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bbiller

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Everything posted by bbiller

  1. One thing to look at is where you have the scope framework. Any mod that can use that needs to have it loaded first. The general plugin order guide on bethesda.net should also be of help to you and exporting and importing the order as a text file will make moving mods easier. Also lines with a # will be ignored, so that can help with moving things around to where they need to be. Keep in mind NMM has a habbit of losing the virtual links, so BA2 files don't always end up in the data folder like they should, so do check your mod pile for those (textures can be missing because of that).
  2. Next on the list of things to fix: 1. That NSA mod: the first says all in one and the rest look like DLC patches. I would check on that and make sure the all in one doesn't already have you covered (might free some mod slots). 2. Check on that Physical Unlocks mod: I'm thinking the addons may need to be after the main file. 3. You may want to move Scrap Everything Ultimate Edition to last on the list and you may need Scrap Everything also as I think that's the base mod for it (Check the Scrap Everything mod page to check on this). I know what helped make sure all was well for me was having Spring Cleaning and Scrap Everything at or near the end of my plugins list (if the mod isn't working all scrapped debris, leaves, and other things folks would use a broom, a few good whacks of an ax, or scoops with a shovel to fix will show up until you get the mod working again).
  3. One thing I'd check on is that Merged patch. What's in it? If it's a bunch of standalone mods, that shouldn't be a problem, but if it has dependencies, have those above it. Also check on BA2 files (these hold textures at least, there may be more, I haven't dug into modding this on the creation side). Check the general load order guide on Bethesda.net that will help as will exporting your load order to text which can be more easily altered and imported back (pro tip lines with a # symbol at the start will be ignored, great for keeping track of things and doing a few tricks to keep all pieces of a mod together). Good luck, hopefully these tips will help.
  4. If you have Dogmeat follow, see if that will get your issue sorted (issue the follow, then get close and see how the four options are doing). Also, check Steam to see how things are set up on the controller front. Windows own settings in regard to primary controller may help too. I will recommend having the Unofficial Patch in your game that fixes a lot of bugs.
  5. Things to check: 1. What are the settings set to in True Storms (it can make those rad storms extremely dangerous. 2.Head to Bethesda.net and check out the general load order guide. Make sure yours is following that. Importing and exporting your load order as a text file will let you move things and as a good organizing note - lines with a # in front will be let alone, so you could organize some of the mod pieces so you can keep that mod in one group, just make sure that you have any dependencies above the group. 3. Get the Unofficial patch in your order, that fixes a pile of bugs (should be right after all DLC and Creation Club items). 4. You may want to add MCM (the Mod Configuration Manager, can save you some Holotapes) and the Fallout 4 Script Extender (the Extender is used by a lot of mods, worth having). 5. I know the crafting for the Crossbows of the Commonworth can be bugged, so if you're planning a Survival run you will want access to the console to send you back to that area and get out of the workbench that your crossbows options got tossed into. Survival Options and Better Console will help there. Also, if your mods are not working the save holotapes from Survival Options will initially seem like they are being used, but the tape will disappear on you, so that can let you know something hasn't gone where it should (NMM has issues with BA2 files not going 8nto the data folder. If that happens, manually putting the files in will help fix that). Hopefully, these tips will help. You can go through my journey under "Need some help and Issues with Tools" (or something like that). The later mod order list should help.
  6. I had similar issues. Check the mod archives. Do they have ba2 files? (Some will, some will not). You can try checking the virtual folders for NMM, but there will be a lot, so your best bet will be copying the ba2 files to the data folder of Fallout 4. If all went well, going back to Fallout 4 through NMM should have your textures back. One thing you'll want to check is your load order. I see a few that may be out of order. The guide on bethesda.net may help you there and exporting what you've got to a text file will make moving things easier. Once all is as needed, just import the file back.
  7. NMM does have a re-install option, no need to remove anything. First put in True Storms, once that's done, go to Darker Nights, right-click on it and you should be able to find the re-install option and that will run you through the install script. Once both are in, you will probably need to make some load order adjustments.
