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Euclid

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Everything posted by Euclid

  1. Thanks for your feedback AaronOfMpls, appreciated. And no, all my games are installed on SSDs D to G. All ME games (installed via Steam), tools and mods are installed in folders on F to which the admin has full comtrol. Cheers Euclid
  2. After playing (and enjoying) ME Legendary several times I was really looking forward to play ME Andromeda with some selected mods but I have trouble with the FrostyModManager as described here. I've also tried to contact Frosty Toolsuite discord but cannot get access there. Any hint on how to get FMM running is most welcome. Cheers Euclid
  3. Noticed in the list of installed plugins the FsLocalization Loader has an exclamation mark "GalaxyMan2015 &Mophead 1.0.1.1 !" in the status column while all others have a tick. Hence I've tried a fresh install of the 1.0.6.3 (latest stable version), deleted also the Frost folder appdata>>local. Unfortunately that did not solve the problem. It seems lauching the game via FMM wants to execute a bat file and that fails. Cheers Euclid
  4. HI All Today I got ME Andromeda, just started the game and then exit to desktop and installed FrostyModManager (from Github). Wanted to test it first (no mods) , launched as admin and got 3 popup messages "New installation detected. ...." , "Frosty needs to generate symbolic links, ....." and " One or more symbolic links could not be created, please restart the tool as Admin and ensure your storage drive is formatted NTFS .." Then nothing happens, Lauching is creating ModData indefinitely. All my drives are NTFS. Any hints appreciated. Log just reads "[Core] Frosty Mod Manager v1.0.6.3 [Core]Custom Mods Directory does not exist, using default instead" I've tried MCHORN's solution with the launcher settings to EA. But the result is the same. Both, FMM and EA, are run as admin. Any help is appreciated. Cheers Euclid
  5. Not to necro an old thread but I've recently discovered what causes (for me) the "random" crashes in around Bunker Hill: It's the follower(s) (not Dogmeat). I've tested that several times with various mod setups and the result is consistent. If I dismiss all followers (Dogmeat is ok to keep) there is no crash at all but if I have one (or more) follower then there is a crash after some time. I've tried to narrow down the exact cause and it seems that they have trouble with pathfinding when trying to follow you. To reproduce that just have some followers and run around Bunker Hill --> crash. Now dismiss all and do the same --> no crash. In Workshop mode Dogmeat is just waiting and so is one (vanilla) additional follower. But if you have more then they follow you around --> crash. Cheers Euclid
  6. I mean do you know any tool extract .archive files? This works fine for me. Cheers Euclid
  7. As long as RED doesn't provide any cosmetic item slots I'm trying to make my toons look less like a clown version of GI Jane. So I've replaced some armor pieces with something more fashionable. The modding community helped a lot here with some replacers (thank you all for that). However, I'd like to replace the legendaries I got already rather than going through the process of getting the Johnny/racing gear and upgrrade it, poking slots into them etc. So my problem atm is to identify the many mesh files in player_equipment, more precise, find a relation between the names of the files there and the item codes or in-game names. Some examples: "Replica Of Johnny's Samurai Jacket" = t2_084_jacket__short_sleeves"Breathable Reinforced Bio_Cotton Corporate Slacks" = L1_045_pants__suit"Samurai 2020 Tour T-Shirt" = t1_079_tshirt__casual"Gold-Tipped Manganese Steel Solo Boots" = s1_063_shoe__mexican"Duolayer Microplate-Mesh Nomad Jacket" = t2_093_jacket_collar"Lightning Rider Reinforced Racing Suit" = t1_091_full_Jumpsuit If anyone could help to complete the list or has any idea on how to identify the file names, please let me know. Atm I'm in particular interested to find the file for Placide's "Timeworn Trench Coat". Cheers Euclid
  8. That is very strange. I've just clicked that 7z link, got a window asking what to do, selected save and dlded the file. Opened the archive and all was there. Cheers Euclid
  9. Aye, it's a tricky one. You could try to clean your saved game with ReSaver but be careful what you remove; always make a new save and test it. Cheers Euclid
  10. It should be in the FO4 main root. If you're downloaded only a pdf file then it's probably the wrong download link. It's the very first on this page unless you're using VR in which case it's the second. Cheers Euclid
  11. I've posted this already at the corresponding mod section but my post was deleted without any feedback. I'm aware that the author mentioned that post will be deleted which addesses issues already covered. However, I'm not awarte that this one is and hence I hope someone (if not the author) is able to help. CWSS causes the following script errors: <unknown self>.cwss_utilityscript.CheckForFO4HHS() - "C:\Program Files (x86)\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\source\User\CWSS_UtilityScript.psc" Line 236 [CWSS (0A002EF3)].CWSS_Add_Categories_Script.Maintenance2() - "C:\Program Files (x86)\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\source\User\CWSS_Add_Categories_Script.psc" Line 328 [CWSS (0A002EF3)].CWSS_Add_Categories_Script.OnQuestInit() - "C:\Program Files (x86)\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\source\User\CWSS_Add_Categories_Script.psc" Line 104 Cannot open store for class "PHTCWSSScript", missing file? I've tried clean installs several times, in vain. In-game the showers etc. work just fine with one exception: I cannot exit the shower normally, i.e. I have to use tcl or slm 14 to exit the animation. Not a big deal though but it might be related to those script errors. Help is appreciated. Cheers Euclid
