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Whoops on the spoiler thing, didn't realize it was there Check Plugins This is a report of any problems Wrye Bash was able to identify in your currently installed plugins. Note that all FormIDs in the report are relative to the entire load order. If you want to view these FormIDs in FO4Edit, load your entire load order (simply accept the 'Module Selection' prompt in FO4Edit with OK). === Delinquent Masters The following plugins have delinquent masters, i.e. masters that are set to load after their dependent plugins. The game will try to force them to load before the dependent plugins, which can lead to unpredictable or undefined behaviour and must be corrected. * Alex - Perks Overhaul - CA - Patch.esp * Alex - Perks Overhaul - Start Me Up.esp * BPR - Bullet Penetration & Ricochet.esp * CombinedArmsEXPack.esp * Crafting Mastery - AE Patch.esp * FATE Patch - Start Me Up.esp * FFO_NPC_DLC.esp * FurryFalloutNPCs.esp * Gas Mask NPC.esp * Nomads.esp * RecruitableNPC.esp * RED-StartMeUp.esp * SAKR Tags Lazman with Shoes Outfits KP.esp * SanctuaryParts.esp * SS2.esm * __SS2_XPAC_Chapter2.esm__ * __W.A.T.MinutemenInstituteGatlingLaser.esp__ === Cleaning With FO4Edit Needed The following plugins have deleted references or other issues that can and should be fixed with FO4Edit. Visit the Tome of xEdit for more information. * __[A0] KT_Framework.esm:__ 1 deleted reference * __ArmorKeywords.esm:__ Contains dirty edits, and needs cleaning. * __Be Exceptional. esp:__ Contains dirty edits, needs cleaning. * __Brisgeway Heist.esp:__ 55 deleted references * __CCR_AIOSettlements02.esp:__ 1 deleted reference * __CheatTerminal.esp:__ Contains dirty edits, needs cleaning. * __CRP Peaceful Concord.esp:__ 27 deleted references * __DLCCoast.esm:__ Contains dirty edits, and needs cleaning. * __DLCNukaWorld.esm:__ Contains dirty edits, and needs cleaning. * __DLCRobot.esm:__ Contains dirty edits, and needs cleaning. * __DLCworkshop03.esm:__ Contains dirty edits, and needs cleaning. * __Eli_Armour_Compendium.esp:__ Contains dirty edits, needs cleaning. * __Eli_Faction Housing Overhaul - AiO.esp:__ Contains dirty edits, needs cleaning. * __Fallon's Basement Overhaul.esp:__ 313 deleted references * __NickValentineRomance.esp:__ Contains dirty edits, needs cleaning. * __Northland Diggers New.esp:__ Contains dirty edits, needs cleaning. * __NukaRadBans.esp:__ 1 deleted reference * __Spare Railroad as Institute.esp:__ Contains dirty edits, needs cleaning. * __VoidkCleanedHomeplate.esp:__ 3 deleted references * __Wastelanders.esp:__ 38 deleted references * __WattzLaserGun.esp:__ 1 deleted reference * __Weaponsmith Extended 2.esp:__ 4 deleted references === Deleted Navmeshes The following plugins have deleted navmeshes. They will cause a CTD if another plugin references the deleted navmesh or a nearby navmesh. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CastleWallsRepaired 3.esp:__ 7 deleted navmeshes * __County Crossing.esp:__ 1 deleted navmesh * __Fallon's Basement Overhaul.esp:__ 1 deleted navmesh * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted navmesh * __norespawns-croup.esp:__ 2 deleted navmeshes * __Somerville Place.esp:__ 3 deleted navmeshes * __VoidkCleanedHomeplate.esp:__ 1 deleted navmesh === Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behaviour is undefined. It may be CTD, fail to delete the record or any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CombinedArmsEXPack.esp:__ 12 deleted base records * __Crafting Mastery - Patch Weaponsmith Extended. esp:__ 7 deleted base records * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted base record * __Freeze.esp:__ 34 deleted base records * __Gas Masks of the Wasteland.esp:__ 1 deleted base record * __RED-StartMeUp.esp:__ 1 deleted base record * __Weaponsmith Extended 2.esp:__ 51 deleted base records === HITMEs The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to remove a master improperly. The behaviour of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the HITMEs corrupted the plugin. The safest course of action for a user is to uninstall it. * __Static Objects and Buildings. esp:__ 3550 HITMEs === Probable Injected Collisions The following injected records override each other, but have different Editor IDs (EDIDs). This probably means