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KMA

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  1. I was bashing my head for the last week trying to figure out why some of the file in texture mods had display issues on my system. It was mostly Specular and Normal maps, which would appear to be heavily corrupted. It turned out that they were created with the IntelTextureWorks DDS plugin, which anyone using CC probably takes for granted. So even though I had the CC 2018 demo loaded, when I tried to grab the Nvidia plugin, I finally realized there was no page for it. It was unthinkable until I reached that point. So after a little digging I realized Intel had taken over, so I simply dropped their IntelTextureWorks 8bi file into the CS5.1 plugin folder, and it works like a charm. Hopefully this will help others. I am just glad I went with the dual install instead of removing CS5, as per usual procedure. :) Thanks to BiRaitBec and FlaconOil for their assistance, and patience!
  2. I have the same issue. Tried every possible combination of the suggested settings to get F4 to use loose files, but it appears that after the latest patch non-ESPs are being blocked. There are no ini files in my data folder, and I have all the appropriate edits (even duplicating Fallout4.ini to Fallout4Custom.ini just to be sure). EDIT - Also bypassing the launcher to start with executable had no effect other than a slightly faster loading time.
  3. That sounds like a loose file mod, and the loose files were apparently blocked by Bethesda with the latest patch. It sounds like people that had them installed previous to the patch, are still working (or they did not notice them stop). Those of us trying to install now are unable to get them working.
  4. It depends on the guide. Some are claiming that 1.2 is trying to get you to use Custom, but it is not working for me. I tried this: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= and also tried this: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\Neither version would actually load loose files. I used both version in my Fallout4.ini as well, and have the Prefs "bEnableFileSelection=1" set so they should have loaded. The only mods working atm (for me) are ESPs.
  5. The only one that worked for me was setstage DLC2MQ01 20 then type movetoqt DLC2MQ01. That actually moved me inside Raven Rock, so I looked for the docks and initiated dialogue with Adril Arano, which got the introduction started. This has to be done from a saved game before you book passage to Raven Rock. Thanks Beth for giving us the means to hack the game so it actually works. Charging $20 for defective stuff like this, and then refusing to patch it properly? I shudder to see what Fallout 4 is like if Howard in in charge of it too.
  6. Another epic failure by Todd Howard! Thanks for the code to bypass yet another Alpha level error in this defective game. I am considering just skipping all the way to the end of the DLC, as I am sure there are more scripted events in Dawnguard that will totally fail to execute.
  7. Yep, another Alpha level bug that Bethesda could not be bothered to fix that ruins Dawnguard unless you hack it. Thanks for the command console line SvarogNL!
  8. That worked for me as well, but as I exited the castle the gate came down and I was forced to use the console -> TCL to escape. After running into another bug where my companion did not return home, I was forced to reload a save before I dismissed them (as per a workaround for the Vampire Lord's bug where he will not morph when you first meet him if you have a companion). Reloading and then just telling the companion to wait outside the castle was all that was needed for that bug, and when exiting the castle after using the "setstage DLC1VQ02 30" hack I sprinted and I made it through the gate before it could come down.
  9. After all this time, and with the final Beth patch and Unoffical patch, this bug still works just fine. Todd Howard, you are truly ones of the worst project leads out there.
  10. Thanks for the bypass(es)! Really glad I do not use consoles. Bethesda really sucks when they do not use game design documents - or make more than $400m on a game. EDIT Retracted. I went through the setstage dlc1ld 30, 40, 170, 176, 181, 190, 195, coc dlc1bthalft01, setstage 225, click on forge and nothing. It was clearly looking for the aetherium crest that was supposed to be created by combining all four pieces, yet with three and one glowing POS, I did not have this crest. The latter advice to use "setobjectivecompleted dlc1ld" does not work since it is missing parameters. I tried using help with the basic command and it says it only needs a toggle parameter yet ending it with a space and 1 still throws an error saying missing parameter. So that did not work either. The only thing left is to "setstage 255" and remove this retarded quest, then spawn the item of my choice. What a waste of four hours - between missing map markers and hunting online for fixes that do not work, this was epic. Note, the fixes posted may have worked before Bethesda updated the game. Knowing Beth, they probably though they were fixing this quest and totally screwed it up.
  11. It is AFT's no friendly fire. Apparently it was not actually fixed just hacked to reduce ALL AOE effect to zero - making most of them useless. If the damage/stunning/knockdown had been increased to compensate it would have acceptable, but they were not, so this is a massive bug.
  12. That would only work if you have a BSA file with another copy of map.swf in it. The game will not rebuild missing files.
  13. Because people like you start to complain that they want tiny alterations to suit their play style, character build, and everything else that Bethesda does not offer. Instead of wasting hundreds of hours of their personal time, the modders make a unitifed system that is fairly easy to implement if the instructions are followed step-by-step. As for your opinion that it is useless, you clearly were having a bad day or were drunk/high when you wrote that. In game altering of mods is a great tool. All because Bethesda could not figure out to have bInvalidateOlderFiles = 1. Kind of a running gag they play on us with each new release of this old engine. Perhaps they will actually have a new engine for Fallout 4, and just maybe they will realize that it will be modded, and save a million headaches by auto-loading newer versions of files automatically. Then again, that would be two new things at the same time, and that is probably asking too much. ;)
  14. The weapons are all over the place in terms of balance and the mod needs to be cleaned up. There are multiple instances of the same weapon all with different stats (using no other weapon inclusion mods). So check the damage levels of the weapon(s) you are using vs those you have in storage to make sure you are using the 'best' one (e.g. I have found at least three different Assault Rifles each with their own stats). Aside from that, the global damage modifier is set far too high by default. It results in you being killed in one to two shots, while everything else takes many more (unless you get a sneak critical - and then it is just as unfair to them). Never get into a fair fight with FWE unless you are in power armor. Basically, they stuffed so many other people's mods into this that balancing it was a massive job that they did not finish (yet?), so there are a lot of rough areas you either have to work around, or start over without FWE. I am 24+ hours in, so starting over is not an option.
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