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kanami24

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Everything posted by kanami24

  1. not....quite sure on how to do that -- BUT, the actual hood is rigged to the "chest" bone in outfit studios :huh:
  2. I'm posting this here because I think this is more of a discussion than an actual issue. So -- for me, when it comes to vanilla attire, I like the hooded rags. I don't know why, but that's just me. Anywho, I also use AB -- with that being said, the actual "hood" to the hooded rags isn't exactly rigged to the head, so its just a object that flails around when you're moving, heck -- even when you're just standing still. With that being said, is it possible to fix this in outfit studios, under the bodyslide program? :ermm: It's a rigging issue so -- years back I would have assumed blender would be the way to go, 15 -- 20 minutes later, issue fixed. But I don't know much about fallout 4 and making clothes for fallout 4. There's also an issue with one of the brotherhood of steel outfits. I could care less about the brotherhood of steel though, but this attire doesn't actually take on the shape of the body preset -- in some parts atleast. So it looks weird af. Again, assuming all this can be fixed in outfit studios.
  3. none of them have been present in my data folder since last post. After running fo4edit, my game crashes whenever I try to use melee. Since then, I just simply emptied my inventory of melee weapons and strayed away from melee. I'm considering deleting my ini files to see if this fixes the issue.
  4. Yup, its happening on all melee weapons and only to melee -- however, when this started happening -- my weapon zoom level is increased as well on rifles and such. if it helps any with ideas for a fix. Also, I did completely delete those three mods in hopes of the new version of fallout 4 not being able to read them. (I reinstalled the girly anims mod to see maybe it would atleast fix the issue, I thought maybe it replaced the anims and upon removing the mod it just left those anims deleted.) It's starting to get aggravating because I normally use melee in third person. I'm almost entirely in third person to begin with as well.
  5. still no actual fix for this issue. But i'm not super worried about it, i can still use melee in first person. Quick recap -- in third person, melee weapons are held like rifles and cannot deal damage.... I tried a bunch of drastic things yesterday but no fix.
  6. there's only three mods I suspect atm. there's girly animations, which I stopped using when I found 2 handed melee idle. Then I found the tactical animations mod. So, normally I would use 2 handed melee idle with the tactical animations mod -- at the moment all 3 are disabled, well 2 -- I deleted the girly animations mod, wasn't quite my flavor. However, as I'm typing this -- I just noticed I didn't have the unofficial f4 patch updated, so I've updated it and about to see if this fixes the issue (luckily all I did was move my saves to a different location and start a new game to see if it was something I've encountered in a previous save.)
  7. Hey forums, it's me -- your neighborhood bug finder.... i think that's the proper title for me. Anyways, umm.... so, when I'm in third person, with a melee, I hold the melee weapon as if i'm holding a rifle. I cannot attack or deal damage in third person. However, in first person, melee works fine. The issue is, I only use first person when it's neccessary -- i.e. using sniper rifles, shooting over cover thats almost as tall as the character in first person -- in various angles, such as from above. However, using rifles and etc. in third person works just fine -- its only melee. As of right now, I am in the process of exporting settlements that I've made changes to or added to ( I had a plethora of decoration ideas to make my settlements look less empty and more "occupied".) With that being said, I don't know if deleting all saves and starting a new game OR starting a new game and keeping all previous saves will fix this. Considering that this issue is currently present on both of my characters, its pretty safe to say that it will infect a new game as well. BUT! if there is a fix for this without deleting saves, I'm all for trying it out.
  8. At current, deleted all files for creation club under fallout4>creations and then eventually under fallout4>data. Not entirely sure if this fixed this issue, but I just played FO4 for 3 hours straight without crashing. I proper exited the game, ending the session. I was actually able to update a few settlements which was using the creation club watch towers, which I kinda liked cuz of the tarp ontop, and do the normal settlement maintenance stuff. Was able to teleport and join in on fights without crashing as well.