that two different injected records have collided, but have the same record signature. The resulting behaviour depends on what the injecting plugins try to do with the record, but they will most likely not work as intended. Such conflicts can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin * 3500E400 injected into WorkshopRearranged.esp, colliding versions: * WorkshopMenu01Build02Metal03Sanctuary_d81 [b'FLST':3500E400] from SanctuaryParts.esp * WorkshopMenu01Build02Metal03SanctuaryPartsMOD_d81 [b'FLST':3500E400] from WorkshopRearranged.esp * 3700774E injected into CombinedArmsNV.esp, colliding versions: * SG550 [b'MSWP':3700774E] from CombinedArmsEXPack.esp * [b'MSWP':3700774E] from CombinedArmsNV.esp * 3704790C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790C] from CombinedArmsEXPack.esp * AKMSilencedNPC_459 [b'KSSM':3704790C] from CombinedArmsNV.esp * 3704790E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790E] from CombinedArmsEXPack.esp * AKMNPC_459 [b'KSSM':3704790E] from CombinedArmsNV.esp * 37047950 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047950] from CombinedArmsEXPack.esp * AKMSilencedNPC_Tokarev1 [b'KSSM':37047950] from CombinedArmsNV.esp * 37047952 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047952] from CombinedArmsEXPack.esp * AKMNPC_Tokarev1 [b'KSSM':37047952] from CombinedArmsNV.esp * 37047954 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047954] from CombinedArmsEXPack.esp * AKMSilencedNPC_557 [b'KSSM':37047954] from CombinedArmsNV.esp * 37047956 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047956] from CombinedArmsEXPack.esp * AKMNPC_557 [b'KSSM':37047956] from CombinedArmsNV.esp * 37047958 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047958] from CombinedArmsEXPack.esp * AKMSilencedNPC_546 [b'KSSM':37047958] from CombinedArmsNV.esp * 3704795A injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795A] from CombinedArmsEXPack.esp * AKMNPC_546 [b'KSSM':3704795A] from CombinedArmsNV.esp * 3704795C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795C] from CombinedArmsEXPack.esp * AKMSilencedNPC_9mm1 [b'KSSM':3704795C] from CombinedArmsNV.esp * 3704795E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795E] from CombinedArmsEXPack.esp * AKMNPC_9mm1 [b'KSSM':3704795E] from CombinedArmsNV.esp * 370479D2 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D2] from CombinedArmsEXPack.esp * AKMSilencedNPC1 [b'KSSM':370479D2] from CombinedArmsNV.esp * 370479D4 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D4] from CombinedArmsEXPack.esp * AKMNPC1 [b'KSSM':370479D4] from CombinedArmsNV.esp
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Whoops on the spoiler thing, didn't realize it was there Check Plugins This is a report of any problems Wrye Bash was able to identify in your currently installed plugins. Note that all FormIDs in the report are relative to the entire load order. If you want to view these FormIDs in FO4Edit, load your entire load order (simply accept the 'Module Selection' prompt in FO4Edit with OK). === Delinquent Masters The following plugins have delinquent masters, i.e. masters that are set to load after their dependent plugins. The game will try to force them to load before the dependent plugins, which can lead to unpredictable or undefined behaviour and must be corrected. * Alex - Perks Overhaul - CA - Patch.esp * Alex - Perks Overhaul - Start Me Up.esp * BPR - Bullet Penetration & Ricochet.esp * CombinedArmsEXPack.esp * Crafting Mastery - AE Patch.esp * FATE Patch - Start Me Up.esp * FFO_NPC_DLC.esp * FurryFalloutNPCs.esp * Gas Mask NPC.esp * Nomads.esp * RecruitableNPC.esp * RED-StartMeUp.esp * SAKR Tags Lazman with Shoes Outfits KP.esp * SanctuaryParts.esp * SS2.esm * __SS2_XPAC_Chapter2.esm__ * __W.A.T.MinutemenInstituteGatlingLaser.esp__ === Cleaning With FO4Edit Needed The following plugins have deleted references or other issues that can and should be fixed with FO4Edit. Visit the Tome of xEdit for more information. * __[A0] KT_Framework.esm:__ 1 deleted reference * __ArmorKeywords.esm:__ Contains dirty edits, and needs cleaning. * __Be Exceptional. esp:__ Contains dirty edits, needs cleaning. * __Brisgeway Heist.esp:__ 55 deleted references * __CCR_AIOSettlements02.esp:__ 1 deleted reference * __CheatTerminal.esp:__ Contains dirty