  12. Thanks for the feedback, appreciated. I'll look into MO2. Cheers Euclid
  13. Finally solved it!! It is the JaneBod vanilla outfit conversion that caused the access violation. After removing the mod external cells load just fine. Shame really because now I have to redo the Bodyslide outfit batch again and that every time when there is an external cell to mod. Cheers Euclid
  14. Hi All, Not sure this is the right place to ask but I'd appreciate your help. I was happily using the CK creating own mods to adjust workshop borders, adding items to Scrap All etc. until about 2 weeks ago. Now I had a new idea for a workshop area extension (Jamaica Plain) but everytime I try to render the cell the CK just CTD. Event viewer indicates an access violation. Internal cells are ok, no problem to render them. Also the Skyrim CKs (32bit and SE version) both have no issue in rendering external cells. I've logged to Bethesda.net and did a repair (no avail) and then a uninstall and a fresh re-install of the CK but neither solved the problem. I've loaded only the Fallout4. esm into the CK and encountered the same problem (btw. is it normal that the Fallout4.esm causes about 400 warnings?). I've used steam to verify integrity of the game files - no issue here. I did a memory test which confirmed that my 16Gb RAM are working just fine. Finally I've reduced the grids to load in the render window properties from 5 to 3 and even to 1 but nothing solved the crash issue. I have ran out of ideas. Please advise. Cheers Euclid edit: 400 errors changed to 400 warnings.E,
  15. I wonder if anyone has looked into that. No doubt that FoF (friend or foe) mines would be useful to avoid settlers bowing up and turning hostile. It seems (after spending some hours searchig the CK) that mine triggers are hardcoded (no scripts involved). However, turrets, for example, have NPC status and a faction (actually several) which lists friend and enemies. Not sure that would be a way to go but I cannot think of anything else. Every hint/suggestion is appreciated. Cheers Euclid
  16. Ohh, right, now I can see loads of files which have not been uncooked. Still lots of questions but enough info for now to play around with it. Thanks a lot ! Cheers Euclid
  17. Well, I'm after the quest files/dialogue file aiming to modify some of them and/or create new quests and dialogue options. But I have no idea where those are hidden so I've tried to open various bundle files hoping W3Edit extract more than ModKitchen did. However, W3Edit doesn't like those files types, it seems it doesn't like any file (yes, I've tried several others like cache, w3speech, w3 strings just to see which type W3Edit actually wants). Cheers Euclid
  18. Thank DJ_Kovrik for the swift response. I've no problems with the strings encoder but struggling with the W3Editor. Seems he doesn't like any of the files I'm trying to load with it. Not much info on how to use it. Cheers Euclid
  19. Hi all, I'm pretty sure to have uncooked all there is but still cannot find and DBs for quests and/or dialogues. What do I miss? Any hint appreciated. Cheers Euclid
  20. Well, it's a ranged damage of 90 per cast, hence with 2 hands 180. I can cast 10 times in about 13 secs before running OOM. That's more than 2k damage and I start to cast at range if possible. Usually mobs don't even get close and if they do and it's getting hairy then there's alway a shout ;-) Will see how it is when approaching the level cap but I guess it's the difficulty level as aguliondew said. Cheers Euclid
  21. This must have been asked before but "Search" did not reveal anything: Is there a mod that allows you to keep your (vanilla) companions when travelling to the various DLC areas? Cheers Euclid
  22. I don't know what you are talking about. I'm level 59 pure battlemage (read: no weapons, heavy armor enchanted), play on "normal" and 1 (or 2) shot almost everything with icy spear in one hand and incinerate or thunderbolt in the other hand. Mind you, mobs have different resistances. Maybe that's the reason you have problems to kill them. Cheers Euclid ps: Did not try Master difficulty, so maybe it's a steep up.E.
  23. I've enountered this "bug" that all Briar Hearts are quest items although I have completed the accociated quest a long time ago. Now I cannot store them, have to carry them around all the time. Mind you they are only half Kg each but meanwhile I got over 60 of them. Only way to lose them is to make potions but I really would prefer to store them. So, does anyone know a console command to make them non-quest items? Cheers Euclid
  24. I know we have to wait for the CK to see what is possible and what cannot be done. However, I'd like to see a mod that "individualizes" horses and dogs. What do I mean by that? Atm horses and dogs die too easy. So it would be great if there is some upgrade for them like armor or warpaint. Maybe it is possible to make them level with the player to gain more hp, natural resistance and armor. Also it would be so cool if you are able to rename your horse or dog. Just "Dog" or "Horse" sounds dull. What do you think? Cheers Euclid
  25. Just did that quest (not that I liked it but to clear my journal) and it worked fine. Here the steps: lead your follower to the circular area (see marker) equip the blade of sacrifice (though I think this can be done with any weapon) tell him to do something click the altar which should trigger an animation slay him Hope that help. Cheers Euclid
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