inventory you may be able to head over to Red Rocket nearby, set up a container and pull all the items out of the bench and toss them into that container to get things moved. Since Sanctuary is your first settlement I'm not sure how the workshop list is set up, but there are a set number of those, though there are mods that will add settlements with a little work (the excavation mod that needs enabled after the Pull The Plug mission is a good one for that as an example).
  15. Spring Cleaning, Scrap Everything, and Tidy Bot should help. Scrap Everything needs to be last on your load order. There is an ultimate piece for that, that will help with items you want to scrap. To move anything around you will want to head over to Github and make sure you have the latest version from there of NMM (Nexus Mod Manager), as the nexus has been running Vortex for a while now, but NMM has been being updated since things were stopped at the nexus. Once you have that in place, switch from the description list to the mods tab and you will see your list of mods there. Any you want to move, select it, then use the arrows on the left to move that mod where you want. If you have a lot of mods, export the mod list, edit that with something like Notepad++ and once that is how you want, import the edited list back in. Bethesda.net has a good load order guide to help you. Hopefully that helps.
×
×
  • Create New...