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worm82075

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Everything posted by worm82075

  1. Nobody likes change but this update was necessary to bring FO4 in line with Skyrim and is long overdue IMO. My displeasure with this update rests solely with Steam and not Bethesda. This update wouldn't be an issue for anyone if not for Steam's update policy.
  2. Problem is this is not an FPS just because it has FPS mechanics. I know that BGS made it a lot less notciable than Fallout 3 but the combat mechanics are still influenced by a number of variables including but not limited to Luck and player level.
  3. Surely yesterday's game update is merely a coincidence and this mysteriously appearing bug is most certainly unrelated.
  4. That is because it is detecting F4SE loader and automatically using it to start the game. Vortex doesn't need to run with the game so you don't have to start the game using it. After all your files are set up simply close Vortex and start the game directly with Fallout4.exe.
  5. They are not suggesting you use xEdit, they are just looking at the data entries with xEdit. Use the CK to assign a model of your choice to the male version of the armor object.
  6. I like Vortex for the following reasons: File tracking and linking. Being able to open a mod page from my mod list and check for updates without opening the page. If i make changes to a file not only are those changes detected but i can incorporate those changes permanently without sacrificing the file tracking on the original. The Enabled/Disabled/Uninstalled/Never Installed category tagging makes building and testing a mod set very easy to keep track of. Multiple install profiles including save game swapping for each one make playing one install and modding another as simple as can be. If you add all of your working files(ones you are consistently editing) to the load order via zip.file, Vortex will track changes and ask you if you want to incorporate them effectively giving you an automatic restoration of backup by simply saying no. All other working files added via zip can be toggled on and off Purge Mods command will clear the data folder of everything Vortex added allowing me to find untracked loose files with ease. I don't allow Vortex to manage my load order though because as was stated it doesn't have enough info. Wrye Bash does it way better and I would be using it for the bashed patch anyway so i use it instead.
  7. It's not really necessary because we have back end ability now to flag mod pages. The list will be constantly updated automatically and to read the list one need only search files using the appropriate tag.
  8. Oh the horror, CKPE didn't stop Steam from updating the Creation Kit when i started it with the loader. Now I'm afraid it will do the same thing to the game when I start it with the F4SE loader. Edit: Not EXACTLY the same but with basically the same result. They reset my video preferences so i am forced to open the game with the vanilla loader to get it out of windowed mode. Mother ****** of god. I guess I'm going back to Tamriel until things get sorted.
  9. Sounds to ME like you have been playing for an extended period of time on your save with MANY broken pre-combines in your game OR you have been removing mods and not scrapping your saves. This is a guaranteed save killer and it's only a matter of when. It doesn't always happen suddenly like when a missing reference is called so you assume it's all good but the game will just slowly become more unstable until it won't load anymore.
  10. Glad you got that sorted but i gotta ask, how did you get this far in to modding a Beth game without running into the immovable object that is UAC? Couldn't help but notice your file path originates in the Program files folder(x86) of what i assume is a dual operating system install as the root drive is D:. I get installing Steam on a separate drive especially if you have a smaller SSD as the root but if it's not a dual OS install then why recreate Windows file structure on a secondary drive? Personally I side stepped UAC a long time ago by simply installing Steam to my Root directory C:/Steam
  11. I am not a lore purist (as Fallout 3 was my introduction to the series) so I was not very concerned with how accurate the TV show was going to be. I am however a bit fanatical about good writing in my entertainment. I can't count how many times I have been all in on a premise for a show or movie and utterly disappointed by the execution. Still I find myself unable to resist being excited about these productions. Case in point: When I had heard they were making the Dark Tower series into a film I was super excited and ultimately heart broken with the result. Thankfully this show didn't disappoint and in fact far exceeded my expectations. Speaking of the Dark Tower and how it should have been a series and not a movie, tell me Walten Goggins would not be the perfect Roland Deschain. It's never going to happen but I can't help fantasizing about it. Anyway, yes the show is now my current fav, taking the title away from another Amazon joint, The Boys. Looking forward to 5 or 6 more seasons before fallout 5 drops and in the meantime I will be unable to refrain from imagining what an Elder Scrolls series might look like.