edits, needs cleaning. * __CRP Peaceful Concord.esp:__ 27 deleted references * __DLCCoast.esm:__ Contains dirty edits, and needs cleaning. * __DLCNukaWorld.esm:__ Contains dirty edits, and needs cleaning. * __DLCRobot.esm:__ Contains dirty edits, and needs cleaning. * __DLCworkshop03.esm:__ Contains dirty edits, and needs cleaning. * __Eli_Armour_Compendium.esp:__ Contains dirty edits, needs cleaning. * __Eli_Faction Housing Overhaul - AiO.esp:__ Contains dirty edits, needs cleaning. * __Fallon's Basement Overhaul.esp:__ 313 deleted references * __NickValentineRomance.esp:__ Contains dirty edits, needs cleaning. * __Northland Diggers New.esp:__ Contains dirty edits, needs cleaning. * __NukaRadBans.esp:__ 1 deleted reference * __Spare Railroad as Institute.esp:__ Contains dirty edits, needs cleaning. * __VoidkCleanedHomeplate.esp:__ 3 deleted references * __Wastelanders.esp:__ 38 deleted references * __WattzLaserGun.esp:__ 1 deleted reference * __Weaponsmith Extended 2.esp:__ 4 deleted references === Deleted Navmeshes The following plugins have deleted navmeshes. They will cause a CTD if another plugin references the deleted navmesh or a nearby navmesh. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CastleWallsRepaired 3.esp:__ 7 deleted navmeshes * __County Crossing.esp:__ 1 deleted navmesh * __Fallon's Basement Overhaul.esp:__ 1 deleted navmesh * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted navmesh * __norespawns-croup.esp:__ 2 deleted navmeshes * __Somerville Place.esp:__ 3 deleted navmeshes * __VoidkCleanedHomeplate.esp:__ 1 deleted navmesh === Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behaviour is undefined. It may be CTD, fail to delete the record or any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CombinedArmsEXPack.esp:__ 12 deleted base records * __Crafting Mastery - Patch Weaponsmith Extended. esp:__ 7 deleted base records * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted base record * __Freeze.esp:__ 34 deleted base records * __Gas Masks of the Wasteland.esp:__ 1 deleted base record * __RED-StartMeUp.esp:__ 1 deleted base record * __Weaponsmith Extended 2.esp:__ 51 deleted base records === HITMEs The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to remove a master improperly. The behaviour of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the HITMEs corrupted the plugin. The safest course of action for a user is to uninstall it. * __Static Objects and Buildings. esp:__ 3550 HITMEs === Probable Injected Collisions The following injected records override each other, but have different Editor IDs (EDIDs). This probably means that two different injected records have collided, but have the same record signature. The resulting behaviour depends on what the injecting plugins try to do with the record, but they will most likely not work as intended. Such conflicts can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin * 3500E400 injected into WorkshopRearranged.esp, colliding versions: * WorkshopMenu01Build02Metal03Sanctuary_d81 [b'FLST':3500E400] from SanctuaryParts.esp * WorkshopMenu01Build02Metal03SanctuaryPartsMOD_d81 [b'FLST':3500E400] from WorkshopRearranged.esp * 3700774E injected into CombinedArmsNV.esp, colliding versions: * SG550 [b'MSWP':3700774E] from CombinedArmsEXPack.esp * [b'MSWP':3700774E] from CombinedArmsNV.esp * 3704790C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790C] from CombinedArmsEXPack.esp * AKMSilencedNPC_459 [b'KSSM':3704790C] from CombinedArmsNV.esp * 3704790E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790E] from CombinedArmsEXPack.esp * AKMNPC_459 [b'KSSM':3704790E] from CombinedArmsNV.esp * 37047950 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047950] from CombinedArmsEXPack.esp * AKMSilencedNPC_Tokarev1 [b'KSSM':37047950] from CombinedArmsNV.esp * 37047952 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047952] from CombinedArmsEXPack.esp * AKMNPC_Tokarev1 [b'KSSM':37047952] from CombinedArmsNV.esp * 37047954 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047954] from CombinedArmsEXPack.esp * AKMSilencedNPC_557 [b'KSSM':37047954] from CombinedArmsNV.esp * 37047956 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047956] from CombinedArmsEXPack.esp * AKMNPC_557 [b'KSSM':37047956] from CombinedArmsNV.esp * 37047958 