  8. With what you've got, be aware of the ba2 file issues NMM can have along with losing track of it's virtual links. Next thing to check: There is a general load order guide on bethesda.net that can help you out. You will want to export your load order to a text file. After that, keep in mind lines with the # symbol will be ignored by the import, so you can use those to help with grouping and sorting. With a little work you may even be able to keep all mod pieces together for easier management. See my "Need some Help and Issues with Tools" post for my journey so far and a good example text load order imported into NMM.
  9. To check your mods, click on the gear icon in NMM, once there click the Fallout 4 tab. In that section you'll find a path listing for where NMM downloaded your mods to. Once you know that path, open your file explorer and head there. If you have 7Zip or IZArch installed, double click on one of your mods, the compression program that is set as default will open the archive and you can look through what's installed by NMM. Archive contents will vary a bit depending on if they have an installer packed in, but you should see those ba2 files (file ends .ba2) somewhere in it. If you find one, extract it to the data folder in the main Fallout 4 directory. ESP's and BA2's go there, loose files go where they will. If you're looking for the virtual folders NMM is using, I believe heading to NMM's main folder will lead the way to finding those, but again, there will be a lot of folders, good luck.
  10. I do know NMM has a habit of not installing the ba2 files, or losing the virtual links. Check your mods, see if any have ba2 files and if so, see if those were put where needed.
  11. Things to post and check: 1. Are you using NMM? (I'm assuming yes, until we hear otherwise) 2. Where in the load order is Place Everywhere? Do post your order. You may need to move it to near the bottom of the order.
  12. I'd check if the ba2 files for the various mods you have are in the fallout 4 data directory, granted that works when there are no textures, but looking there may let you see something.
  13. Others have had controller issues and the fix, if you have Steam, is to set up NMM or whatever is managing your mods as a game in Steam and once that's done it tends to clear things up. Failing that, check if you have some game controller software that you can map the keyboard buttons to the controller (mouse can be bound in a similar fashion), and just have Fallout 4 use mouse and keyboard option. The game controller software might also allow for a delay in the button press, which could clear things up, too, but without keybinding needed.
  14. Things to check: 1. Are you using NMM to launch the Script Extender, which will in turn run Fallout 4. 2.Double check on the version of MCM and F4SE you're running, are they current, while you're at it, check on Fallout 4's version. 3. Check NMM's load order and remember NMM has a habit of losing it's virtual links, so a manual install may be needed. 4. Please post the error text and a shot of it, as I may have seen it before. I am running MCM and F4SE and I've had to do some manual installs to fix a few of my issues. So far mine seems to be working, I have to check on some things though, but that will be while doing some in-game quests.
  15. Did you check in the miscellaneous quest list, lots of them get shoved in there. If they aren't in there, then my next question becomes did you put in the unofficial patch, as that will fix a number of bugs, so you don't have to use console commands. Do remember if you want those markers up, the quest has to be active in your list, too. Assuming you found them and set them to active, if there isn't some glaring code bug from something in the way, you should find the markers shown on the map. Survival does alter things a bit, so keep that in mind, too.
  16. Things to check on: 1. Are you running Fallout 4's latest version? If you got it through Steam, then that issue is out of the way. 2. Which version of NMM are you running? What's the version of the Script Extender? It's good to run the installer for it (the extender) and you should then see the entry for the Script Extender in NMM if all went well. Do save your profile there before running F4SE from the first options box in NMM (the drop down below the first text menu option). As to CBBE and the looks menu, I can't comment on that front, but do check for updates to the mods you're using, and be aware NMM does have a habbit of losing it's virtual links, so if these mods have ba2 files in the archive, putting those in data should fix the missing texture issues. Lastly check pugin order.
  17. Check for missing ba2 files, NMM is known for losing track of the virtual links and not putting the ba2 files in the data directory. If that's the case, add them back in manually.
