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gentester

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Everything posted by gentester

  1. i have mods which change Hangmans and use Outcasts and never seen this issue. However a quick fix would be to grab Spring Cleaning Patch by Vlitis and put it at the very bottom of your load order. https://www.nexusmods.com/fallout4/mods/12702. What is happening is your changes that you made to Hangmans are being reverted to vanilla by mods you loaded into the game after you had made the alterations. Be aware that Spring Cleaning (and all scrap mods) disable the precombines and previs in settlement cells - which is fine if you want to get rid of more rubbish than vanilla will let you do - any mod loaded after will revert it so that previs and precmbine are back to vanilla, the Spring cleaning compatability patch will disable them again.
  2. Just wanted to ask a noob question - landscape changes. Are landscape changes something I need to include in a redone precombine/previs? I have a couple of cells in the mod I am working in which are next to cells where I DO need to regenerate but the only changes in the cell itself is landscape and navmesh. I assume navmesh doesn't enter into the equation at all - but unsure about landscape. I don't think it will need it but unsure. Anyone know this one and can let me know would be appreciated : :smile:
  3. Open your mod list in FO4 edit (the basic one not the quick clean). In the main Fallout esm expand it in the left hand menu and scroll down alpabetically to find Worldspace. Look for Diamond City. There are in total 4 blocks with sub blocks. expand them all. Then look in the right panel to see what mods (if any) have made changes to that sub block (you can ignore changes made by the DLC's) . Then at least you'll know where to start troubleshooting from.
  4. I've used that mod for ages, and have disabled attacks when I'm over in Far Harbor as most of the Far Harbor attacks are different and not covered by the mod anyway ((also when I'm in Nuka World). Then when I trot back to the 'wealth I just reenable them in the holotape.
  5. Settlement Objects Expanded has them, and so does Creative Clutter (on Bethnet) I believe
  6. Resurrecting this thread Exact same bug with Tektus, none of his dialogue seems to work correctly for me. Disabling or disabling and re-enabling my dialogue mod didn't fix it . I managed to find the correct consol commands by rummaging in the ck. Primarily it was the show Tektus the icon quest which didn't fire (he behaved as if I was already a trusted in spite of the fact I'd literally only just walked up to him for the first time) and therefore borked 'What Atom Requires'. Set Stage DLC03CoA_QuestPointers 200 fixed that. with other quest stages being the ones responsible for the rest. Auberts stuff is DLC03CoA_FFNucleus02 - stage 10 fires the quest off and hands you Tektus's note. I could do all the quests - just not give him any results of them - where I was handing in to anyone else in the Nucleus worked perfectly Then I had to complete What Atom Requires with consol after I had consol staged the two where I handed in to him - from memory that was stage 600 - don't quote me on that lol. Then he also borked when I wanted to show him Martins holotape, so standing within dialogue range of him and using DLC03MQ06a 45, moved that one on to the point you play the tape for him and the quest progressed smoothly after that. Its weird though I have done loads of playthroughs of Fallout and only hit this bug on this one and using pretty much the same mods (certainly haven't changed anything dialogue related) used on previous playthroughs where it worked perfectly Running my entire load order through Fo4 edit didn't show anything editing Tektus or that dialogue tree so slightly baffling but not had any issues with dialogue at all other than with him.
  7. First thing to check is to open the creation kit from the game folder rather than the shortcut Bethesda put on your desktop. If it still won't work then: Find a couple of downloads for steam_api64.dll and libScePad.dll (depending on what the problem is - in my case I needed both) They are all on the net someplace make sure you pick ones for your version of WIndows. You may have them on your other games. Install them both into steam/steamapps/common/Skyrim Special Edition if thats the one that won't work - Its probably the same for SkyrimLE from memory I did the same there. Don't use the shortcut to the creation kit Bethesda put on your desktop. Make a shortcut yourself from the CreationKit.exe in the same folder. That one should work, the one Bethesda puts in can't see the newly added dlls. That's what worked for me anyway. Necro'd an old thread in case it helps anyone out looking for a solution.
  8. https://wiki.step-project.com/STEP:2.10.0 1.E.1.2. Nvidia Users Lots of useful stuff there
  9. Hi guys. Coming back to Skyrim after a long hiatus Can anyone help me with the setting b30GrassVS= I use a grass mod based off of Grass on Steroids. In that mods pages it says to have the setting at 0, which I think is the default anyway. But I saw several questions on various forums where the answer to what it should be set at was given as 1, and that it should be in both the skyrim ini and the prefs ini. As I have absolutely no clue what this setting does I have no way to make an informed decision and visually either setting seems to make no difference, but I don't know what else it might be messing with apart from the visuals. Any assistance appreciated. Gen
  10. It says its doing it but the progress bar just shows 0 and moves onto the next one (if I am doing vis for all loaded cells) and that shows as 0 as well until they have all finished (matter of less than a second) and obviously nothing has generated. It doesn't generate anything for vis whether in one cell or in all loaded cells and my own mod I am working on deffo broke a few precombines but I had no trouble making new ones Ah well it will doubtless become clear in time rofl - thanks for answering Vlits
  11. Would appreciate any insight on my current problem. I have no problems generating the precombined using either Trosski or RRTV's vids (thank you both). Previs on the other hand simply won't do anything, it skims through the various cells at breakneck speed altering nothing whatsoever and not generating anything at all. I get various things come up in error but its all vanilla stuff that errors, for example a tree stump and apparently it can't load the sky or the ground (I haven't got any other mod loaded at all and it's the vanilla generated ini files with only the necessary ini edits to use a mod). I'm a bit baffled to be honest. I have tried messing with various things in each cell to see if anything specific is causing this but even if I make a simple mod that puts down one cardboard box I can't generate previs (whether precombined or normal). I am using CK version 1.5.154 and wondering if that is the problem? I'm hoping its some damn silly setting I have missed but somehow I don't think its going to be that simple :( Anyone come across this before? I can certainly just disable the pre vis in the relevant cells and I think having regenerated precombines will still help somewhat with fps (plus the mod is only for me anyway) but I would really like to get to the bottom of what's going on. :)
  12. In response to post #55257103. #55257298, #55258328 are all replies on the same post. I hope so as well. I really dislike the new design I did give it a fair go I think but reverted pretty quickly, it just doesn't feel as user friendly and welcoming. Sometimes 'New' isn't necessarily synonymous with 'Better'
  13. He said on the other site that he had removed his mods, not that bethesda/nexus had insisted he do so. It's quite possible he simply hadn't remembered that the mod will literally vanish from a consol game once removed from beth.net and will reinstate it once he does.
