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KnorKater

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Everything posted by KnorKater

  1. Stupid question, but did you actually activate them? You can do that in the mod manager, too. Same window as the load order configuration. Just tick the boxes next to the plugins.
  2. The conspiracy folks are having fun atm, that's for sure. But extraordinary claims require extraordinary evidence, so I'm currently really doubting they found anything conclusive. This should also be the reason why it's not getting much resonance: It's just a claim by some guy without any evidence. We'd all be better off if we stopped believing every story about something we wish to be true. I have no doubt that there's other life in the universe, but I will only start believing that they're here when there's hard proof. Besides that: If they had found real aliens, Trump sure as hell would not be able to keep his mouth shut about it. His silence is the best indicator of it being just hot air.
  3. A secret alien base, some huge science facility like CERN and the LHC, a large vertical cavern to build a city into, volcanic tunnels, underground water reservoirs, hell for next year's halloween mods, mutated ant colony tunnels with egg chambers etc, some Silver Shroud villain's lair, some archeology dig site with fossils uncovered on the walls, catacombs, a hangar...
  4. Your graphic card has 4GB of VRAM (Dedicated Video Memory) and an additional 8GB from other system ressources, which are way slower than VRAM. Aside from the 16GB RAM, our setups are quite similar, tho I don't use the HD-Texturepack, since it seems to cause problems for many people. I can only make blind guesses, so I can't promise anything will work, but here are some suggestions you could try: - disable the HD texture pack - move the game to an SSD if you haven't already - defragment the drive if it's on a regular HDD - this https://steamcommunity.com/app/377160/discussions/0/496880503081995785/#c496881136925116593 - check for new graphic drivers - use nVidia Experience to automatically adjust game settings - try running it without any mods and see if the issue persists - use LOOT to check for load order problems If you're using nexus mod manager, list the mods you're using here.
  5. No problem. Just ask if you have further questions. And thank you, you too. :)
  6. The easiest way to go is to install the Nexus Mod Manager. Just add the mods there and it'll install them in the correct directory (../steam/steamapps/common/Fallout 4/Data). Installing them is just the first step, tho. Using the Mod Manager, you also have to configure the load order. Mods on the top (up in the list) get loaded first, and any mods loaded after them (lower in the list) will overwrite any entries both mods alter. You can use a maximum of 255 .esp mods, due to engine limitations. The limit does not count for .esl mods. If you're unsure about load order, you can use a program called LOOT, which does it automatically (but not perfectly, yet). You should try only a few mods at a time for the beginning, since mod conflicts can easily pop up if you don't know what you're doing. That can result in crashes or even savegame bloats. Always read mod descriptions, as incompatibilities are mostly listed or explained there. Some (most of the really cool) mods require something called Fallout 4 Script Extender (F4SE), which adds and improves scripting functionality ingame. It's free 3rd party software and comes with a nice little installer if you don't want to move the files manually. The problem here is that each time F4 get's an update, F4SE doesn't work anymore until it's been updated, too (takes several hours up to several days). I use a mod that makes a backup of the fallout4.exe and then copy over the backup if the patch was for unimportant stuff (which is always, atm).
  7. Is your C partition on a different hard drive than D? Sounds like C is on an SSD and D is on an old HDD, therefore massively increasing loading times.
  8. Did you try lower resolution textures? Especially the weapon swap problem sounds like your pc has trouble handling the amount of large textures, and has to figure out which ones it currently holds in memory to discard for the highres weapon textures. How much VRAM do you have available, and do you use any texture overhauls? Just a wild guess, and yes, I did read about you doubting that your computer can't handle it, but even modern highend machines have trouble rendering if all textures are in 8k resolution. Give us some system specs to work with. :) P.S.: I'm also using scrap everything, but am not experiencing your problem.
  9. In theory, you should be able to remove it by creating an empty sound file, renaming it to match the 5mm casing sound file's name, and moving it into the according subfolders in your data folder. The game will then use the empty file instead of the archived one. You just need to figure out the file path inside the archive. There's a program you can use to open the .BSAs, but I forgot the name. Bethsoft Archive Extractor or something.
  10. "Also 89% Of the mods i have are all workshop related so i highly doubt one of those mods are taking an effect on fallout 4's language system." That can happen if mod creators make dirty edits. You basically look at some entries, or check some objects, and even tho you don't alter something, the CK marks it as changed and saves it. If that happens to someone with a german game, you end up having german words in your game. You should deactivate your mods and activate them a few at a time, until the problem comes up again, so you can find the perpetrator. Oh gosh, I do hope it's not mine, but I did check for dirty edits, I swear!
  11. You need the Creation Kit, if you don't already have it (you have to download the Launcher first). This YouTube-Video seems to cover what you're looking for.
  12. Did you try to get it to work by extracting and manually placing the .esp in the Data folder and then just activating it in the NMM load order? Maybe the plugin file itself is broken somehow.
  13. "correct?" Yeah. But the only other option you have is to find the archive of the mod, extract it again, and compare its contents to your Data folder, and manually delete everything that matches.