  12. If you are brand new to the game I strongly recommend playing all the way through the vanilla game before you mod it. This is not just to extend the length of time you will get out of the game but you NEED to know what is vanilla and what is newly added or altered by a mod in order to successfully manage a large mod list. Also, don't get attached to your saves because building and managing a mod list is an ever evolving process and you will save yourself a lot of heartache if you simply commit to starting a new game after adding a bunch or removing even ONE mod from your list. Once you have some experience building and managing you will understand why you don't want to use collections. If you insist on forgoing the vanilla play through you can find a very detailed list of links for MY base install to get started with here.
  13. Hmmm, lets approach this from another angle. I don't really want to prevent storage but the build conditions do not apply to placement of an object that is already built. When limiting a single object to one per settlement the build condition need not check storage for an instance of itself because we would have to place the existing one in order to build another. However if you have 4 different objects that you only want to allow one of simply building one and storing it will allow you to build one of the others and then place both of them. Is it even possible to query the current workshop inventory for specific items? I think the only way I am going to be able to limit the workshop to only 1 of 4 different objects is by tracking all of the object placements with a quest script. Unfortunately for me, even after 18 years in this community I'm still not ready to learn how to write entire scripts from scratch. Especially for FO4 as i just moved over from Skyrim 8 months ago and opened the render window for the first time yesterday. Thanks anyway.
  14. Pretty sure it's tied to player level AND game difficulty and yes that would be hardcoded. Not the multiplier values but the formula for obtaining the derived result. F4SE may have a function that alters it but i wouldn't bank on it.
  15. Yeah, those LOD settings in the ini haven't done anything since Fallout 3. Skyrim introduced a more dynamic system that can be created and or altered at runtime so those ini settings are overridden or ignored now. This may be something that has been addressed by the unofficial patch a long time ago and those of us that have always used it in our base install never see this vanilla behavior.
  16. The reason i ask is because broken presvibines don't cause pop in like that, they cause flicker. The pop in is indicative of incomplete LOD data. If an object has no LOD meshes(smaller objects usually don't) and is not flagged for 'never fades' it disappears when the first LOD level is loaded(which happens to be around the distance observed in your GIF. As for your framerate, that is harder to nail down as FPS in Diamond City is crap in the vanilla game anyway.
  17. Dude..."suspended indefinitely" is just a sensationalist journalism headline. The next gen update is mostly for consoles and barely changes the PC version. The vast majority of mods will likely be unaffected and since this update is essentially an increased version number, I'd be surprised if it takes longer than 24hrs to update F4SE Personally i'd love to see Bethesda take the mod(throwing the team a few mil of course), baking the Script extender functionality into the engine and releasing it as a standalone total conversion like New Vegas for all platforms. I'd also like them to do the same for Skywind and Skyblivion but alas it will probably never happen. I would happily pay 70$ for each of them. Just saying Bethesda.
  18. In your example I only see one object popping in and out. Are there others?
  19. I don''t think i can express what it has been like coming back to Fallout 4 after so long in Skyrim with 2 sec load times on a 140GB install and having to endure 20-30 sec load times and i don't even have the HD textures installed. Going to test this immediately. Edit: Unfortunately I don't have the horsepower to make the most of this mod BUT it isn't just a simple fix, it's an entire suite of tweaks that have different results based on your system. A couple of the tweaks were viable for my aging dinosaur and my load times were cut in half so thank you.