  9. Here's two other bits of information as well. My papyrus logs -- [12/03/2019 - 04:05:41AM] Papyrus log opened (PC-64) [12/03/2019 - 04:05:41AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [12/03/2019 - 04:05:41AM] Memory page: 128 (min) 512 (max) 153600 (max total) [12/03/2019 - 04:05:41AM] Maximum stack depth: 100 [12/03/2019 - 04:05:41AM] This is a script log only and does not contain information on any other part of the game, including crashes. [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:UnlockPostersScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasRedemptionMachine", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:ccSWKFO4001_CaptainCosmosQuestScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasOnContainerChange", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasPowerArmorEnter", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasExitDoor", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:RefAliasEntryDoor", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccSBJFO4001_:SafeCombinationScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccSBJFO4001_:HotelBellScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccsbjfo4001_:bell_rung_variable", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccSBJFO4001_:LockTriggerScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:ZSEFO4001:RefAliasDoor", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4001:NeoSkyLightSwitchScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4001:HolotapeAliasCheckScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4001:SynthDeathAliasCheckScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4115_:DoorUnlockTriggerScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4115_:X02TerminalScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4115_:RadioEnclaveQuestScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4115_:RadioTopicInfoScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:LightEnableDisableScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalSetStageScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:TerminalHackScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "creationclub:tosfo4002:counterscript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:SynthUnconsciousScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:SignalStrengthScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4117:WaveEnableFunctionScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4046_:PickupCloakEffectScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4046_:GunnerTerminalScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4046_:GunnerSignalStrengthScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4046_:GunnerPipboyPerkScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccGCAFO4025:GunnerFriendlyScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccGCAFO4025:BlockActivationScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4117:BlockActivation", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4117:RadioOffonActivateScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:SynthEncounterDisableScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:ChainedDoorLoad", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:SWKFO4001:ChainLoadDoor", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "CreationClub:TOSFO4002:ccTOSFO4002_LightSwitch", missing file? [12/03/2019 - 04:05:42AM] Cannot open store for class "ccBGSFO4117:OnActivateTeleportScript", missing file? [12/03/2019 - 04:05:44AM] Cannot open store for class "ccSBJFO4002:RadstagActivateScript", missing file? [12/03/2019 - 04:05:45AM] Cannot open store for class "MinigunSpinupScript", missing file? [12/03/2019 - 04:05:45AM] Cannot open store for class "MinigunSpinupDispel", missing file? [12/03/2019 - 04:05:46AM] Cannot open store for class "CustomCategoriesUninstallerScript", missing file? [12/03/2019 - 04:05:46AM] Cannot open store for class "ASmallAdditionAPC:APCLightsOnOff", missing file? [12/03/2019 - 04:05:46AM] Cannot open store for class "f4ms_skillbook", missing file? [12/03/2019 - 04:05:46AM] Cannot open store for class "f4ms_skillcalculatorbase", missing file? [12/03/2019 - 04:05:47AM] Cannot open store for class "MotorcyclePushAwayScript", missing file? [12/03/2019 - 04:05:47AM] Cannot open store for class "OMODToggleAME", missing file? and from wyre bash -- mopy unrecognized version ccfrsfo4003-cr75L.esm Fallout4.esm VATS95percent.esm the vats95percent.esm probably required f4se, in which case it needs to be updated. However, the fallout4.esm is updated. as for the cr-75L, I'm lost. It should have been compatible with the current game seeing that it kinda came with the recent update SINCE it kinda is a creation club item. EDIT: yes, I've read multiple other threads with the same papyrus issue. Nothing concrete in them. As for the fallout4.esm issue, I've verified my game multiple times after the update and the verification is has always been successful. In all honesty, at first glance, I'm assuming the unrecognized fallout4.esm and the papyrus errors are from the same problem, which once again -- isn't being recorded in the event viewer.
