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redeyekado666

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Everything posted by redeyekado666

  1. Thread's a bit old, but quite relevant to my current situation. Thread started in December and by now (End of June) no solutions to the problem have made themselves known. Here's what's known or assumed so far: The issue also exists in Skyrim. With Skyrim, the issue is theorized to be caused bu NMM or ModOrganizer misreporting the amount of plugins, causing a total re-initialization upon loading into a save. In NMM's case, a natural limitation puts a soft cap on how many mods you can have in total, averaging between 240 and 260 mods before problems arise. (Based on user report variations) Skyrim's solution is to delete plugins until functional again, but was unsuccessful in my testing with Fallout 4 even after confirming NMM was no longer overloaded. The issue is persistent through multiple save files. Further, the original file that is initially affected may show no symptoms. (Like my own) However, upon creating a new save file based on this symptomless one, all further iterations will reinitialize all plugins. Be warned: If you load a seemingly unaffected save file, make an immediate and identifiable hard save and qqq out. Reload and see if problems persist on the new save. (Just attempted on affected game, successfully loaded in with mods intact) This is likely not a conflict between mods, as even "vanilla" files like Far Harbor and Nuka World are affected just as much as user-made content. Creation club content is affected too. Thus far, no practical solutions have presented themselves in my research. The only useful solution is already mentioned earlier in the thread. Reload a save that is unaffected and continue from there. From those who have tried, it seems to me that there is a minor risk of recurrence later on down the line. This implies that the core issue has yet to be addressed by anyone. Frustrating, no? All that said, my technical knowledge of file interactions and mod creation in general is speculative and empirical at best, therefore my information could potentially be inaccurate. But it all seems to hold up in practice. If, as was speculated by the Skyrim community, it is a conflict between the mod organizer program and the game, we may be able to explore solutions. Being that people seem to think NMM was mis-reporting the mod files to the game, if one can figure out how to circumvent that action by NMM then we're in business. (Theoretically) But their solutions did NOT work for Fallout 4, so it may still be a separate issue entirely. Would love to hear anyone's thoughts on this. Edit: May not be relevant, but who knows? It occurs to me that I did two things before experiencing this glitch for the first time. Anyone else do this before encountering the issue? I batch built pretty much all available files in Bodyslide to accommodate a mod. That mod was a part of a lover's lab framework (Because why not?) of which I installed 4 mods in the same instance. From there, it was playable from my initial save. But every save spawning from that one encountered the glitch. I more suspect my amateur usage of bodyslide might be a contributor, but that requires corroboration from the community.
  2. Whoa. That's AWESOME. Btw, is this another user? Or is it still thelaurent on a different account?
  3. Eh, when it comes to material swaps, there is always a lot of long boring work. But, a really rewarding result. Yes it will be possible to remove the rust, but just like with the weapons, the colors on robots are defined by really f***ing annoying pallete maps, so basically its going to be a few days of trial and error and hopefully i can get you guys a couple of nice robot skins soon. Congrats on being amazing. Seriously, way to come through for us on that one. Take your time by all means and let us know if something makes progressing difficult or unattainable. I know this process is time-consuming and tedious, but as you said the end result is really rewarding. I'm sure there are many, MANY on the nexus that want this, even if it never occurred to them that they did. As I said, this has ALWAYS bothered me since Automatron came out, and there's absolutely no reason a canonically brand-new paint job on a brand-new robot shouldn't look pre-war as hell. Come to think about it, same with power armor paint. But that's a whole new can of worms...
  4. Not exactly true. Im not sure about the robots in vanilla, this may be the case, but for the dlc there are about 80 texture files for the build-a-bot- robots. and all the material swaps are doing is remap the color. So to make custom textures could take a bit, i wont do too many, but im thinking faction themes, the trick will be getting the textures to be seamless accross all the different types of robots. maybe a paintjob to represent each shop type, and maybe a few racing stripe type ones? idk let me know. Some of the files just to name a few, but yeah, there are four robots you can build but tons of different armor upgrades, arm types, melee weapons, gun attachements, etc P.S looking into the rust question. Yeah, that's kinda what I was afraid of. I knew the single texture thing was too good to be true. You've got some good ideas, but more to the original point, how hard do you think it would be to make rust-less versions of the existing in-game paint jobs for custom Automatrons? I figure each armor piece would have to be individually colored. (Or recolored, as it were) I simply don't know if that entails painfully repainting each texture, or filling a texture with color and calling it a day. A modder I am not.
  5. So we've established at this point that the texture files are far fewer than expected, and therefore far easier to edit. I have seen a mod on the nexus recently that sharpens up and brightens up the colors a bit, but did nothing for the rust which is my main concern. Can anyone confirm whether the rust patterns are their own separate texture, or are they a part of the main color texture? I'd check myself, but I have literally no idea how.
  6. That's amazing actually. The same textures for ALL of those pieces? The pieces themselves seemed too detailed to be anything but individual textures, but I can see how that texture method would work. That makes this mod's possibilities expand quite a bit.
  7. Okay, so I know that given the many resources available in the automatron mod, this request could be pretty time-consuming. However, Doesn't it bother you that you, the player, build a robot from scratch and then paint your masterpiece only to find that your canonically brand-new paint job is instantaneously rusted and weathered? (Kudos, player character. You may run the Institute, or be the Sentinel of the Brotherhood, but you're still so incompetent that rust literally comes out of your paintbrush.) So, I think for the sake of many people's sanity and immersion, either replacers or more paint options are in order. Again, from my perspective (Which includes no mod-making experience) this seems like a large task given the variety of parts in the dlc. I've already mentioned work size. Are there any other limitations that would keep this mod from becoming a reality? Anything about this potential project that's particularly unappealing? Thanks in advance for your interest. This has been driving me crazy, so I can't wait to see whether a solution could reasonably be made.
  8. Well, this forum was suuuuuper helpful. Had to use a face-change mod that I'm not at all satisfied with. For anyone else with this problem, there's a console command that can help. Select the character you want to modify and type slm (id). It'll bring up the face change menu. Make sure you do this while close enough to edit their face, as you'll be locked into whatever camera angle you were in when you typed the command. From here, you can pain-stakingly reshape the face, or otherwise use a preset to restore the face. Given the track record here, I don't expect a response, but anyone know where I can get a Cait preset?
  9. So I started a new character in order to play the BOS side of things, and got Cait as a follower. Everything's fine and dandy, until right around the time I save Danse and the crew from the ferals. I accept Danse's quest and begin to proceed on, but I noticed all of a sudden that Cait's face is just...wrong. I don't have any mods altering her appearance, yet I know I'm not looking at the standard Irish badass junkie we all know and love. It's like her face has been replaced by some generic preset the game made up on the fly. So I'm interested in possible causes and all, but I'm far more interested in ways to restore her original appearance. Even when loading into old saves her appearance is still off, leading me to believe her resources are corrupted or altered somehow. I'm a little at a loss. Thoughts?
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