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CTD at launch when having any mods installed with Vortex
ArdentFlame replied to ArdentFlame's topic in Fallout 4's Discussion
I deleted everything in my Data folder and re-downloaded it all. All is working now. I may have had a corrupt link or file. -
CTD at launch when having any mods installed with Vortex
ArdentFlame replied to ArdentFlame's topic in Fallout 4's Discussion
Update: uninstalling all mods and using the Purge Mods button in Vortex restores the game to being able to launch. I did not have to delete the .ini files and regenerate them at launch. As soon as I enable and deploy a single mod, the game breaks again. So my issue appears to be related to mod deployment. Researching further now. -
CTD at launch when having any mods installed with Vortex
ArdentFlame replied to ArdentFlame's topic in Fallout 4's Discussion
I will note I saw these other posts with what appears to be the same issue, but haven't seen them followed up on / a resolution found: -
I'm normally good at diagnosing issues and fixing them by myself but I'm at my wits end here. I've spent all morning on this issue. Time to call in some backup. I tried to launch FO4 this morning and am getting a CTD at launch. The screen goes black and my loading wheel cursor starts rollling for about 2 seconds before it CTDs. This happens whether I launch through F4SE or Fallout4.exe. I have several mods installed using Vortex. I uninstalled all of them and the issue persists. However, when these steps are taken, the game launches: 1. Uninstall all mods through Vortex 2. Delete all .ini files in My Games\Fallout 4 As soon as I install even a single mod through Vortex, no matter what that mod is, the game will no longer launch. HOWEVER, if I go back to My Games\Fallout 4 and delete the .ini files again... it will launch. Even with the mods still installed. Obviously this is not a long term fix though as many mods will not work without the proper .ini settings. Steps I have taken to try to fix this issue: -Validate all files through Steam -Delete the entirety of My Games\Fallout 4, Users\User\AppData\Local\Fallout4, and all loose files in SteamLibrary\steamapps\common\Fallout 4 then reacquire all via Steam validate / relaunching game to generate .ini files -Reinstalled several mods through Vortex and installed just a single mod to FO4 to see if I could get even one mod to launch -Updated graphics to most recent patch -Ensured I have latest version of FO4, F4SE, and Vortex installed Based on everything, it appears that the .ini setting changes that Vortex makes are causing this issue. I could be wrong, but that's what it appears to be since the game will launch again once I delete then regenerate the .ini settings. Thank you for any and all help. If anyone needs more background info on stuff I've tried just let me know.
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So I've been searching the Internet, watching videos, and reading How-To's but I can't seem to find out if there's a way to simply copy and paste and existing vanilla dialogue line in the CK and add it to the quest. My goal is to simply add more generic "Hello" lines to followers to make them a bit more interesting. Is there a way to do this without having to worry about the audio and lip files? Thank you.
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Nevermind. I was able to get around this by disabling that dialogue choice altogether.
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I've recently encountered an issue where Brelyna Maryon only gives me the following dialogue when I greet her: "At least something good came out of that trip to Saarthal. I didn't find anything but dust." She doesn't give any other greeting. After she's said that to me as a greeting, then I exit from the dialogue, then click on her again she just says nothing. I noticed this because I was wearing an Amulet of Mara and she never commented on it, though the dialogue response as if she had said it is present in her menu. She does give the randomized farewell dialogues upon exiting talking with her though. The mods that could be affecting this are Amazing Follower Tweaks and Relationship Dialogue Overhaul. I also have the RDO patch for AFT installed. Other than that, I don't have any mods that would affect her dialogue. I do have another mod that edits her appearance and some stats, but those aren't causing any conflicts according to SSEdit. If anyone has any ideas or suggestions it would be greatly appreciated. Thanks!
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Has Anyone Figured Out Quest Affinity?
ArdentFlame replied to kesabelus's topic in Fallout 4's Creation Kit and Modders
I know this is an old thread, but this is the closest I've come to finding a topic that relates to my searches. I understand how to change reactions based on quest events, but what about general world events? For instance, if I want Curie to give me a "Like" every time I hack a terminal, which script dictates this and how do I adjust it? Thanks for the help in advance. -
Update: I've found that the culprit is the Chemist perk. Every rank I add increases the amount of HP received by 50% since it's meant to increase the duration of the effects of all chems, food, drinks, etc. It would logically follow that the HP per second should stay the same and now the item would produce 150% of its original HP. I've never taken the Chemist perk until recently and now I realize that it's much more important than I ever imagined. The perk seems to not affect cooked items though, which seems ridiculous. I might need to make a mod to fix that... Thanks for your help xXxPYR0ST0RMxXx.
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Ahh, I meant to address that plugin but forgot. That is my own personal esp that I use for minor changes, such as adjusting respawn time or vendor gold. It has no scripts attached to it. Iâve also checked it in FO4Edit and found no issues. Iâve loaded the game without the esp active and issue persisted. I actually initially believed I had messed something up with this mod so itâs the first one I tried diagnosing, but I canât find anything wrong with it at all.
