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TechFreak1

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Everything posted by TechFreak1

  1. Finally got round to check F4 with the dlc... got stuck in the load screen for a new game and continue so no saved games load. Never the less there is a new version of F4SE out now - 0.6.15. Edit: With the new version of f4se, everything loads just looks menu doesn't work correctly as expected since it needs to be updated.
  2. Are you able to start a new game? Downloading the new F4SE now. Edit: The game runs with a clean install with no DLC.
  3. It would be easier to use the snipping tool to show exactly what mods are enabled and disabled in your load order. As well what mods you have installed, although you are using a mod manager there are external changes - so you could have inadvertently over written some files causing the crash. Totally, agree - OP needs to provide a lot more specific information otherwise it will be very be difficult to trouble shoot.
  4. Cheers for the post link! Sat down to do some modding and low behold it starts updating as soon as I start my PC! Good thing I have my entire fallout install backed up (87.7 gigs with Ultra 7z compression) lol... learnt from the last time textures bugs hosed up my install. Another reason why we do really need to have custom directories as we can use symlink or hardlink the directories and have the actual modded files far away from the fallout 4 install, so we don't end up with a massive 7z archive. Edit: It's pretty simple to do: Simply copy and paste the following - 1) Press windows key + r 2) steam://open/console 4) Steam should open with the console tab - if not exit via the system tray and restart steam. 5) Paste: "download_depot 377160 377162 883559999634905832" without the speech marks into the console text box 6) It will download the old fallout.exe to Steam\steamapps\content\app_377160\depot_377162 (I use a custom steam directory) and make sure you back this up. 7) Back up / move the updated fallout4.exe somewhere else and then either over write this (if you backed it up via copying the newly updated .exe) or simply move the old fallout 4.exe into your fallout 4 directory. All in all it takes about a few minutes - steps taken from the link - wu lala posted above. That is what I did as it would take about 30 minutes to copy and paste from my old clunky mechanical 5400 hdd 2.0 usb enclosure lol and also I would recommend reading the link Wu Lala provided and create a custom steam shortcut with console functionality for future use. Edit 2: It would worth tracking the F4SE reddit thread: https://www.reddit.com/r/f4se/comments/a3frx1/dec_5_2018_update_disabled_f4se_how_to_rollback/ Edit 3: Also it's worth mentioning that we can avoid this entire hassle again by simply, moving the fallout 4 directory else where from the steam directory (or wherever you've installed the game via steam) and uninstalling it from the steam library as this way it doesn't redownload the game when it next updates and then using F4SE to launch the game. That's what I've just tested and it works - launching the fallout4.exe it self prompts you to download the game via steam. However as I don't want to have multiple instances of the game and plan to make mods, so compatibility is a key sticking point for me. So will be reinstalling the game and moving my modded install after deleting the game from the steam directory (but not uninstalling it). Plus worst comes to worst I've already got a back up.
  5. Just recently picked up Fallout 4 again and wanted to use Immersive Wastelanders for a Horizon (desolation) Survival play through but going through the requirements... it's a mess no doubt about it. Last time I fixed it by sifting through the textures and meshes. But that meant any other mod I liked to try out would mess everything up again... Soo I decided to create a patch and shove everything for Immersive Wastelanders in it's own directory, then I realised something If we had a simplied Mod folder structure that would make life so much easier. It would be structured like this: Actors - Mods - PlayerAssets (For player mods), CompanionAssets, GlobalAssets. So a typical file directory / file location will like look this: Textures\Actors\Mods\GlobalAssets\Face\LMCC\AGCP Blood Spatter 1_d.dds or ideally Textures\Mods\Actors\GlobalAssets\Face\LMCC\AGCP Blood Spatter 1_d.dds This way everything would simply be pointed at singular texture location if it's using the same textures and would simply need the esp files and the vanilla files are left untouched or can be used for retextures or use the custom vanilla directory - leaving the default directory for own custom mods. Plus I plan on using this directory for my own mods so I can play test my own mods and have a single modded install with other mods. My other point is it provides more options and prevents hosing up the entire damn install due to a dirty mod therefore if multiple mods use the same file texture it's easier to identify after it's been installed by NMM or Vortex - that is one you thing you lose with drag and drop installs. So in that in mind I spent about 12 hours going through all 1100 + with a fine tooth comb through the LMCC Esp copy (Used xEdit to create a new esp with the copied records) and sorted all the textures outs (I ultimately want to create a custom bsa2 archive for all the mods I use to play with so I don't have the hassle of my work being undone by a dirty mode or corrupt esp plugin). But here is the rub, Fallout 4 takes ages to load and so does the creation kit with the newly created esp - I left it for a 40 minutes and creation kit was still stuck at 95% and then I left it over night still 95%... Now that background info has been put aside, my questions are the following: 1) Can we use custom directories for textures and meshes actors (players/npcs etc) instead of having to use the default set directories i.e Actors -> Characters -> Character Assets -> Face Details? 2) Also is there a character limit to directories? Meaning can it handle something like this: Actors\Mods\GlobalAssets\Face\LMCC\RoboAsimov\RoboAsimovLFTACRightBrow_d.dds Or are we limited to X number of characters in the file/folder tree? Finally does Xedit have a find and replace all function? Meaning Instead of having to trawl through all the 1100 odd records and putting the directory changes manually every single test as it would save hours. Time which most people do not have lol... and I'd rather spend that time play testing the mod or patch instead of going square eyed looking a massive table. I looked through the XEdit tome and did not find any info on such a function. I tried hiding no conflicts, filtering etc and every single change after awhile took 10 minutes... and got longer... which from past experience resulted in a mangled esp file. So I'm not entirely certain if it's xedit or creation kit's / game's inability to read long directories. I don't want to spend another 12 hours changing actors\Characters\Character Assets\FaceDetails (default texture directory for LMCC + plus the LMCC directory has generic file names for brows such as browsX and brows0X - X denotes a number) to actors\characters\xyz custom directory just to find it doesn't work. Manually changing the textures location via the creation kit would be even more time consuming especially creating patch files. Lastly what is the latest version of the creation kit? I do not have the bethesda launcher installed and just don't need another redundant launcher on my PC if I can avoid it - the current version I have is 2.0 and file version is 1.10.15.0. If it also make's difference, I am launching the game with F4SE as I found that Looks Menu does not work correctly for me if Fallout 4 is not launched with F4SE.