  14. This one? Caravan Trading Post Enhanced? http://www.nexusmods.com/fallout4/mods/23602/?
  15. It's unfortunate the Snap'n Build author felt it necessary to pull the mods from every location, with apparently with no warning either. Hopefully he will consider doing a similar thing to how some other modders deal with mods that they no longer wish to work on or support. An archive mod page with a big banner saying OFFERED AS IS. NO SUPPORT GIVEN. Would at least give people the chance to sort their games out, get things corrected and finish existing playthroughs with their mod list intact, given the fragile nature of load orders and mod lists and apparently consol mods just disappearing overnight (from a couple of posts I have seen on this issue, here and elsewhere). It would be nice to know why, but at the end of the day it's his mod to do what he likes with. :smile: It's a great mod and I've happily used it for ages and have now stashed my own copy of it onto my external hard drive, just in case lol.
  16. try this one http://www.nexusmods.com/fallout4/mods/22205/?
  17. I have a screenshot of my character and MacCready both crouching with guns, and apart from it being on a different knee - which may be cos my character is female - they look pretty much the same, possibly my knee is slightly higher although that may just be camera angle, is that what you mean? Looking carefully at the pic there are differences, my companions foot is toe to the ground , my foot is halfway flat to the ground, knee higher, generally probably a bit less balanced to be firing a heavy gun.
  18. I'll add my name to the chorus for the cut content to come back, or even just so he's still with ya if you decide to shoo the BoS into the great beyond. I always have Danse as a follower at some point in a playthough even if he's not my primary and so have never been able to play a destroy the BoS ending.` Also someone to get rid of his "Doesn't it feel good to be part of something like the Brotherhood", when they are quite happy to kill him on sight, its really irritating.
  19. Must be doable though. Witcher 3 managed it well.
  20. I am hoping for a skin texture modder to sort out Hancock. He's one of my favourite companions, I love his comments and his general sassyness and he is so much less judgemental than anyone other than MacCready and Cait if I go on a bullet spree. BUT he's supposed to be a relatively young ghoul, he's Mayor whatsits younger brother after all, with ghoul arrested aging on top of not being old in the first place. He's not a pre war relic and yet the vault tec rep looks better preserved (guess his lifestyle could have something to do with that of course lol). Not asking for something to make him look "normal" as that wouldn't fit in any way with his dialogue or character but just a bit of a make over to make him look a bit less moth eaten round the edges would be very very welcomed. I haven't actually seen any mods that do much to ghoul textures (there's one for ferals but that's totally different) and I'm sure I can't be the only one who would like this Hopefully :unsure: Gen
  21. Oh yes. I'd download a mod that did this. Especially as you have to also deal with your companions being annoyed with you when it all lands on the floor lool I regularly hear Danse telling me that he suggests (in tones of a direct order) that I just "pick that back up".
  22. I would love a talented voice file editor modder to take a look at the romance stuff please.... there you are speaking with your significant other after a massive fire fight or something. He/she pours their heart out, telling you if anything happened to you they don't know what they'll do (or something along those lines or even more amorous - whatever ). Your brilliant response to this..........? "That was all" :ermm: Sheesh Bethesda..... you already had some perfectly good lines in all the other dialogue (and there's probably a ton of stuff in the voice files that never sees the light of day). I think there is part of a sentence earlier in the romance which starts "I feel the same way..." (its certainly there for one NPC) A minor edit to the line, Stick a full stop after way and add it as an option. Its not anything slushy and annoying - but its not goddamn cold fish either. Would be sooooo much more immersive. The NPC's lines are fine (it's not Witcher 3 but its fine )...Player romance responses to the queried options are generally dire other than when you go up in affinity when they aren't quite as bad. I'm sure there are many other lines which could be edited to produce more tailored responses to what your friends and lovers are saying.
  23. for the Danse one http://www.nexusmods.com/fallout4/mods/8662/? works perfectly after he's umm - well you know what happens so I won't spoil - but no fire fights... :laugh: Will only work with not killing BOS though but fine with minutemen or railroad or a combo of both, sorry I misread your original post and didn't spot you wanted him as a follower after killing BOS.
  24. Not sure if this is the right place for this but here goes anyway and sorry if it isn't. Would anyone have a set of nifs for the prisoner clothes (not the rags aka trousers only, but the ones with the top as well) that have the left bottom leg repaired where part of the mesh has been left off to give it a raggedy bottom look in game. Skyrim/meshes/clothes/prisoner or Dawnguard/meshes/dlc1/clothes/prisoner PrisonerClothes_0.nif PrisonerClothes_1.nif PrisonerClothes_f_0.nif PrisonerClothes_f_1.nif I don't know anything about mesh work to sort it out myself. Or even, if its a simple fix, just let me know how to do it? If anyone can help at all it would be much appreciated. :) Thanks Gen
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