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047958] from CombinedArmsEXPack.esp * AKMSilencedNPC_546 [b'KSSM':37047958] from CombinedArmsNV.esp * 3704795A injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795A] from CombinedArmsEXPack.esp * AKMNPC_546 [b'KSSM':3704795A] from CombinedArmsNV.esp * 3704795C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795C] from CombinedArmsEXPack.esp * AKMSilencedNPC_9mm1 [b'KSSM':3704795C] from CombinedArmsNV.esp * 3704795E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795E] from CombinedArmsEXPack.esp * AKMNPC_9mm1 [b'KSSM':3704795E] from CombinedArmsNV.esp * 370479D2 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D2] from CombinedArmsEXPack.esp * AKMSilencedNPC1 [b'KSSM':370479D2] from CombinedArmsNV.esp * 370479D4 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D4] from CombinedArmsEXPack.esp * AKMNPC1 [b'KSSM':370479D4] from CombinedArmsNV.esp
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Whoops on the spoiler thing, didn't realize it was there Check Plugins This is a report of any problems Wrye Bash was able to identify in your currently installed plugins. Note that all FormIDs in the report are relative to the entire load order. If you want to view these FormIDs in FO4Edit, load your entire load order (simply accept the 'Module Selection' prompt in FO4Edit with OK). === Delinquent Masters The following plugins have delinquent masters, i.e. masters that are set to load after their dependent plugins. The game will try to force them to load before the dependent plugins, which can lead to unpredictable or undefined behaviour and must be corrected. * Alex - Perks Overhaul - CA - Patch.esp * Alex - Perks Overhaul - Start Me Up.esp * BPR - Bullet Penetration & Ricochet.esp * CombinedArmsEXPack.esp * Crafting Mastery - AE Patch.esp * FATE Patch - Start Me Up.esp * FFO_NPC_DLC.esp * FurryFalloutNPCs.esp * Gas Mask NPC.esp * Nomads.esp * RecruitableNPC.esp * RED-StartMeUp.esp * SAKR Tags Lazman with Shoes Outfits KP.esp * SanctuaryParts.esp * SS2.esm * __SS2_XPAC_Chapter2.esm__ * __W.A.T.MinutemenInstituteGatlingLaser.esp__ === Cleaning With FO4Edit Needed The following plugins have deleted references or other issues that can and should be fixed with FO4Edit. Visit the Tome of xEdit for more information. * __[A0] KT_Framework.esm:__ 1 deleted reference * __ArmorKeywords.esm:__ Contains dirty edits, and needs cleaning. * __Be Exceptional. esp:__ Contains dirty edits, needs cleaning. * __Brisgeway Heist.esp:__ 55 deleted references * __CCR_AIOSettlements02.esp:__ 1 deleted reference * __CheatTerminal.esp:__ Contains dirty edits, needs cleaning. * __CRP Peaceful Concord.esp:__ 27 deleted references * __DLCCoast.esm:__ Contains dirty edits, and needs cleaning. * __DLCNukaWorld.esm:__ Contains dirty edits, and needs cleaning. * __DLCRobot.esm:__ Contains dirty edits, and needs cleaning. * __DLCworkshop03.esm:__ Contains dirty edits, and needs cleaning. * __Eli_Armour_Compendium.esp:__ Contains dirty edits, needs cleaning. * __Eli_Faction Housing Overhaul - AiO.esp:__ Contains dirty edits, needs cleaning. * __Fallon's Basement Overhaul.esp:__ 313 deleted references * __NickValentineRomance.esp:__ Contains dirty edits, needs cleaning. * __Northland Diggers New.esp:__ Contains dirty edits, needs cleaning. * __NukaRadBans.esp:__ 1 deleted reference * __Spare Railroad as Institute.esp:__ Contains dirty edits, needs cleaning. * __VoidkCleanedHomeplate.esp:__ 3 deleted references * __Wastelanders.esp:__ 38 deleted references * __WattzLaserGun.esp:__ 1 deleted reference * __Weaponsmith Extended 2.esp:__ 4 deleted references === Deleted Navmeshes The following plugins have deleted navmeshes. They will cause a CTD if another plugin references the deleted navmesh or a nearby navmesh. