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J3tAc3

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Posts posted by J3tAc3

  1. As it says on the tin. I'm working on making a patch for FWE and FOOK2 and I need to zero out some scripts and let players know which things I've disabled when they leave the Vault. Can anyone help me write a script that says something along the lines of, "This [enhancement] from FOOK2 has been disabled - please use the FWE control panel to activate this feature!"

    I would appreciate any help doing this.

  2. From the "towards game stability" section of the troubleshooting wiki, it says to install these mods:

     

    • NVTF - New Vegas Tick Fix is a lighter, more compatible version of the 64hz stutter bug fix from NVSR and is now the recommended solution to stutter problems. Fully Windows 7 & 10 compatible, including Fast Exit. No more fiddling with INIs!
    • Alternatively, the older New Vegas Stutter Remover (NVSR) (requires NVSE or xNVSE. The NVSR 5.0 beta versions are stable, but many people have problems getting a problem free INI configuration for Windows 10. The author and several users has provided configurations they find to work on the "comments" page, but "your mileage may vary". Check version requirements of other mods when choosing.)
    • New Vegas AntiCrash (NVAC) (solves most common CTDs).
    • FNV Mod Limit Fix (Requires NVSE). Works with latest Steam and GOG versions. Fixes the FNV mod limit bug, allowing a maximum of 255 plugins to be loaded. It can also cause an increase in "Frame Per Second (FPS)", remove game stutter and allow for faster loading times especially when using a large number of mods.
    • "Sheson memory patch" for NVSE. (Increases "heap size". Use either the "heap replacement" feature of NVSR or this. Both together do not appear to conflict, but seem to be "overkill" at the cost of almost 1GB of game memory.) See the 'Issue: CTD without warning, "out of memory error", or stops responding' sub-topic in wiki article Fallout NV Mod Conflict Troubleshooting for simple but detailed instructions for enabling this patch or alternatives.
    • Yukichigai Unofficial Patch (YUP) (and the various optional patches for it and other mods, There are other YUP patch files than on that page you may have to search out for other mods). Provides the most current and complete "bug fixes" for the vanilla game without requiring anything else.

    Get these mods installed and tell us what happens. Do you use a mod manager or are you simply playing the game from Steam/GOG/whatever?

     

    If archive invalidation is still a thing, you should toggle it just in case. But before that, I need to know if you're using a mod manager before I can help you further beyond copying/pasting info from the troubleshooting wiki.

  3. In addition to what Dubious said, give this mod a shot: Improved Lighting Shaders: https://www.nexusmods.com/newvegas/mods/69833 .

     

    From the description:

    "xNVSE plugin that almost completely fixes the exterior lighting bug, and allows up to 4x the number of active lights!"

     

    The author goes into detail and notes that there were limitations on the maximum number of lighting sources available per exterior cell - shadow problems such as you have posted should be resolved with the mod.

  4. Got some info from one of Dubious's posts, he said this:

     

    ":* Currently, the recommended alternative to NVSR, if you are running Win7 or Win10, is to try using the "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)" mods instead. However, until NVTF includes the option, you may want to continue to use NVSR for the "iThreadsFixedToCPUs" setting. Note though, use of NVSR along with NVTF is unsupported."

     

    Link: https://forums.nexusmods.com/index.php?/topic/9238658-ctd-every-30-mins-need-advice/

     

    I may have gotten some bad info about heap replacement, but still I use the steps I listed above and never deal with CTD's on my New Vegas install.

  5. Try these steps:

     

    1. Disable New Vegas Tick Fix and Heap replacer.

     

    2. install New Vegas Stutter Remover: https://www.nexusmods.com/newvegas/mods/34832/

     

    3. And please, for the love of [insert favorite Nuka Cola here], install FNV Mod Limit Fix: https://www.nexusmods.com/newvegas/mods/68714

     

    Take a look at this description of the mod limit fix mod:

     

    "This plugin fixes the Fallout New Vegas mod limit bug. It allows a maximum of 255 plugins to be loaded. It can also cause an increase in fps, remove game stutter and allow for faster loading times especially when using a large number of mods."