  18. If you're using NMM it has a habbit of breaking the virtual links it makes. If you can find the virtual folder for the mod, see if the ba2 file is there. If all else fails, toss the ba2 file into the data folder in Fallout 4's location (I had to add the files for the mods I was using). You will need to know the main mod repository location (click the gear icon in NMM, find Fallout 4, it will be listed in that tab). Hopefully you have 7Zip or IZArch installed, if not, install one or both of them (you can pick which will open what, or use "open with" in the right click menu). Find the mod or mods in question and open them up. If you find a ba2 file in there, copy it over. Hope this helps.
  19. I'm no expert on these logs, so take my advice with the needed grains of salt. 1. Have you tried running the game with this mod disabled? If you still get the errors and delays after it's disabled then there is something very wrong somewhere that you'll need to hunt down. 2. You say you are posting your load order, but I don't see that here. I did take a quick look at your file and there are errors there that should not be, so that's partly why I asked question 1. 3. What's your gaming rig? That info may also point out some of the issues. What other troubleshooting have you done and how did you get the load order you have? These answered will help me to help you, as there is a large process to getting things working and I will say NMM has issues with file links breaking so that may be part of your issues, too.
  20. First things first, go to the folder options in Windows and uncheck the box in regard to hiding the known file types. This is an old issue with Windows and ince dealt with will save you from file names that have the look of two extentions on them. With that done you get the added bonus of being able to make a file and after editing it renaming it as you need. As to the other issues, NMM has a bug where the ba2 files may not be getting installed or linked to the right place in Fallout 4. Copying those files to the data folder should fix any texture issues. You'll need to look at the mod archives with 7Zip or IZArch to see if your mods have those files, if they do, coping them in should work. You can try to check the links folders (check your mod folder in NMM, see if the virtual folders are there and which one goes to your mod, goid luck). Hopefully this helps you.
  21. I can't speak to CBBE and Body Slide, but as to the harness and everyone's best friend, the issue there goes to load order. There is a general guide over on bethesda.net that will help out a bit. I'm going to assume you're using NMM, so adapt my instructions as needed. 1. Any patches to a mod like the K9 Harness, need to come in after the base mod. 2. I know crafting for Crossbows can be glitched when you're trying to get out of that, so you will want access to the console to send you back to your settlement or location you were doing all that crafting. If you want Survival difficulty you'll need Survival Options and Better Console, these two will help out emensly and you can throw in MCM (Mod Configuration Manager), too as that works with a number of mods, so you may be able to store the options holotapes elsewhere and free up entries in your inventory (they take no weight, but one less thing to scroll past may be something you'll want). 3. Don't forget F4SE (the Script Extender) and the Unofficial Patch, as these will help avoid some bugs. 4. How to change that load order with as little trouble as possible: A. Try LOOT, my results have been poor, but you may have better luck getting that to work. B. If LOOT really is having issues, this info will get around that, but first a few helpful things that should make organizing all those mods easier: B1. NMM can export your plugins list as a text file and import it back (see on the left side below the plugins tab when you have that selected, import and export are next to each other). B2. It will ignore lines with a # in front of them (leave out any .'s to be safe. Those lines using that guide I mentioned will give you the framework to move those mods to the right place and you can cheat a bit to get all the parts of a mod in one place, but do check on those dependencies so you can make sure you can pull that off. B3. NMM is known for not putting the links in for the ba2 files, or at least the links get broken. If that happens manually putting the files in Fallout 4\Data should fix it (had to do that, tried finding the newer version on github, but it's a build your own deal, not an installer like at the Nexus. They are heading to Vortex, but it's still early, so I'm waiting for bugs to be squashed first). Hopefully you haven't had that happen to you, but I am running a lot of mods. I have a post up on that journey, my latest load order may help you see where some things need to be. B5. If you have those mods organized and good to go in the text file, import it back into NMM. If all went well, all the mod plugins should be in your order and you can now see what F4SE through NMM thinks of it, or the main Fallout 4 Launcher again through NMM. B6. Once in game check the load order there after making sure all DLC you have and the texture pack are listed as installed, if you don't have those, there are places that sell a Steam Key for the Season Pass pretty cheap (under $20 when I got mine and the game itself I grabbed for about 15). Do check on creation Club, freebies show up and once you've got'em no worries about more