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Sure thing: *Unofficial Fallout 4 Patch.esp*Arbitration - Resources.esm*SpringCleaning.esm*Homemaker.esm*ArmorKeywords.esm*Worsin's Garage.esm*Real Big Boy.esp*CraftableAmmunition_Core.esp*CraftableAmmunition_Recipes_Core_Perks.esp*CraftableAmmunition_Recipes_FusionCore_Perks.esp*CraftableAmmunition_Recipes_NukaGrenade_Perks.esp*CraftableAmmunition_Recipes_Components_Normal.esp*CraftableAmmunition_Recipes_Core_NoPerks.esp*CraftableAmmunition_Recipes_FusionCore_NoPerks.esp*CraftableAmmunition_Recipes_NukaGrenade_NoPerks.esp*LongRangeBulletHoles.esp*ShellRain.esp*Docile Radstags.esp*VendorCaps_5000.esp*FatMan Power x4.esp*Brotherhood of Steel Kit.esp*BOS_X01_Paintjobs.esp*ICPA.esp*LoweredJetpakAPDrain.esp*UnlimitedFollowers.esp*BetterJunkFences.esp*Arbitration - Button Lowered Weapons.esp*BetterSettlers.esp*BetterSettlersNoLollygagging.esp*IncreasedSettlerPopulation50.esp*Tesla X01.esp*Unbreakable Power Armor.esp*Gameplay Changes.esp*MoreProductiveScavengers.20junk0chance.esp*homemaker_workshop03_patch.esp*DDP_Interior_doorway1.esp*ConvenientStores.esp*OCDecorator.esp*OCDispenser.esp*OCDecoratorDLC.esp*SC_ExpandedScrapList.esp*AzarPonytailHairstyles.esp*Dogmeat A True Companion Vanilla.esp*LeverActionReloadOverhaul.esp*Mosin.esp*FIXEDGoodfeels_no_DLC_needed.esp*ModdableGoodfeels.esp*WIPAG - Paint Garage - Style 1 (Easy).esp*WIPAG - Paint Garage - Style 2 (Easy).esp*WIPAG - Paint Garage - Style 3 (Easy).esp*WIPAG - Paint Garage - Style 4 (Easy).esp*WIPAG - Paint Garage - Style 5 (Easy).esp*WIPAG - Paint Garage - Style 6 (Easy).esp*WIPAG - Decal Station.esp*wipag-automatron.esp*AlootHomePlate.esp*Home Plate Workbench.esp*DeadlierDeathclaws.esp*AmazingFollowerTweaks.esp*AUG-A1.esp*HZS NavMesh Fixer.esp*GunmetalArmorSkins.esp*Armorsmith Extended.esp*GunmetalWeaponSkins.esp*ArmorSmith-CC-ArmorPainr-Patch.esp*clothingoverhaul.esp*ClothingOverhaulSP_XB1_PC.esp*Marine Armor Expanded.esp*Alcohol Provides Health.esp It may very well be a script based issue. I just deactivated all of my plugins, launched the game, and the values are still doubled. Furthermore, this issue is more than just meat based items. For instance, Nuka Cola Quantum yields a whopping 800 HP. I've got no clue what's causing this.
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I've encountered an interesting issue today. It seems that all raw meat yields double their usual health when consumed. For instance, Softshell Mirelurk Meat yields 80, when it's supposed to yield 40. I checked all my mods with FO4Edit and didn't find any adjustments to their yields. I'm also not aware of any perks that would be affecting this. Anyone have any thoughts?
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Fixing Weapon Clipping on my Armor Mesh
ArdentFlame replied to ArdentFlame's topic in Fallout New Vegas's Discussion
@kingbeast88 That makes sense to me. You might not actually need to in this case though. All weapons seem to be just a little too far into the armor. Weâre talking inches. I feel like it might be as easy as moving a certain node a few notches on whichever axis it would be in meshes (x, y, or z). @M48A5 Iâll defer to you on that since I know very little about mesh editing, but in this situation youâd have to go adjust every single weapon in the game for them to look correct. And even after that, all the weapons in the game would look terrible on every other piece of armor. -
Fixing Weapon Clipping on my Armor Mesh
ArdentFlame replied to ArdentFlame's topic in Fallout New Vegas's Discussion
Iâm talking real, functional weapons. I believe the animations are factor in addition to the armor mesh. The skeleton mesh also ties in somehow. This mod is proof that editing an armor mesh to fix this issue can work: https://www.nexusmods.com/newvegas/mods/61219/ When I looked at the downloaded files for that mod it only changed armor meshes, nothing more, and it fixed the weapon clipping issue. Although I donât know what variables they edited to get that effect.