     

    This mod is practically a godsend - really helped my Fallout 3 stop being crazy and it may significantly solve many problems with your NV install.

     

    4. Install New Vegas Anti-Crash: https://www.nexusmods.com/newvegas/mods/53635/

     

    5. Install 4gb patch: https://www.nexusmods.com/newvegas/mods/62552/

     

    Come back and tell me how it goes after you've done all of these steps. As an extra step, be sure to toggle archive invalidation off and back on again.

  6. I'll take a look at the workbench and see what's going on.

    Which 20th century weapons pack are you using?

     

    I'm using this:

     

    20th_centuary_weapons_5.12_with_addons

    20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668

     

    If these are the same as yours, I'll see what's going on here and perhaps I will be able to generate a patch.

  7. You're going to have to open records in xEdit and see where the conflict is.

    To speed things along, I've created a patch for the two specifically. You said there were key NPC disappearing from existence. The problem is that the scripting for the first quest that gets you out of the vault, named Escape!, is modified by Ties That Bind and the player's sister needs to be referred to make things work. Let's take a closer look to show you what I mean (if you don't care about coding, you can skip the spoiler - it's meant to help others who might be having similar problems):

     

     

     

     

    Amata follower Escape! quest script:

     

    SetLocationSpecificLoadScreensOnly 1
    SetInCharGen 1 ; no leveling during chargen
    startQuest CG04
    ; enable NPCs
    CG04ActorMarker.enable
    CG04AmataREF.enable
    ; enable separately so can be disabled separately
    CG04TomHoldenREF.enable
    CG04MaryHoldenREF.enable
    ; set local map blockers
    CG02HiddenPlaneREF.enable
    CG03HiddenPlaneREF.enable
    CG04HiddenPlaneREF.disable
    ; change radio to scripted broadcast
    RadioVault101REF.enable
    RadioVault101REF.SetBroadcastState 0
    set CG04.RadioTimer to CG04BroadcastTimer
    ; lock door to vault exit
    Vault101ExitDoor.Lock 255
    ; lock dad's terminal
    CG04DadsTerminalREF.lock 255
    ; set up player
    DisablePlayerControls 1 1 1 1 0 0 1
    player.ResetHealth
    SetPCYoung 0 ; player should now be back to normal
    set CG04.timer to 1
    set CG04.runTimer to 1
    playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
    CG04AmataREF.moveto CG04AmataStartMarker
    player.moveto cg04playerstartmarker

     

     

     

    Ties that Bind Escape! quest script

     

    SetLocationSpecificLoadScreensOnly 1
    SetInCharGen 1 ; no leveling during chargen
    startQuest CG04
    ; enable NPCs
    CG04ActorMarker.enable
    ; enable separately so can be disabled separately
    CG04TomHoldenREF.enable
    CG04MaryHoldenREF.enable
    ; set local map blockers
    CG02HiddenPlaneREF.enable
    CG03HiddenPlaneREF.enable
    CG04HiddenPlaneREF.disable
    ; change radio to scripted broadcast
    RadioVault101REF.enable
    RadioVault101REF.SetBroadcastState 0
    set CG04.RadioTimer to CG04BroadcastTimer
    ; lock door to vault exit
    Vault101ExitDoor.Lock 255
    ; lock dad's terminal
    CG04DadsTerminalREF.lock 255
    ; set up player
    DisablePlayerControls 1 1 1 1 0 0 1
    player.ResetHealth
    SetPCYoung 0 ; player should now be back to normal
    set CG04.timer to 1
    set CG04.runTimer to 1
    playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
    CG04AmataREF.moveto CG04AmataStartMarker
    player.moveto cg04playerstartmarker
    set TTBDialogue.CG04TrapAmanda to 1
    ttbamandaref.moveto ttbCG04AmandaTrappedREF