money needed later. B7. If in the mods section you see an update to a mod or mods, grab a pad and pen, write those down, exit Fallout 4, remove those mods once you confirm Nexus has the update, add the new version, adjust the load order (can be done en mass, if needed through the export and import), and head back to Fallout 4. B8. Now that those issues are squashed, check the load order in the mods section, all should be listed and active as intended, though the game may have some things to say about some of those mods. If it says the dependencies aren't loaded for a mod, check the list of mods you have and NMM, if they say you've got it, then something didn't get added into plugins.txt that should have. By now I assume you have the three needed lines in Fallout4Custom.ini, if not fix that pronto (NMM should have poped up a message about making sure the lines were in and directed you to the help article on that, if not, a quick search around here or NMM's help will net you that info). B9. Finding the plugins file needs Administrative access to your appdata folder to get to Fallout 4 in there and find the file (path runs C:\users\"Your User Name Here"\appdata\Fallout 4\ usually). You'll find that all active plugins have an * before their names and the main game, all DLC, and any Creation Club content need to be at the top of the list and active. After these come your mods in your load order, if somethings out of place or missing, fix it (you'll need the actual esp name, so check the mod archive you had NMM grab (the settings (gear icon) section will tell you where to go, then find the mod there and take a look inside with IZArch or 7Zip). With name in hand and the proper place known, get a blank line, add the *, then type the mod esp file name. If all has gone well, returning to Fallout 4 through NMM you should find things fixed. B10. It is good to add mods in small testable batches and do be aware some mods like Thickett Executions need you to do a quest first before enabling them (in this case "Pull the Plug"), so keep that in mind. B11. At this point things should be working, if not further hunting is needed. I wish you luck in your journey, I've got a sick kid to cure and some molerats to kill at some point in my game.
  22. Another person had a similar issue, set NMM as a game in Steam and that helped them.
  23. Things to check: 1. Post the mod list and order here, that will help us help you. 2. Check if any of these mods have updates, if they do, uninstall the old version, bring in the new one. 3. Check NMM version (github has the most current). 4. Are these terminals just a holotape, or are they affecting an actual flash file like the pause menu or hud? If they work on a flash file you really need to watch out for conflicts. In place of those terminals, I'd head the Better Console and Survival Options route, but that will be need specific. Survival options will let you have console access and you can keep the target info vs what normal survival offers, plus you can save at will. MCM is probably a mod you'll want since many mods use that instead of a settings or menu holotape (you can still get the tapes as a just in case), though DEF_UI may also have some issues depending on what you're running. I do recommend the Unofficial Patch and F4SE (the Script Extender), as many mods also need that. Better console does offer some useful additions, too, hence my recommendation. With the mods I mentioned installed the only thing you miss out on is god mode, the rest console commands will do (carry weight, flight, no clip, etc). Not that I plan on using those myself. Hopefully these pieces will help you and once we see what you've got in mind that will further help us help you.
  24. Well, I'm not going to comment on all you've got there, but I can say a few things: 1. Testing in pieces isn't a bad idea, but do check on updates for those mods. 2. I did add console access to my survival run and it does come in handy for a few glitched mods, when you find them (I'm planning to recheck crafting for Crossbows of the Commonwealth, trying to get out of the crafting seemed glitched at the time, but a quick fast travel command to the main place got me out of it). 3. Do use the unofficial patch, as we have yet to hear the Bethesda patched the bugs the modders fixed with it. 4. Do add in the Fallout 4 Script Extender, as that has also become a staple mod that even MCM can use. 5. I have seen a glitch with Survival options at least where beds, matresses, and sleeping bags are concerned, saving works as intended and remember you can leave options on vanilla/default, but you'll be able to save when and where you want (great if your time is limited). This will work with the console enablers without issue as far as I've seen. If you need my mod list I posted for some help a while back in the mod support section ("Need some help and Issues with Some Tools" was the title I think). The info found there from others and my journey to fixing things may help you out. I did find one very useful trick which may help with mod sorting and may help keep some of the pieces together: the export tool in NMM will ignore lines with a # symbol at the start (don't add a period on that line to be safe). You can use that and the general guide on load order at bethesda.net to organize things. You'll see I used it in my later load order posts and so far it seems to be working. I may still have a few bugs to squash elsewhere, but I'll be checking on some of that later today.
