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Everything posted by RolloWolff7
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Old forum I was looking for the mannequin mod that does this, before I just make a mannequin place all objects in it I want, then type duplicateallitems (NPC Ref ID) while pressing the mannequin in the console then I walk to the NPC and ask to trade and it is wearing everything the mannequin had on. Though someone made a mod using a mannequin to auto quip all settlers.
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No workbench at Kingsport Lighthouse
RolloWolff7 replied to AlabamaRebel's topic in Fallout 4's Discussion
Well that worked, mine says the last that edited this workshop was Player Comments mod. -
Sim Settlements 2 causes crash on load saved game
RolloWolff7 replied to TaxiVader's topic in Fallout 4's Discussion
I see a plot updated in SS2 just now for me, and now when I go to Tempines Bluff it crashes when I fast travel or load a current save at the location it is in. I know it is a plot that upgraded because it didn't crash before with that plot upgraded.- 7 replies
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- sim settlements 2
- sim settlements
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I am late but it could be a mod that adds items to the workbenches, see I installed a new mod that adds items to the workbenches now I have this bug.
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fixing false save corruption bug and dialog errors
RolloWolff7 replied to Fractalbase's topic in Skyrim's Skyrim SE
Does anyone know some flag ESPs as ESMs right? They show up as ESPs but they are master files. They use Xdit I believe just as now they are able to flag ESPs as ESLs or light masters. You could probably see the flags in SKSEEdit, though I had the same problem but for me Vortex kept deleting mods or they were being corrupted by Vortex some how. I wonder if it helps to delete all lose fires, perhaps partial uninstalled files are left behind messing everything up. I am uncertain I wish people would just make ESMs when they make large mods also instead ESPS, I mean they could probably jam a lot into a ESM. -
I just ran into the same problem, I had wondered something I notice some mod authors use 3rd party software to make esp plugins flagged as esl plugins. See the Creation Kit is an official tool and when yo make an es it has .esl not .esp. I had wondered if these flagged esp plugins to light masters are not being read as normal plugins by the game. Well I am not sure but similar problem.
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How can you tell when you hit the .ESL limit?
RolloWolff7 replied to Dubbyk's topic in Fallout 4's Discussion
No one is completely wrong, they are right about somethings but not about everything. See humans are too limited and can't know everything, so humans speculate because they seek to find a answer on some things. Though their speculation is not 100% correct, for it all comes from the imagination of men. Though I was not wrong that reducing the ESL plugins did allow the game to play that is not speculation that is an observed actuality. Though their is speculation that gets mixed in but reducing the ESL files allowed the game to function. So perhaps I don't understand it's functionality but it was a solution, but with Skyrim SE this doesn't happen at all with me. On Skyrim SE I have had a lot ESL files and no crashes observed, but with Fallout 4 lower the number of ESL plugins did stop the crashing of the game. So this it not a speculation but an actuality that it occurred by doing this, but why I am not certain. Then I thought it was just the script error but the problem persisted and still does. So I am just trying to find a solution and sometimes I get the wrong hunch about the problem. -
I see a problem with the reconstructed picture below of the road, see the NV version looks like some cliffs and prairies with small hills near a highway. The Fallout 4 NV looks like a road in between cliffs. So think prewar when that road was used, it would not be that close or the cliffs would have been blasted away to have clearance for the road. See the road looks crammed in between smaller cliffs. I have been to Nevada and Arizona and now live in New Mexico and lived out in the country and went camping in the desert before. See there are hills some small and big you can run up, and some that look like mountains but smaller so they are not but you can run up.
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How can you tell when you hit the .ESL limit?
RolloWolff7 replied to Dubbyk's topic in Fallout 4's Discussion
ESL files are structurally no different than normal plugins. Literally the only difference between an ESL mod and a non-ESL version of that mod is a single flag in the file header. My name is Robert and Rollo is HrolfR in Old Norse and named after Gangu-HrolfR, but they changed his name to Robert also. So I see HrolfR means famouus or renown wolf, while Robert means Bright Renown or Bright fame. See people get the wrong Idea when you become Christian you have to change your name, because Shaul, see Saul but Shawl maybe a variant (Hebrew name) was also called Paulos (Greek Name) See Paul was from the Diaspora, Damacus which is in Aram or Syria. See then Shimon or Peter see he is both called Shimon and Kefa (These are both in Semitic languages Hebrew and Aramaic seeing they are both similar.) Though I have to stop being bad. See I used to use Robwoll so basically HrothbjartUlfR Shining renown wolf I didn't realize the connection with HrolfR before when I used Robwolf as compound name not a first name and surname. You are correct it was I reached some script limit. -
How can you tell when you hit the .ESL limit?
RolloWolff7 replied to Dubbyk's topic in Fallout 4's Discussion
I found out by watching Kingath's video that what I thought to be a ESL limit it is a script limit, because the creation club content comes with scripts. So if you have mods and with them in combination uses too many scripts the game will crash on startup. So it was because most all the 153 CC addons alot add scripts, plus with mods using many scripts causes instance CTD in the start menu. Then I didn't know in Falrim tools by looking at the saves you were not to exceed digits in the active script area, i had 20 active scripts sometimes. -
How can you tell when you hit the .ESL limit?
RolloWolff7 replied to Dubbyk's topic in Fallout 4's Discussion
I am still right, because people's testing don't always consider all factors. See I had 152 or 153 ESL files I got the Saint Patrick bundle on CC it added 4 or 5 ESL files. Then I had 157 ESL files I go to start the game on the Creation Club announcements it CTD. Then I disabled 7 mods that are ESL files and the game doesn't crash on Creation Club announcement. So I am reaching a wierd ESL limit where it causes it to CTD on the CC anouncement, see I should be able to have alot more ESL files. I am thinking it is the Creation Club conflicting with modder ESL files, then ESL files are more compressed than a ESP files. See because it oddly CTD when CC loads up, so for me there is a limit of ESL files and at 157 ESl files it CTD on the CC advertisiments. Maybe I can run Fallout 4edit to see if the ESL files are conflicting. It is a limit for me I also was having the same CTDs until I used ESP versions of the mods instead of ESL versions. -
Need help with papyrus log just before ctd
RolloWolff7 replied to bajs11's topic in Fallout 4's Discussion
Well actually there was a mod I had installed and I looked at when the game crashed, and actually everytime I went near a certian corpse a crash occured. The Log did lead me to the mod not because the scripts showed the crash but that the scripts were running when it crashed so the mod was causing it. I disabled the corspe in game and no more crash, then I disabled the whole mod and the crashes ceased, it was a loot item causing the crash. So it is like doing detective work, the logs themselves never showed the crash, but it was not just the logs they were only one clue to what mod it was. Now another one is with a raider it exploded but it's body was meshed with the gore parts and that caused a crash also, because the game freezed when going near the corpse and a CTD. -
Need help with papyrus log just before ctd
RolloWolff7 replied to bajs11's topic in Fallout 4's Discussion
I wish there was a crash logger it is annoying not knowing what crashed the game. I got the same log and ctd after that, though video cards sometimes crash espeically the AMD wattman a lot. Though it seems like script errors can cause crashes as well, so with the logs you can see those things at least.