     

     

     

     

    As you can see comparing the lines of code, the Ties That Bind adds these lines specifically at the bottom:

     

    set TTBDialogue.CG04TrapAmanda to 1
    ttbamandaref.moveto ttbCG04AmandaTrappedREF

     

    The Amata Follower adds this line specifically near the top:

     

    CG04AmataREF.enable <-- This line enables Amata to be available for processes when in the vanilla game she wouldn't be nor is she in the Ties That Bind scripting

     

    The conflict between the two is that to get the two to work together, you're going to have to make a patch and add some references to the quest. I've already made a quick fix for the two which I'll send to you via pm. Since these are follower mods, these mods should be placed at the bottom of your load order. Put my batch beneath these two mods in your load order and run the game again. Be certain to place this patch at the absolute bottom of your load order except for your merged patch - you'll probably need to rebuild your merged patch if you choose not to put the patch beneath it.

  8. This mod list is messed up.

     

    Going off a combination of the load order posted by the FWE Team and a list by BitRaiBec for Fallout 4, I've divided my mods up into distinct categories in Mod Organizer: UI/HUD, Bug Fixes, Textures, Audio/Music, Core Mods, Followers/Weather Mods. FOOK2 should be considered your core mod around which everything else will be built.

     

    Taking a quick look at your list, you should have all mods that you do not want to overwrite FOOK2 above FOOK2 and those mods which you specifically want to overwrite FOOK2 below it.

     

    Look at FWE's load order instructions (source: https://www.nexusmods.com/fallout3/mods/2761/):

     

     

    ---------------------------------------------------------------
    FWE Master Release - Recommended Load Order
    ---------------------------------------------------------------

    Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE


    Fallout3.esm
    Anchorage.esm
    ThePitt.esm
    BrokenSteel.esm
    PointLookout.esm
    Zeta.esm

    CRAFT.esm
    CALIBR.esm
    Project Beauty.esm
    <---------------------------.esms from all other mods (except follower and weather mods!)
    FO3 Wanderers Edition - Main File.esm
    Mart's Mutant Mod.esm
    <--------------------------- .esms from Follower and Weather mods
    DarNifiedUIF3.esp
    Project Beauty- Broken Steel.esp
    Project Beauty- Point Lookout.esp

    <--------------------------- .esps from other mods (except follower and weather mods!)

    FO3 Wanderers Edition - Main File.esp
    FO3 Wanderers Edition - DLC Anchorage.esp
    FO3 Wanderers Edition - DLC The Pitt.esp
    FO3 Wanderers Edition - DLC Broken Steel.esp
    FO3 Wanderers Edition - DLC Point Lookout.esp
    FO3 Wanderers Edition - DLC Mothership Zeta.esp
    FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
    FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

    FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
    FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP)

    WeaponModKits.esp
    WeaponModKits - FWE Master Release.esp (FROM FOIP)
    WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)
    WeaponModKits - OperationAnchorage.esp (FROM FOIP)
    WeaponModKits - ThePitt.esp (FROM FOIP)
    WeaponModKits - BrokenSteel.esp (FROM FOIP)
    WeaponModKits - PointLookout.esp (FROM FOIP)
    WeaponModKits - Zeta.esp (FROM FOIP)

    EVE.esp
    EVE Operation Anchorage.esp
    EVE - FWE Master Release.esp (FROM FOIP)
    EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP)
    EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
    EVE - FWE with WeaponModKits.esp (FROM FOIP)

    Mart's Mutant Mod.esp
    Mart's Mutant Mod - DLC Anchorage.esp
    Mart's Mutant Mod - DLC The Pitt.esp
    Mart's Mutant Mod - DLC Broken Steel.esp
    Mart's Mutant Mod - DLC Point Lookout.esp
    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - Project Beauty.esp (FROM PROJECT BEAUTY)
    Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
    Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

    <--------------------------- .esps from Follower and Weather mods

    <--------------------------- Your merged patch

     

     

     

     

    Before we do anything on your list, have you considered using Paradox Ignition's mergers? That team has compressed ironsights into far less esp's, so that means far less confusion and a cleaner load order.