  25. NMM tries to have virtual links set to keep things clean, but this can fail. There is a new version out for NMM but you'll need to head to github for it (just found out a while ago myself). If this new game is to be a modded playthrough, let the manager handle things. Steps if all is going well: 1. Manager knows where your mods are, should have a categorized list to help. 2. You've been to the repositor folder, all mod archives are there, scripts for mods with installers are in their location. 3. Watch out for the Thicket Executions mod, as it is to be enabled after you do the "pull the plug" quest at Thicket Excevations. The other Settlement Story mods don't have this issue, I have heard they may have fixed it, but best to be safe. 4. Enable in sequence the new mods, once you have that Fallout4Custom.ini file made by the game and altered to allow mods (if you need to make it, having the extension for known filetypes not hidden is a big help, the Internet can explain how to do that if you haven't already. A great way to avoid files that try to trick you (this was an issue years ago, MS still hasn't set that to show by default yet). To make the file, create new text document, change the name to "Fallout4Custom.txt", add the needed lines, save the file, select rename when out of Notepad, change ".txt" to read ".ini" at the end of the fully visible file name so that you now have "Fallout4Custom.ini" , job done). 5. Check that load order once all mods are on, make needed adjustments based off general load order guide from Bethesda.net (exporting order to a text file then importing the new file once done should save time. Also lines with a # symbol and no period will be ignored by NMM, so that can help with organizing and even allow you to cheat a bit, so that most of your mods can have their pieces listed together, or at least you can know what came from where, again follow the guide as close as possible). 6. Save this modded profile, and if you haven't added it already, F4SE (the Script Extender), is an addition that a lot of mods need, load it after the unoffical patch. 7. Launch your modded game and if all has gone well, you should see a number of your mods active in the game load order as set. 7A. If the mod section says there's an update for a/several mod(s), write that/them down, and exit Fallout 4. Follow below to update them. 7A1 Proceed to the Nexus to get the new version. 7A2 Confirm updated version available, if yes, uninstall and remove old mod version. 7A2A Add new from Nexus 7A2B Activate new once done downloading. 7A2C Move mod into the proper place in the load order (can be done last for all if you have a pile to do). 7A2D Repeat 7A1 section through 7A2C until all mods are updated. 7B If the updates are now in, save the mod profile, re-launch the modded game, confirm load order, and that the game mod list sees most mods as updated (Sparky the force bubble is one to watch out for, as I believe what's on the Nexus is the latest version, has a patch for Far Harbor as an optional file, and is not evil character friendly (worth grabbing for assistance and carry weight portal, you'll need to do various quests, but those will show up as you level, do bring along a big damage weapon (suggest the M1 Garand that is special, found in the Sanctuary Cellar, moding that will help, but it won't be that cheaty, as ammo is rare for a while, so I've used it as the big bad killer for sutuations where I know somethings lurking, still have to be smart about it though). Keep in mind I'm only level 43 it's still early stages of the game for me and I have a lot of crafting yet to do to get the character armor where I need it (about to deal with vault 81's mole rat and sick kid issue on Survival difficuly, but through mods I can save as I go, so hopefully with Power Armor, Codsworth and Sparky in tow, I can avoid the disease, it's going to be work. I might try the Power Armor AI, to help too, as the mole rats pop up all over down there.
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