  10. That's why I recommended looking at the system logs. There's always a part of the system actually causing the crash. And that's where any troubleshotting should start. I could remedy my crashes that way, since it was my GPU giving up and buying a new card was in order. If you've read the previous posts, the system logs only identified the BEDaisy issue. As of right now, no more logs are being generated. However, when I look into my papyrus logs, it seems that the creation club stuff is what's causing my game to crash. There's errors with them all across the board, in literally every item I have from the creation club. There's no way to disable those creation club mods either. I've deleted their manifests, But they are still present. In short, the BEDaisy crash is no longer present for me. I simply deleted their files entirely. And I'm afraid that this is something I'm going to have to do each time I run planetside 2 -- or in the future play another game that uses the battleye anti cheat program -- and be able to play fallout 4. or well, more like develop it. So far I've had to: -verify game files -fix 3 issues in DCOM -delete BEDaisy files (the ones that are generated in programs(x86)>common files and the ones under the planetside 2 files) -I've also completely uninstalled planetside 2 and deleted the left over files -deactivated and reactivated all mods -uninstall and reinstall the game entirely -run the game while offline (which worked but then I crashed again at croup manor). -delete the manifests for creation club content. I've done numerous things, yet here I am -- the only thing I havn't done yet, is reinstall windows. Only because that sounds like I'll be loosing a lot more than what I'll be gaining. And it sounds utterly pointless as well. I would like to note that, the errors I'm seeing in papyrus logs are the same exact errors before I deleted those manifests. I could honestly care less about the creation club stuff because most of it is just visuals, yet all of it is useless. The only thing I like from the creation club is the settlement attack thing. It adds new walls, a new false distress signal to lure raiders to your settlement, new traps, and new defense towers. Also, actually working cameras. Other than that, everything is generally useless at the moment. the military backpack is garbage, its just visuals. The husky is just a re-meshed dogmeat, but again -- visuals. Iike huskies, but I hate how dogmeat is always in my fkin way. The new cr-75L rifle looks cool, but its just a simple combat rifle that's not compatible with see through scopes at the moment and It can only be an automatic rifle, which makes little since if it has scopes for it. I don't know about anyone else but I wouldn't dare run a 4x scope on an automatic weapon. At anyrate -- you get what I mean. I'm not loosing much from getting rid of the creation club stuff. All of my settlements have hundreds -- and a few of them go into the thousands -- of items in them. But only two of my settlements actually use those walls from that settlement defense thing I spoke of earlier. Seeing that the vanilla system places enemies in your settlement if you're not actively at them when they get attacked -- having walls is purely for visuals for me. Granted, there is a settlement just east of Somerville place that's in the middle of a swamp. That settlement needs walls, cuz mirelurk mothers will spawn just outside of the settlement, walk in -- and fk everyone's shet up, and then not bat an eye -- like its casual Thursday or somethin' . I know, I've had it happen to me on two different occasions -- which is shocking to say because as often as I post on the forums, it seems like I never get to play this game. At anyrate, I guess I'll go back to …. trying to fix whatever this is -- it's not a refund, that much I know -- before I have to go. Any suggestions will be much appreciated.
  11. Another promising run. This time I backed up fallout 4, didn't uninstall it though. Uninstalled planetside 2 (mainly because its been giving me anger headaches lately despite me normally logging with over 150+ kills). Deleted the battleye folder that re-populated from planetside 2, then deleted the left over folder under steamapps>common. I did not delete the files for it under the backups folder.. going to continue testing. I'm sure it will crash again from this issue -- or was, but it hasn't yet :v
  12. yeah, every two seconds theres an issue with this game. But any other game on the other hand has never given me an issue. It's always fallout 4. With skyrim se, I never had any issues like this even before I learned how to properly mod and fix my mods -- fix my load orders and mod compatibilities. But with fallout 4, everyday I'm practically developing the game -- doing things that the actual devs should've did before even selling it. I can't even think of another game where you have to do things like this, just to be able to play it. I mean yeah there's skyrim se, but the most you're gonna do for that is download the USSEP. However there is skyrim LE, but that's not even a game. Now that I think about it, that's probably the only other game that gives as much stress as fallout 4. But yeah, I'm still getting the BEDaisy issue. My only options now is to reinstall windows entirely or fallout 4 or both. Because at the moment, doing the whitelisting thing isn't fixing it but yet it is my only issue.
  13. My current test run looks promising. There were two BEDaisy files. What I'm assuming to be the core file -- BEDaisy, and BEDaisy.ps2 -- which I'm assuming is for planetside 2 since that is the only game I have that uses the Battleye anti cheat stuff. And I know for a FACT it uses this because even on my old laptop I would find it running in the background under task manager and had to manually end it. I'll keep posting on this thread for progress reports so that others may find a solution.
  14. From what I've gathered, whitelisting a program is essentially allowing it through your windows firewall. After manually finding the app and allowing it, my game still crashes :)
  15. yeah, I came across that post earlier. Its pretty much useless to me. Still trying to figure out how to whitelist the program on my device. I've tried a few different things and doing test runs but game keeps crashing as usual.