     

    DALCO Inventory Sorter. I see that it simply adds prefixes to items. The problem with this is that it's going to remove the effects of items by replacing them with vanilla effects and simply giving items an improved name. To have the effects of FOOK2 items and get the names, you're going to have to make a patch for them. The items list is pretty long - that's why, while I'm making this patch for FOOK2-FWE I'm keeping it simply just those two overhauls and nothing else.

     

    Compressing your list into a more readable and doable format, this is how your mod list should go. When I give the titles, I refer to all ESP's associated with each mod.

     

    ESM Files

     

    CALIBR.esm

    ProjectBeauty.esm

     

     

    ESP Files

     

    Bugfixes

    Unofficial Fallout 3 Patch

    Radio Ownership

     

    UI/HUD

    IHud

    DALCO Inventory Sorter

    Pip-Pong

    DarnUI

    <--- User Interface Organizer STRONGLY recommended

     

    Audio/Music

    GNREnhanced

     

    Gameplay

    Sprint Mod

    Bullet Time

    No UI Blur

     

    Clothing/Armor/Gadgets

    Advanced Recon Tech

    ColtM4 Carbines

    Blackwolf Backpack

     

    Worldspace/Buildings

    DC Interiors

    intro Street Bus and Dupont Alignment

    Rivet City Alignment

     

    Core Mods:

    Project Beauty

    RH_Ironsights

    FOOK2 <-- Core Mod. This is your focus, build around it.

    WeaponModKits

    RH_Ironsights/WMK Patch

    Marts Mutant Mod

    Marts Mutant Mod/FOOK2 patch

    Marts Mutant Mod/DC Interiors Patch

    Project Beauty/Marts Mutant Mod Patch

     

    FOOK2 Overriding Files

    Pipboy Lighting Mods <--We place these mods here because we want them to override any FOOK2 changes to the game.

    Cromwell Has a Break

    No Player Cursor on Maps

    Enhanced Blood Textures

    Safe Regulator HQ

    Double Barrelled Shotgun Fix

     

    Followers and Weather Mods:

    Enhanced Weather

    Flora Overhaul

     

    Fellout <-- Remove this mod, it's already included in FOOK2

     

    Merged Patch

     

     

     

    This is a reasonable load order that should pretty much give you everything you want. Be aware that you will still need to run all of the esp's though xEdit and make patches for FOOK2 and Project Beauty to work together correctly at the very least and check for any other conflicts that may arise. The question you should ask of yourself is, "What do I want this mod to do specifically?" The problem with a lot of mods is that they do more than a single thing and not necessarily to your advantage, so you'll have to sort it out manually.

     

    So let's take a look at FOOK2-Project Beauty specifically. FOOK doesn't change their faces, but Project Beauty does. So, you're going to have to open up FOOK2 and project beauty files together in xEdit, search for conflicts and copy all the conflicting NPC records from FOOK2 into a new ESP, let's call it FOOK2-ProjectBeauty.

     

    Now, you'll need to copy the face codes from every single Project Beauty record to their corresponding record in your newly-created FOOK2-Project Beauty patch. Grab a beer and put yourself into low-power mode because you're going to have A LOT of work to do. Find the next conflicting NPC, copy the face code from Project Beauty into the new NPC record in your patch. Rinse and repeat until all conflicts are resolved. You'll have to do this with Cromwell as well and possibly the shotgun fix if it edits shotgun records directly.

     

    I can't stress enough, using Mod Organizer 2 has been a tremendous boost and a massive weight off my shoulders in modding. I don't know too much about Vortex, but I do know the pain I had with Nexus Mod Manager and FOMM earlier. With MO2, your install directory stays clean and you can simply install/remove mods at will without overwriting anything and Bork'ing your install altogether.