  6. Hello everyone! Long time lurker and mod file user (I won't say mod user... that just makes me sound like a junkie! :laugh:). Usually I just mod files for my personal use (usually mod cleaning and patch files) as well tweaking the game here and there so I can familiarise myself with the tools, ease my boredom and get the most out of my PC or laptop's capabilities. I'm looking to get into modding properly and to provide some insight, I'm also on Windows central under the same user name : :smile: (plus saying so also prevents private messages on window's central saying my username is being hijacked on Nexus Mods Forums haha). My main motivation for getting into modding is to acquire knowledge, skills and use what I'm learning to enjoy games as well as using these new skills to find a better job haha. Those who know me on Windows central know that I have a tendency to posts that are actually essays :laugh:; however on this forum I'll breaking from that habit for the sake of expediency and efficiency - plus most my posts will be structured like this - as it's easier to read quickly and at a glance, My mods will be around the games I'm playing - this is also that I can attest factually that my mods are compatible with xyz and work correctly for my set up. Currently I'm playing Fallout 4 (with Horizon on Desolation + Survival) thus my mods will be centered around Fallout 4 at the present time. Near future plans is to create a similar mod to armor by race mod for Fallout 4 and no, I won't be creating any over weight NPC meshes... :rolleyes: like some armor meshes in that particular mod so please don't ask. The present plans are to create a undies by race mod, I just find it galling that we only have a choice between nevernude and custom nude bodies but not both - the one mod I've come across - (Enhanced Nevernude) and Wearable underwears -Vanilla-EVB-CBBE - doesn't address the issue fully. However If there is another, please do suggest it as I don't want to spend time creating a mod or patch for a mod that already exists and does it better - as it's a simple mod in concept without much scope for improvement. My other plans are: 1) to create a mod resource / impact change for best practise so that we can have vanilla textures residing along side custom textures plus avoiding silly mod conflicts due to texture overwrites. For instance all the modded textures would go into Actors\Mods\GlobalAssets\ - Ideally Mods\Actors\GlobalAssets - This directory will be the main directory for all commonly used textures for both the player and NPC mods, Suchas eyes, face, tattoos, clothes, armour etc. Instead of having these textures in other locations and ending up with a whole mess of files and plus it's much cleaner to extract as opposed to manually extracting the textures/meshes or reinstalling all the mods you use if hose up the install. Plus all modded textures will have to have unique names or reside in unique folders. This also prevents having two installs - one for mod testing and a modded playthrough with other mods - but I've hit a snag - which I'll post about in the fallout 4 sub form - as detailing this will turn this post into an essay lol. So an actual working example (for my own personal patches) is: textures\actors\Mods\GlobalAssets\Face\LMCC\RoboAsimov\RoboAsimovLFTACRightBrow_d.dds - I Plan to use LMCC for all my mods as it's much more expedient and cleaner to use a combined resource and to contribute to said resource. The reason I moved it to this directory, it has a files with generic file names suchas browsX or brows0X (where x denotes a number). This will create a conflict as the default location for LMCC textures are actors\characters\character assets\facedetails. An example of circular conflicts in Vortex is Simple Male Redux as it uses actors\character\BaseHumanMale and that is not the only Mod I've come across, I mention this as I wanted to use Immersive wastelander for my current play through so I can get the end result shown in the mod screenshots. But unfortunately I've across the texture issues again, the last time i fixed this was to manually install the textures but that created issues with other mods thus hosing up my install completely as NPC's ended up with disfiguring textures and there was no way to fix them with the creation kit or FO4 edit as they were bugged into my saves. Thus rendering all my saves unusable due to the lack of the conflicting ESPs - the game would constantly crash everytime I came across a disfigured NPC. As I installed it before playing the game first time hence why all my saves got bugged but this time it's through a current play through without any saves made with the optional mods installed. 2) to improve XEdit as it is in dire need of a find and replace all function - spending half a day on creating a plugin by trawling through 1157 records is not something I want to do often just to create compatibility patches for other mods so they don't cause conflicts. I've looked through the Xedit tome and was not able to locate such a function, if it's there please do tell. The find all and replace function would make such a task trivial and no longer than 10 minutes. So that is it in a nut shell.
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