  16. Honestly, when it comes to horses -- I imagine the horse from darksiders. Buuuuut not.... with all the doom and gloom armor pieces. Like, the dogs that follow super mutants -- they're big and super muscular and what not. That's essentially my little head cannon of a horse. probably bigger, more muscular. Two rows of razor sharp teeth. Four eyes. I don't know where I'm going with this but just a really really monster of a steed. And in all honesty, I would say these things would be located on the other side of the glowing sea, ONLY because that would sound cool. Buuut if we're talking logic, I would say far west of the game's location or far north. However, like all things right in the world -- there is a mod that allows you to make rideable radstags and another that allows you to build a rideable giddyup in the form of a storable grenade. But here's another thing -- why is there a food item called iguana bits when there's no iguanas in the game? Same with squirrels and squirrel bits.
  17. managed to find out what it is causing my fo4 to crash. It's Bedaisy. the battleye anti cheat thing. its unloading during my fo4 play sessions. I'll have to find a fix for it later.
  18. So, I have a few thoughts on fallout 4's creatures... I'm going to start off with one of the bigger topics I've seen with this -- horses. I've read that horses went extinct but, i've also read that it's been confirmed that they are not extinct just have not shown up yet. All I can say is -- by the gods, if horses have 2 heads and weird looking skin, I'm going to have questions about game design. Also, what in the world is a deathclaw? If we have gatorclaws and gulpers (which look to be frogs), would it be wrong to assume a deathclaw came from a gecko? Oorr a python? And would it be wrong to presume that bats have also mutated, thus giving us what is essentially a dragon in fallout 4? That would make a great mod actually. Some night time boss raids in fallout 4... I'm not really considering fallout 76 in this, but I did see some complaints about re-using the skyrim dagon skeleton or something? Annnnd in what world do we live in where a thousand nukes fall, spreads radiation everywhere for 200 and some odd years, mutates everything to hell and back -- but simple house cats remain unchanged..... That is literally impossible. I would've accepted a mutated saber tooth over nothing. And lastly, yes, I do believe ghouls are essentially the same thing as a zombie. There are many -- many variations of zombies. There are also different ideas on what makes a zombie, but in the end the person is dead. For me, I find the most logical "theory" is where this virus sort of reactivates a small portion of a person's brain --their basic motor abilities and the drive for food. Which, honestly doesn't make any sense -- but its the most logical one I've ever seen..... ever. Now, for ghouls -- their brains are entirely rotted by the radiation, making them feral. I repeat, by the radiation. I repeat, their brain is ENTIRELY rotted..... See where I'm getting at here. Which theory is more believable? ...................................And as much as I like dog meat, there is no way in the real world he would be a normal german shepherd.... that is all...
  19. In case of a crash, there's always a part of your system involved. So the first step should be to call up event viewer/windows logs/system to see a detailed report at the time of the crash. You can google the results of this querry to see how other people have dealt with that problem. my event viewer looks weird af though and not very user friendly lol However, after looking at the logs, I saw that there were a lot of errors coming from things from the creation club -- the new rifle as well. I took to f4edit and did a quick clean of it and a few other plugins I saw in the report. At the moment I'm doing some test runs to try to recreate the crashes I've been experiencing. Note, I redownloaded skyrim SE and had begun re modding it bit by bit. So its very possible that the initial run that one must do before modding it had changed systems settings?
  20. documents>my games>fallout 4> logs> script
  21. what I would like to know is, how do you activate a sort of event viewer to see what crashed your game as well as what was the last process attempted. I remember seeing that this could be activated in f4se? but where.
  22. What are some ways to find out what's crashing your FO4?
  23. Thank you for the comment! I had thought there might be an issue with lining the weapon up -- I remember thinking to myself, maybe it would be easier to simply make new receivers for it? My biggest gripe with the weapon is that it has powerful scopes but only fully automatic receivers. Well, of course it also has the reflex sights and the glow sight. But, idk. I wouldn't even know where to begin in pursuing this idea. As far as I know, its just a remodeled combat rifle..... but with an actually good quest.
  24. Just an idea here -- can anyone make the cr-75L a replacer for the automatic combat rifle? Or even better, have the mesh model's parts accessable to the automatic combat rifle (and optionally sniper rifle receivers/parts utilizing the cr-75L's mesh parts.). The reason why I'm posting this under requests is because the new creation club weapon is most literally a combat rifle. Sounds,animations -- the only difference is that for some reason you can't turn it into a sniper rifle? Annnnnd of course -- the scopes aren't see-through compatible. I think the easiest way to fix this is by having various mesh parts of the regular combat rifle be replaced with the cr-75L's parts.
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