     

    I hope this serves as help not only to you but to others as well. It's taken me awhile to get to this point, might as well ease the burdens of others so they can enjoy themselves during this time of quarantine.

  9. Howdy folks - it's just as it says on the tin.

     

    I've been banging away at this for two days and I just can't figure out what's going on here - can anyone help me with this?

     

    Here is my load order:

     

     

    0 0 Fallout4.esm
    1 1 DLCRobot.esm
    2 2 DLCworkshop01.esm
    3 3 DLCCoast.esm
    4 4 DLCworkshop02.esm
    5 5 DLCworkshop03.esm
    6 6 DLCNukaWorld.esm
    7 7 Unofficial Fallout 4 Patch.esp
    8 8 ArmorKeywords.esm
    9 9 WorkshopFramework.esm
    10 a HUDFramework.esm
    11 b DEF_WIDGETS_CORE.esm
    12 c PANPC.esm
    13 d MakeFoodFasterFramework.esm
    14 e Damage Threshold.esm
    15 f SettlementKeywords.esm
    16 10 IndustrialScrapping.esp
    17 11 Homemaker.esm
    18 12 SimSettlements.esm
    19 13 VotWMaster.esm
    20 14 TrueStormsFO4.esm
    254 FE 0 Loot Detector.esl
    21 15 Darlene.esm
    254 FE 1 AmmunitionAndExplosiveManufacturing-nodlc.esl
    254 FE 2 VotWSpecialVideos.esl
    FAR.esl
    22 16 SettlementMenuManager.esp
    23 17 WorkshopPlus.esp
    24 18 OVT.esp
    25 19 Faster Terminal Displays (100x).esp
    26 1a ImmersiveScrapping_SeasonPassVisPatch.esp
    27 1b ImmersiveScrapping_TidyUp.esp
    28 1c ImmersiveScrapping_SeasonPass.esp
    29 1d Atomic World.esp
    30 1e RAW INPUT.esp
    31 1f Crimsomrider's DLC Ammo.esp
    32 20 Free_the_Beards_NW.esp
    33 21 LooksMenu.esp
    34 22 LooksMenu Customization Compendium.esp
    35 23 CBBE.esp
    36 24 Armorsmith Extended.esp
    37 25 Armorsmith Cat_woman1989.esp
    38 26 AlexSleevePatcher.esp
    254 FE 3 NoLoopingWeaponSounds.esp
    254 FE 4 NoLoopingWeaponSounds_DLC_Nuka.esp
    39 27 Superboss Swan.esp
    40 28 Deeper Thoughts - Expressive Curie.esp
    41 29 StartMeUp.esp
    42 2a No more monochrome - Color setting for the Pipboy!.esp
    43 2b VIS-G Item Sorting.esp
    44 2c WmkActiveEffects.esp
    45 2d CompanionStatus.esp
    46 2e HoloTime.esp
    47 2f SurvivalOptions.esp
    48 30 SurvivalOptions_SurvivalStatsWidget.esp
    49 31 WheelMenu.esp
    50 32 TransferSettlements.esp
    51 33 FLF-Main.esp
    52 34 FLF-Medium-Far Harbor DLCCoast.esp
    53 35 FLF-Light-Nuka World-FDI.esp
    54 36 Vault-Tec Historical Preservation Initiative.esp
    55 37 FLF-Full Dialogue Interface Compatibility Patch.esp
    56 38 PIP-Pad.esp
    57 39 PIP-Pad_LMCC.esp
    58 3a SCDC_v0.5.esp
    59 3b SCDC_Optional_-_Mute_Player_Character_Voice.esp
    60 3c E3PC.esp
    61 3d LegendaryModification.esp
    62 3e LegendaryModificationMisc.esp
    63 3f LegendaryModification - DLC Far Harbor.esp