  14. If noone can help you: Open the console and click on the doorframe. Note the ID in the top center of the console, then open the Nexus Mod Manager. Compare the first two characters of the ID (after any leading zeros) to the two characters in the Mod Manager's load order column. If they match a mod, that's the mod you're looking for.
  15. After I added my first navmeshes to objects and saved the file, I opened it in FO4Edit to see if I made any dirty edits. That's when I first saw the "Navigation Mesh Info Map"-Entry. I believed that's where the navmesh data get's stored, but after a closer look it contained hundreds of entries for navmeshes from the whole game I never touched or even viewed (see screenshot), and bloated the file from 2kb to 40kb. I wasn't concerned with the size, tho, but the possibility of it causing conflicts with other mods somehow. However, after translating the file to another language (and not fiddling with navmeshes), the entry was suddenly gone after saving it in the CK. I tested it in the game and everything worked just fine, the added navmeshes were still recognized. My conclusion: The entry is temporary and not necessary for mod functionality, since the CK itself removes it when not working with navmeshes in a modding session. While I first tried to figure out what that entry is, I loaded other mods into FO4Edit to see if that entry was there, too, and it was in many cases. So if you're a mod creator and are concerned about this, just save your mod in a session where you didn't alter navmeshes. I'm posting this for anyone who might want closer information about that entry, since I couldn't find that specific info anywhere, just inconclusive assumptions. http://fs5.directupload.net/images/171220/fonv6plz.jpg
  16. I only have the option to edit filter templates, and those reset randomly, get deselected, and show messages related to things I set to be hidden. :/
  17. "Hide all official game warnings and only let your loaded plugins be visible." How do I do that?
  18. You need to toggle lights (and sky, optionally). http://fs1.directupload.net/images/171220/ki2utt94.jpg
  19. First off: What's with the ~500 errors when loading even just the Fallout4 master file in the CK (see screenshot #1)? I even backed up my installation, and redownloaded the whole game, just to check if I messed anything up. Still the same amount of errors, even with vanilla data. Any way to get rid of those warnings without disabling warnings alltogether, or having to configure the warning filter new every time? It even gives 3 warnings after just opening the CK without anything loaded (see screenshot #2). To the main issue(s): I'm attempting to navmesh an object (a giant ship). I right click on it in the object list, then on "navmesh object" (which sends me another batch of warnings, see screenshot #3), and navmesh the whole thing. So far, so good. But the option to finalize it is grayed out for some reason, so I can't do that. When I save it, it shows me warnings and errors for navmeshes I didn't even look at, from cells I never opened (see screenshot #4) For testing, I skipped navmeshing the ship, and instead navmeshed a single square tile (which also can't be finalized somehow). I still get warnings related to completely different navmeshes from the base game when saving, and the thing that concerns me most is the data saved to the plugin file. I check my mod for dirty edits with FO4Edit, so when I opened it and had a look at the new entry for the navmesh, I saw thousands of entries for navmeshes over the whole darn game (see screenshot #5). Stuff I never opened or looked at. I load the plugin, pick the obejct I wanna navmesh from the object list, and that's it. Never loaded a single cell, and the version before doesn't have those entries. Even with just the navmesh of the tiny square saved the mod gets bloated from 2kb to 40kb. I'm not concerned about the size, but that it could edit stuff I don't intend to and therefore cause conflicts. I suspect this is just, like the entry says, some map tree for the meshes, but I'm not sure, and if so, why does every single plugin adding navmeshes has to save the whole dang tree? Can someone please help me here? Google didn't help with this stuff. :-/ Thank you. Screenshot #1 Screenshot #2 Screenshot #3 Screenshot #4 Screenshot #5
  20. I love you. Kudos given. Many thanks <3 *skipping gaily into the sunset*
  21. "looks like i've installed it correctly but it still does not change my hud at all." Did you follow the steps written in the description of DEF_UI? Namely: "Customizing HUD ------------------------ The default installation above will install a vanilla HUD configuration. You can also download presets that other users have customized and published on the Nexus. If you would like to customize your HUD: 1) Open your game Data folder and navigate to Data\interface 2) Run HUDMenuSet.exe 3) Customize your HUD settings. Instructions are located within the utility. 4) Once you are done customizing, press CTRL+S and save the file as Data\interface\DEF_CONF\DEF_HUD.xml 5) Exit the program and play the game." Better Check twice that DEF_HUD.XML is in the correct folder, because it doesn't automatically save in the correct one. That was the problem I had when it wasn't working for me.
  22. After literally hours of looking for any clue about how to edit the navmesh of objects (like, for example, a giant ship) for the workshop, I only found dead links and deleted videos. Neither in the Nexus Forum, nor Bethesda's Forum, nor Google, nor YouTube, nor the trillions of Wikis, or anywhere else is information about this to be found. Couldn't even find out whether this is done in the CK or in programs like Blender. Can someone point me to a site with a tutorial, please? If such a site exists, that is. Or maybe summarize it for me pathetic baboon. Thank you for reading, at least.
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