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CastleWallsRepaired 3.esp:__ 7 deleted navmeshes * __County Crossing.esp:__ 1 deleted navmesh * __Fallon's Basement Overhaul.esp:__ 1 deleted navmesh * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted navmesh * __norespawns-croup.esp:__ 2 deleted navmeshes * __Somerville Place.esp:__ 3 deleted navmeshes * __VoidkCleanedHomeplate.esp:__ 1 deleted navmesh === Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behaviour is undefined. It may be CTD, fail to delete the record or any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin. * __CombinedArmsEXPack.esp:__ 12 deleted base records * __Crafting Mastery - Patch Weaponsmith Extended. esp:__ 7 deleted base records * __FemsheppingsMegaSurgeryCenterRenovated.esp:__ 1 deleted base record * __Freeze.esp:__ 34 deleted base records * __Gas Masks of the Wasteland.esp:__ 1 deleted base record * __RED-StartMeUp.esp:__ 1 deleted base record * __Weaponsmith Extended 2.esp:__ 51 deleted base records === HITMEs The following plugins have HITMEs (__H__igher __I__ndex __T__han __M__asterlist __E__ntries), which most commonly occur when the Creation Kit or an advanced mode of FO4Edit were used to remove a master improperly. The behaviour of these plugins is undefined and may lead to them not working correctly or causing CTDs. Such a plugin is usually beyond saving and mod authors should revert to a backup from before the HITMEs corrupted the plugin. The safest course of action for a user is to uninstall it. * __Static Objects and Buildings. esp:__ 3550 HITMEs === Probable Injected Collisions The following injected records override each other, but have different Editor IDs (EDIDs). This probably means that two different injected records have collided, but have the same record signature. The resulting behaviour depends on what the injecting plugins try to do with the record, but they will most likely not work as intended. Such conflicts can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugin * 3500E400 injected into WorkshopRearranged.esp, colliding versions: * WorkshopMenu01Build02Metal03Sanctuary_d81 [b'FLST':3500E400] from SanctuaryParts.esp * WorkshopMenu01Build02Metal03SanctuaryPartsMOD_d81 [b'FLST':3500E400] from WorkshopRearranged.esp * 3700774E injected into CombinedArmsNV.esp, colliding versions: * SG550 [b'MSWP':3700774E] from CombinedArmsEXPack.esp * [b'MSWP':3700774E] from CombinedArmsNV.esp * 3704790C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790C] from CombinedArmsEXPack.esp * AKMSilencedNPC_459 [b'KSSM':3704790C] from CombinedArmsNV.esp * 3704790E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704790E] from CombinedArmsEXPack.esp * AKMNPC_459 [b'KSSM':3704790E] from CombinedArmsNV.esp * 37047950 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047950] from CombinedArmsEXPack.esp * AKMSilencedNPC_Tokarev1 [b'KSSM':37047950] from CombinedArmsNV.esp * 37047952 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047952] from CombinedArmsEXPack.esp * AKMNPC_Tokarev1 [b'KSSM':37047952] from CombinedArmsNV.esp * 37047954 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047954] from CombinedArmsEXPack.esp * AKMSilencedNPC_557 [b'KSSM':37047954] from CombinedArmsNV.esp * 37047956 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047956] from CombinedArmsEXPack.esp * AKMNPC_557 [b'KSSM':37047956] from CombinedArmsNV.esp * 37047958 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':37047958] from CombinedArmsEXPack.esp * AKMSilencedNPC_546 [b'KSSM':37047958] from CombinedArmsNV.esp * 3704795A injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795A] from CombinedArmsEXPack.esp * AKMNPC_546 [b'KSSM':3704795A] from CombinedArmsNV.esp * 3704795C injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795C] from CombinedArmsEXPack.esp * AKMSilencedNPC_9mm1 [b'KSSM':3704795C] from CombinedArmsNV.esp * 3704795E injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':3704795E] from CombinedArmsEXPack.esp * AKMNPC_9mm1 [b'KSSM':3704795E] from CombinedArmsNV.esp * 370479D2 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D2] from CombinedArmsEXPack.esp * AKMSilencedNPC1 [b'KSSM':370479D2] from CombinedArmsNV.esp * 370479D4 injected into CombinedArmsNV.esp, colliding versions: * [b'KSSM':370479D4] from CombinedArmsEXPack.esp * AKMNPC1 [b'KSSM':370479D4] from CombinedArmsNV.esp
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I do that already, but first I start by either turning off a whole paragraph at a time or when I'm getting close I do 10, then 5 and then one at a time with the last five
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What am I looking for?
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Whenever I hit the first Red Rocket Station with Dogmeat my game CTDs, do I have a Red Rocket mod or Dogmeat mod that effects the game?