    64 40 KillTips_by_tooun.esp
    65 41 Friffy_Holstered Weapons.esp
    66 42 Holsters & sheaths.esp
    67 43 VisibleWeapons.esp
    68 44 CigaretteInMouth.esp
    69 45 DansesWearableHolotags_v01-2.esp
    70 46 Assorted Revolutionary Capes.esp
    71 47 Balaclava.esp
    72 48 Canteens of the Commonwealth + VIS.esp
    73 49 Crimsomrider's Accessories.esp
    74 4a CitySurvivor.esp
    75 4b ApalCSA.esp
    76 4c MLA.esp
    77 4d Eli_NukaStuff.esp
    254 FE 5 TheKite_Railroad_Handmaiden.esp
    78 4e Crimsomrider's Tomb Raider.esp
    79 4f TTOutfit.esp
    80 50 Mercenary.esp
    81 51 Armorsmith L0rdOfWar.esp
    82 52 AnS Wearable Backpacks and Pouches + Addons.esp
    83 53 Armorsmith Pack It Up.esp
    84 54 WestTekTacticalOptics.esp
    85 55 WestTekTacticalOptics-AWKCR.esp
    86 56 APAL_CSA_Mod3.esp
    87 57 EnclaveX02.esp
    88 58 CROSS_Jetpack.esp
    89 59 EXALT Cybernetics.esp
    90 5a AK74M.esp
    91 5b F4NV-AMR.esp
    92 5c BullpupBozar.esp
    93 5d DP_CaravanShotgun.esp
    94 5e Wana_SA58.esp
    95 5f DOOMDesertEagle.esp
    96 60 ImmersiveDOOM50AE.esp
    97 61 F4NVServiceRifleRedux.esp
    98 62 F4NVServiceRifleRedux_AWKCR.esp
    99 63 MA37.esp
    100 64 LightsaberMod.esp
    101 65 Tactical Flashlights.esp
    102 66 Tactical Flashlights - Settings.esp
    103 67 brotherhood of steel overhaul.esp
    104 68 W.A.T.Minutemen.esp
    105 69 FO4 NPCs Travel.esp
    106 6a Immersive Fallout (DLC).esp
    107 6b Some Assembly Required.esp
    108 6c Some Assembly Required (Legendary Patch).esp
    109 6d Impervious Power Armour.esp
    110 6e Impervious Power Armour - Automatron.esp
    111 6f Better Power Armor - Extended.esp
    112 70 Better Power Armor - BLD - Patch.esp
    113 71 AWKCR - Mod Power Armor Engine Glitch Fix.esp
    114 72 Consistent Power Armor Overhaul.esp
    115 73 Brotherhood Power Armor Overhaul.esp
    116 74 BPAO - Automatron Patch.esp
    117 75 More Power Armour Mods.esp
    118 76 PAMAP.esp
    119 77 Better Locational Damage.esp
    120 78 Better Locational Damage - DLC_Far_Harbor.esp
    121 79 BLD - Leveled Lists - DLC.esp
    122 7a Better Locational Damage - VIS+Addons.esp
    123 7b Better Explosives Redux.esp
    124 7c Better Perks Enhanced Merge.esp
    125 7d CriticalHitsOutsideofVATS.esp
    126 7e FIXEDGoodfeels_no_DLC_needed.esp
    127 7f PushAwayCompanions.esp
    128 80 Give Me That Bottle.esp
    129 81 MakeFoodFaster.esp
    130 82 MakeFoodFaster - Far Harbor.esp
    131 83 Weapons of Fate.esp
    132 84 More Smarter Companions Mod.esp
    133 85 Wastelander's Cookbook.esp
    134 86 Gameplay Mods Merge.esp
    135 87 Realistic_conversations.esp
    136 88 SilentProtagonist.esp
    137 89 LootableCars.esp
    138 8a PA-Quick Animations.esp
    139 8b LMBTOverlays.esp
    140 8c The Eyes Of Beauty.esp