  20. I think I can offer a slightly different perspective than Karna. I like the vanilla art style and avoid altering it and my base game play loop centers around the Minutemen and settlement building. I also value game stability and the addition of practical mechanics over visual or story enhancement. With that in mind I have two seperate lists. I use Vortex to Install and WryeBash to sort my load order and build a bashed patch(combines data from multiple plugins to avoid overwrites). Base Game: I never play without these Fallout 4 Script Extender(F4SE) & Address Library for F4SE Plugins Adds many functions to the EXE at runtime that are accessed through papyrus script and plugins. Better Console F4SE plugin When selecting an object in the console it will show the esm/esp data file origin of the reference, last data file to edit the reference and last data file to edit the base object. Mod Configuration Menu F4SE plugin Start menu category for mod settings. RobCo Patcher F4SE plugin Configuration file based runtime compatibility tool to eliminate the need for multiple data file patches. M8r98a4f2's Complex Item Sorter F4SE plugin The only sorter you will need because it works with ALL established standards. Base Object Swapper F4SE plugin Switches one ground clutter object for another at runtime. Canary Save File Monitor F4SE plugin Notification of potential save file corruption. Faster Workshop F4SE plugin Optimizes workshop loading times by replacing some of the most expensive and inefficient regions of workshop loading code with far more efficient versions. Place Everywhere F4SE plugin Allows building and placing objects in workshop mode everywhere you want. You can precise rotate, move and scale objects. You can make movable objects like armor, weapons, junk, e.t.c static. Baka Framework F4SE plugin Exposes some neat things and some fixes that other mods can take advantage of. Unofficial Fallout 4 Patch Community Bug Fixes. Workshop Framework Stabilizes the workshop scripts and gives admin control over the workshops. Settlement Menu Manager Provides an easy way to add custom menus and makes said menus automatically disappear on uninstall. Amazing Follower Tweaks & Amazing Follower Tweaks Plus Stabilizes follower AI and provides a myriad of functions to manage companions. Precision Enhanced Workshop Highlight Highlight to edge of object instead of adding border. Crafting Highlight Fix Objects in crafting menus are full color to help differentiate between similar items. Baka Fullscreen Pip-boy and Quickboy Can quickly toggle between full screen and pip-boy model. SKK Dynamic Timescale Timescale changes when crafting and back again after exit. Both Configurable from 1:1 to 1:20 Slower Leveling Necessary with a large number of mods adding XP events and excessive building early game. Automatically Lowered Weapons Water Enhancement Textures Enhanced Blood Textures Settlement Building: Better Settlers Adds more than 240 new settlers to the vanilla settler selections. Optionally mortal as well. Settlers of the Commonwealth Adds 31 recruit-able, unique, fully voiced settlers to the Commonwealth. Visible Idle Markers Build around vanilla idles rather than over. Workshop Vanilla Idles Build your own vanilla idles. Move Workshop Markers Allows you to move the Center, Spawn(friendly) and Caravan markers as well as any enemy spawns inside the workshop area. Have a Safe Fast Travel When the workshop place-able fast travel mat doesn't work, use this. Allows you to move fast travel marker. Snappy House Kit Contains about a dozen modular building sets from the CK made snap-able and many include pre-fabs. Pieces from a couple of the sets snap to the already placed pieces in Taffington Boathouse and Croup Manor allowing you to quickly repair the structures rather than rebuilding them. Individual sets can be culled through configuration to lessen menu clutter. Homemaker Contains a wide variety of unique objects as well as the complete set of cabins and house pre-fabs from Sunshine Tidings and Covenant. cVc Dead Wasteland THE largest object collection that expands just about everything workshop related. Includes smaller scale water and power solutions for early game. Warehouse Extension Set & Clean with Greenhouses and Sprinklers Adds many unique pieces as well as interior supports and full sprinkler system used in Greygarden. Not Just Basements Clones many vanilla interiors(including most clutter) and turns them into workshop connected spaces you can add to your settlement. Universal Disassembler Settlement machine AND portable aid object that breaks down junk AND weapons and armor into components. Snap Beds Double beds and bunk beds NPCs will actually use. Huge variety. Vertical Wall Mounted Conduit With thin and thick wall pass through and modular design. Graf's Security Fences Superior snap, variety and function to any other chain link fencing.
  21. The limit is set in triangles, that is why the object number varies.
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