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Computer Information: Manufacturer: System manufacturer Model: System Product Name Form Factor: Desktop No Touch Input Detected Processor Information: CPU Vendor: GenuineIntel CPU Brand: IntelĀ® Core i7-8700 CPU @ 3.20GHz CPU Family: 0x6 CPU Model: 0x9e CPU Stepping: 0xa CPU Type: 0x0 Speed: 3192 Mhz 12 logical processors 6 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported AVX2: Supported AVX512F: Unsupported AVX512PF: Unsupported AVX512ER: Unsupported AVX512CD: Unsupported AVX512VNNI: Unsupported SHA: Unsupported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: Windows 10 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: NVIDIA GeForce GTX 1060 3GB DirectX Driver Name: nvldumd.dll Driver Version: 30.0.15.1109 DirectX Driver Version: 30.0.15.1109 Driver Date: 12 29 2021 OpenGL Version: 4.6 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 60 Hz DirectX Card: NVIDIA GeForce GTX 1060 3GB VendorID: 0x10de DeviceID: 0x1c02 Revision: 0xa1 Number of Monitors: 1 Number of Logical Video Cards: 1 No SLI or Crossfire Detected Primary Display Resolution: 1920 x 1080 Desktop Resolution: 1920 x 1080 Primary Display Size: 18.90" x 10.63" (21.65" diag) 48.0cm x 27.0cm (55.0cm diag) Primary Bus: PCI Express 16x Primary VRAM: 3071 MB Supported MSAA Modes: 2x 4x 8x Sound card: Audio device: Speakers (Realtek High Definiti Memory: RAM: 16305 MB VR Hardware: VR Headset: None detected Miscellaneous: UI Language: English Media Type: Undetermined Total Hard Disk Space Available: 1067253 MB Largest Free Hard Disk Block: 96357 MB OS Install Date: Feb 26 2021 Game Controller: None detected MAC Address hash: 5b034f7bc66442d5b1088d9ede7c787df772c5d4 Storage: Disk serial number hash: 48d36ab0 Number of SSDs: 1 SSD sizes: 120G Number of HDDs: 1 HDD sizes: 1000G
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Do you have "Be exceptional" And "Humble perks"? Sorry if Necro but I think I found problem
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Crash To Desktop (CTD) Cure-All
NateoXMewfii replied to BlindLookout's topic in Fallout 4's Discussion
If you are overclocking your machine, and it is causing crashes, how is that in any way mod related? I run a HEAVILY modified fallout 4, and I only get a crash after playing for SEVERAL hours.... (5 or more.....) and it's usually caused by a game problem. Not a mod created problem. Do you mean your changing most mods into ESL format? Nope. I don't think I am using any ESL files. Are you using less then 250 mod plugins? -
Crash To Desktop (CTD) Cure-All
NateoXMewfii replied to BlindLookout's topic in Fallout 4's Discussion
If you are overclocking your machine, and it is causing crashes, how is that in any way mod related? I run a HEAVILY modified fallout 4, and I only get a crash after playing for SEVERAL hours.... (5 or more.....) and it's usually caused by a game problem. Not a mod created problem. Do you mean your changing most mods into ESL format? -
Did you reinstall your mods? Of course the game works without any mods installed...
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"Weaponsmith Extended.esp" is missing
NateoXMewfii replied to AnuuCheekiBreeki's topic in Fallout 4's Discussion
I do this with anyweaponanymod, i have 1 and 2 but use xedit to make a modgroup to have them both work -
Problems with weapons workbench CTDing
NateoXMewfii replied to Khaorix's topic in Fallout 4's Discussion
Concealed Armor, get rid of it!...unless you know how to use mod groups in xedit then you could create it and have both Concealed Armor and the mod its asking you to use instead in the mod group named after the mod that your supposed to use instead. Armorsmith Extended, sometimes get outdated if another mod installs Armor Keywords. Instead look at Armor Keywords in your plugins list and see if its installed by the mod its supposed to be installed from or from another mod. If another mod then uninstall that mod and maybe install it again after manually deleting everything that the other mod installed of Armor Keywords, then try installing the one mod again and don't choose to install Armor Keywords, then after that install the newest Armor Keywords. Crafting Workbench, It tries to install Armor Keywords, don't let it. -
Uninstall Armorkeywords then see if it still shows up in the NMM list, if it does uninstall/disable that mod and reinstall that mod without having it install Armorkeywords and then before installing any, the mod that's installing it or Armorkeywords itself, manually delete the Armorkeywords files from the game folder then install the other mod with the Armorkeywords option then install the newest Armorkeywords.
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Do you use Crafting Workbenches or Armorsmith Extended? If you use NMM, check the AWKCR file and see if its actually AWKCR or if you have it, Crafting Workbenches.