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About Ozmodia

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Ok thanks guys. I don't have F4SE. I get all my mods off the Bethesda.net in game mod option menu. I have read that since they don't offer F4SE there, none of the mods there need it. if that's not true, please pause while I get over my surprise at being misled by them again. since I can barely get out of the vault on a new play through, and that mystery workstation is still there, I was just going to delete the game, mods, and mystery files from my pc and start fresh. However, I tried that before by following the internet instructions and still had code relics left over from the old game. I don't want to fire my pc into the sun or buy a new hard drive, the more reasonable suggestions on how to completely remove fallout 4. So I guess its either research instead of playing the game I want to; or I can spend that 100 hours grinding out a Federal Vette. Sigh, can't even look forward to Elder Scrolls (7)6 anymore.
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Update: i'm pretty bullheaded about plowing forward but I took your advice and started a new game. it crashed when I got to the top of the elevator. tried it again and it crashed when I moved off the pad to those nearby boxes. Googled the AFT mod as that's one that definitely likes to be at the bottom of the load order. first link said it played well with others but the next said it conflicted with two of the three follower mods I had. so I disabled all three besides AFT and re ran LOOT (think I did it right though the totals looked the same). crashed again. then I unclicked the sync to cloud option in steam and tried again. sick of the opening sequence now for sure. This time I got into Sanctuary. did tmm 1 and tgm console commands. fast traveled to greentop nursery and walked over to breakheart banks. not only was the WS there but the area was in workshop mode like it was in my original game. you could see the green wall around the area from the road. went in and ran around and it didn't crash. fast traveled to Abernathy farms and ran down to concord. I could go down the perimeter road past the dead brahmin at first but it crashed again when I turned the corner. now im just lost.
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Thanks. Its a mystery. the only mod not on that list is the UIF faction mod. the guy who "starts" it is standing outside the vault when you exit. I was anxious to play and just yes yes yes'd him and moved on. when i went to concord they were all over the place so i read the mod description. youre not supposed to start it until after the Prydwen arrives. I disabled it from the in game menu. it sounds from the comments that anything new it adds is in a different world space tho. I ran LOOT on my files finally. I know....DUH!...but while I can program an industrial robot, this game software stuff confuses me. it changed my load order a lot and gave a bunch of warnings that I hope it fixed. I did get two blissful hours of running around Boston without so much as stutter before the ctd's started back up. Of course steam updated twice this weekend and only SimSettlements had an update for it, so who knows. That "hire gunners to defend settlements" message is going to make me rage quit though. there can be NO attacks, or you can be IN the settlement fighting, or cleaning up after successfully defending, and it just keeps popping up every few seconds until you pay the 500 caps.
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Fallout 4 on a PC: Windows 10 Pro, I7-7700 3.6 ghz, 16m ram. Nvidia GeForce GTX 1070, 8m vram ( all up to date including drivers ) Older player with a 90% travel job. Just trying to relax and play in what little time I have, at whatever hotel, in whichever state I'm in.....( I use a strong hotspot if the wifi isn't good ) So I've massaged my load order ( below ) to the point where I can usually get a few hours in between CTD's. I don't get the fail to load, crash on start, or crash on fast travel bugs. What I do get is random crashes while walking around, though basically never in interior spaces. May get 3 in 5 minutes trying to go down a path, but the next time it's ok. The only 100% repeatable crash is the perimeter of Concord. Walk in and do whatever, fine. Try to walk around and it's hello desktop. What's annoying is how the game fights me. Settlers walk away from assignments and food drops to zero. Beds often wont assign or stay assigned. Sim Settlements will show 10 settlers and 10 beds in green, but some of the resident plots stay just an outline; even after refresh. Greygarden, unchanged except for adding turrets, will show 12 settlers with 20 happiness. Go there and its just the 6 bots doing their thing. Using uncapped settlements, like before, and with 100+ water and 10 settlers there's only 40ish purified water in the workstation. Stay away for 3 days and there might be 45 or 10. The stats the pip boy shows for settlements don't reflect what's actually happening on-site. I have a workstation at Breakheart Banks, though not the mod that adds it. Settlers stand on the road and usually wont go in. Cant blame them since the mutants respawn. Often I cant get anywhere near the area without crashing. Fireworks, showing zero weight, have weight. Weightless junk, another always use, isn't making all junk weightless. I had darker nights for a while, now that's stopped. Loot Detector was ok at first. Then insects stopped showing, then dogs, now its just random. I can't trade with Dogbert, though I can with the others. He also goes cloaked when I sneak. Nick refuses to hack, but Cait will pick locks. Basically, its too squirrely to play. Have all the dlc's except textures pack mods and load order: Armor and Weapons Keywords UFO4P Sim Settlements WSFW Companion Infinite Ammo Armorsmith Extended Advanced Settlement Turrets Complete set Beantown Interiors Project Beantown Interiors optimization patch Salvage Beacons Manufacturing Extended Uncapped Settlement Surplus Improved Map with Visible Roads Everyones Best Friend Weightless Junk Settlement Management software The Hills are Alive with the Sounds of Raiders Craftable Gorrila Freaks Simple Fusion Core Buff Freaks Simple Power Armor Durability Build in the full interior of mechanists lair Ballistic weaver + awkcr + dlc Wasteland npc overhaul Keep buddy safe Piping hot piper 2.0 decoupled Ammo and Explosives manufacturing Ammo recycler Conveyor belt barriers Powered concrete Enhanced gameplay Clean and smooth - Boston airport Clean and smooth - Finch farm Savant Loot detector Ammo and explosives manufacture - far harbor & nuka world Sim settlements: Industrial revolutions Sim settlements: Ruined homes Sim settlements: Wasteland ventures add on pack AFT F04 edition
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I finally got a real settlement attack. The same message about gunners came up, again with no result other than taking my caps. Even while i was fighting the raid and cleaning up after, the message kept overlaying my screen. Due to constant CTD's that were similar to the bug list for the UIF, I disabled that mod. After ten hours of play, I have not had that message come up again. For what its worth, I also couldn't trade with Dogbert, fast travel to Greentop Nursery, or walk anywhere near Breakheart Banks without a CTD. All those seemed "fixed" after removing UIF.