    141 8d LookingStranger.esp
    142 8e KSHairdos.esp
    143 8f KSHairdos_oel.esp
    144 90 Lots More Male Hairstyles.esp
    145 91 Glowing Eyes.esp
    146 92 UniqueMalePlayerAndFollowersDLC.esp
    147 93 Truly Unique Nick - VR+MSCM.esp
    148 94 Natural Curie - Subtle Tweaks (Tanned).esp
    149 95 Dogmeat A True Companion Insanity.esp
    150 96 DarleneDLC.esp
    151 97 HeatherRedux.esp
    152 98 llamaCompanionHeather.esp
    153 99 llamaCompanionHeather-VIS-G - AE Patch.esp
    154 9a PD_LowerWeapon.esp
    155 9b Better Vendor Stalls.esp
    156 9c Northland Diggers.esp
    157 9d OCDecorator.esp
    158 9e SSEX.esp
    159 9f WorkshopSupplyRemover.esp
    160 a0 Homemaker - Bunker Disabler.esp
    161 a1 Homemaker - Streetlights Use Passive Power.esp
    162 a2 BetterGenerators.esp
    163 a3 Better Harvests.esp
    164 a4 Power Conduits and Pylons - Increased Radius x3.esp
    165 a5 Waterworks.esp
    166 a6 AS_CraftableInstituteStations.esp
    167 a7 ManufacturingExtended.esp
    168 a8 ManufacturingExtendedFH.esp
    169 a9 MEAddonComboButcher.esp
    170 aa Northland Diggers New.esp
    171 ab CraftableAmmunition_Adjustable.esp
    172 ac CraftableAmmunition_FarHarbor.esp
    173 ad DD_MMX_Faction_Flags_AlwaysAvail.esp
    174 ae HappyMaker.esp
    175 af OCDecoratorDLC.esp
    176 b0 OCDispenser.esp
    177 b1 Thematic and Practical.esp
    178 b2 Thematic and Practical - DLC.esp
    179 b3 TrueStormsFO4-GlowingSeaExtraRads.esp
    180 b4 TrueStormsFO4-FarHarbor.esp
    181 b5 TrueStormsFO4-NukaWorld-FH-Compat.esp
    182 b6 Cleaner Settlements DE.esp
    183 b7 SOTS.esp
    184 b8 MarketRedone.esp
    185 b9 FortStronger.esp
    186 ba LibertaliasReign.esp
    187 bb InstituteJunkyard.esp
    188 bc USNBOSTONWRECK-WithMarker.esp
    189 bd commonwealthextended.esp
    190 be CombatZoneRestored.esp
    191 bf LimaOutpost.esp
    192 c0 WilkesEstate.esp
    193 c1 Skip DIMA memories.esp

     

     

     

    Are there any known offenders in this mod list?

    EDIT: breaks inserted for easier viewing

  10. After doing some research, I think the thing is that I've exceeded my plugin limit at 131 exactly. Others may have more generous leeway in their systems, like 135-140 or so, but for me, it's 131 at max with no screw ups. If I go so much as 1 over 131, that's when the trouble begins.

    I'm leaving this here for posterity's sake - if anyone else has this problem, this is what worked for me.

  11. Hello there. I've been having trouble with The Courier's Cache mod that keep generating this in my NVAC log:

    13233512 _ DISABLED _LOD_ERR
    13233512 e 006FCF03 C0000005 FalloutNV.exe
    13233512 _ DISABLED _LOD_ERR
    13233512 e 006FCF03 C0000005 FalloutNV.exe
    13233512 _ DISABLED _LOD_ERR
    13233529 _ 00400000 00000000 FalloutNV.exe

     

    What does this mean? Other mods generated Disabled LOD ERR entries as well, even though I did an xEdit QuickAutoClean and reopened and saved the esp's in the GECK. Is it possible to correct this mod or is it simply messed up and fixable only by the author?

  12. As it says on the tin. Could use some help here. Was able to filter my weapons by weapon type (energy weapons), but when I try to create a merged patch, it doesn't create a patch tying all of my weapons together. Can anyone help with this or point me to some tool that will merge the filtered weapons?

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