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So I'm playing a lightly modded game with all Bethesda.net in game menu mods. I get a message that one of my settlements is under attack ( no name ) with two options. I can either handle it or hire gunners for 500 caps. If you pick handle it, a msg says "Youre on your way!" but nothing happens. If you pick the gunner option it takes your money but does nothing else. Either way, the attack message comes up every few seconds until you fast travel anywhere. The first time I saw this i only had two settlements. Neither were under attack and neither had bodies or damage to show one happened. There is also no settlement attack quest under the msc tab. Googling returns one post from last year with the exact text but no resolution.
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The loot detector mod off the Bethesda.net in game menu? It doesn't activate until you have the scrapper perk, unless you force it on.
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A couple weeks ago I thought I posted a request for one of you smart people to make me a list for a stable modded F4. Acknowledging the hard work learning mods takes, time that I don't have to give, I was offering RWM. Now, not only do I not have replies but even search by author doesn't pull up my topic. Is that the kind of post that would get deleted by a moderator?
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Can a running mod be deactivated dynamically for a specific area? Simple example; having your wife move around the house doing the high heeled walk but switching to normal while patroling outside. That seems beyond the AI packages and forms.
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Hello all. First time modder, long time player. Been a Bethesda junkie since Morrowind. Currently playing the Legendary set, from disks, on the 360 at Ver. 1.9.31.0.8. Straight install, no mods. Have it for the gaming PC back home but my travel laptop wont handle it. First off, I've checked out the mods and CK and have to say you guys are WAY smarter than I --- and I'm a systems level robotics programmer. Some very impressive work out there, bravo! So, down to it: I am very disappointed with the level of game instability overall. If I can get through a session without crashes and infinite cell loads, I light a candle to the Divines. Theres zero immersion when you have to stop and save every 5 minutes. Got me looking into mods to help but its hard to keep to current threads and sift through the volume. (suggestions?) Hearthfire was a tease. Didn't even live up to the House compounds you could build in Morrowind. Workers, guards for the workers, women for the guards, walls and shops once finished...with time, investment and questing to complete. That was a player home process. I excitedly followed the threads for Dovahheim for an hour before noticing they were a year old. Searching for current info leads to roadblocks and dead pages. What happened? A lot of threads from back when Skyrim was fresh don't seem to have panned out. My number one issue with the houses is you cant decorate with the crappy grab and move system. I read their BS explanation of the physics but a teardrop shaped bottle should not roll neck down! Thought someone was going to put it back to the way it used to work? At least make a potions display that works like a bookshelf. Click and give, and it pops up on the shelf standing the way it should. Lots of talk about player shops. I know I'm not the only loot wh*%# who has bulging chests at every house. Once the speech skill max's out and theres nothing left to spend money on a lot of my interest dies out. I'd rather own a shop and use my excess for its inventory than store it. The guys talking a Helgen rebuild mod originally touched on it but the best released one I've reviewed didn't develop that aspect. The little stands like (Adura's) are on track, but not fleshed out enough. Start with a general store. Keep it full for a period or reach a sales set point and it spawns another type. Probably an armory as weapons/armor make up the bulk of loot. Then fill the first shop with potions/ingredients and it spawns an alchemy shop. Ditto with soul gems/enchanted items/spell books and a magic shop. Luxury items and a Radiant Raiment type store, etc. Make it a purchased item or quest for a shopkeeper to run it. I see bits and pieces, ideas bandied about, but no complete works. Finally, player homes. Or to be honest, player towns. So many threads about building your own up from a hovel to a city. The natural, over time process of building and expanding as the need for more people grows. Places for them and their families to live. Guards to defend from random attacks with places for them to unwind, drink, and brawl. Inns for visitors and temporary housing and (player) shops to serve them all. The best home (got to be a medieval fortress) I've seen so far is Sjel Blad Castle. Not just for the incredible attention to detail but its the only one with a life of its own. Working npc's populating the place is a must. Though the mind shudders at the thought of Ragnar the Red echoing around the great hall. Speaking of that. Aren't there mods for better bards? There were more than three ye olde instruments of yore and don't get me started on the songs. Every time I see bandits inside one of the three homes I hope they are in there doing things to the bard; ala Adoring Fan style. BTW, has any one else heard the soap opera dialogue of the bandits arguing about a kids paternity? Sorry for the long winded post. Blame it on eagerness mixed with frustration. Any suggestions on how to patch up and enrich the game would be greatly appreciated. PS: This should go in the suggestions forum, but for continuity sake.... In those massive player homes with the various teleportation means to get around. I'd like to see a raised dais with a balcony around it that has shimmering portals. On the dais are those flowing symbols books facing their corresponding portal. From the ceiling above you is that mass of dangling tentacles from one of the scarier Apacrypha levels. When you touch a book, one of those arms snakes down, coils around you, lifts and flings you toward the portal. But that's just me :devil: