-
Posts
33 -
Joined
-
Last visited
Everything posted by Degasai
-
Announcing our newest staff member, Jim, aka Terrorfox1234
Degasai replied to Dark0ne's topic in Site Updates
Welcome, Jim...and thank you for volunteering. -
EDIT: Original post removed. Pardon my lack of patience while you worked out the kinks. Ads re-enabled.
-
I checked both wiki's. Must have missed that one. Thanks :)
-
After searching extensively, I found posts where many players experienced this bug...in 2012 and 2013. Nothing recent, at least that I found. I've had the "Speak to the Leader of the Companions" quest since I was, maybe level 5 or so. I'm a year into the game (with a 5 month hiatus to play FO4), and am now level 70. Time to start at the bottom and clear out some miscellaneous quests, right? I head into Jorvaskarr and downstairs to talk to Koldak. All the Companions are hostile and attack me on sight. Reading the huge amount of posts about this same problem when the game first released, I'll get some things out of the way: I entered Jorvaskarr alone, without followers. I am crime-free in Whiterun. I am not now, and have never been, a vampire or a werewolf. I have killed lots of vampires. Not sure about werewolves, but probably one or two as part of another quest, maybe? At any rate, that should not have caused this issue, from what I can learn about the factions involved in the CK. I *think* this started over by Riften a few days ago. There is a farm west of Riften with a Troll spawn nearby. As myself and 3 followers were riding by, we wound up in a fight. I thought it was just the troll spawn, but it turned out to be Athis and Vilgnar (sp?) with the Companions. Neither myself or my followers are using AOE spells, but it's possible they got in the way of an arrow or a Thunderbolt spell. Hard to tell, since they were mostly invisible due to a bug caused by a Havok hair mod bug. Anyone have a solution on how to fix this? I'm not even sure what caused it! I could probably console a faction command, but I'm afraid that would irretrievably break the Companions quest line. It's not a huge deal. It's been sitting in my quest journal for over a year, so it's not a game-breaker for me. Still, if I can fix it, I would like to. Thank for any help :)
-
Any mod which *requires* SKSE (Skyrim Script Extender), will probably not work. This includes many of the most popular mods. SkyUI won't, which means no MCM utility. Basically, if the mod includes scripts, don't count on them working. This is opinion, based on extensive reading of posts by some very good and prolific mod authors. Those awesome geeks over at silverlock.org, the authors of SKSE, say that it will take at *least* 2 weeks to build a new SKSE for the DX11 64-bit Skyrim version...and that it could take significantly longer. Even when they do release the new SKSE, how many of your mods' authors are still around to patch their mods to work with the new SKSE? These are the questions *everyone* is asking.
-
Good point.
-
/mount soapbox I hope some (or many) of you are considering donating to mod authors in appreciation for what they are adding to your gameplay. However, I would like to encourage you to show your appreciation to Dark0ne and the Nexus organization FIRST. Become a supporter or a premium member. The mods that have added hundreds of hours of playtime value to my installed games are hosted here. Authors and users, alike, are supported here. Show 'em some love, people! /dismount soapbox And, no...I'm neither a mod author or affiliated with Nexus in any way whatsoever.
-
ok this is just a rant anyone feel free to chime in
Degasai replied to shawnnn35's topic in Skyrim's Skyrim LE
OK, I'm scratching my head. What is this "repeat" you speak of? -
In response to post #39108915. #39122185 is also a reply to the same post. Thanks for this, Dark0ne. This is one of a number of reasons I consider my Premium membership in Nexus to be a good investment: dedication to PC gaming and the modders and mods that add so much to a pastime we love.
-
I dont think there should be a Fallout 5
Degasai replied to Hexxagone's topic in Fallout 4's Discussion
Whatever they make, let's just hope it uses a new game engine :P -
Missing Meshes and deleted objects issue after latest update.
Degasai replied to XtomJames's topic in Fallout 4's Discussion
I am highly suspicious of the patch note where BethSoft removed "debug" commands that were no longer necessary. I have a feeling they may have removed some of the most useful of the console commands. Keep in mind, this is just a guess! -
One way to keep Steam from breaking all your mods
Degasai replied to Degasai's topic in Fallout 4's Discussion
Thanks for the tip :) Yeah, Steam makes ignoring their service difficult on purpose. That's why I wear a tinfoil hat! -
One way to keep Steam from breaking all your mods
Degasai replied to Degasai's topic in Fallout 4's Discussion
That's apparently not possible. If that option exists, please point me to it. All of the searching I have done yields a single result: you can't do it. If you look in the Windows Task Manager, you will see a process running called "Steam Client Service". By default, this service starts when you turn your computer on. In Steam, the option to "Start in offline mode" sets this Service to "Manual". That is the solution I am using currently. The only down-side that I can see, so far, is a nag that comes up every time you start the computer or start up a game that resides in the Steam apps folder. I can live with that, if it keeps my modded games working properly. -
As we've all seen before, Steam likes to shove game updates down our throats. In most cases, this breaks your mods and may prevent you from even starting the game until you disable some or all of them. At one point, Steam had an option in the Properties menu for your games that supposedly prevented forced updating. That's what the choice in the drop-down menu actually said: "Do not automatically install updates". Well, that was always a falsehood. Now, the choice says "Only update this game when I launch it". And that is ALWAYS what "Do not automatically install updates" actually meant. Steam finally got so much grief about this BS that they had to go in and change the description to something approaching the truth. Fallout 4 has an opt-in beta running that pretty much breaks your mods. Actually, what it does is go into your AppData folder (hidden) and wipes your plugins.txt file and changes that wiped file to Read-Only. This is what happened in the last Steam mini-patch that had everyone scrambling...and is still causing problems. OK, look...I get it. Bethsoft wants Beta input on the VANILLA game, and that's why they go to extraordinary lengths to ensure that beta testers can ONLY play the game without mods. Well, I don't plan on beta-testing. But, there is no obvious way to keep Steam from shoving the patch down my throat the second it's released. I think the patch is going to be worthwhile, but I want to patch Fallout 4 when *I* decide, not when *Steam* decides. If I get to choose when I patch the game, I can wait until I'm sure that my favorite mods have been tweaked to work with the new version of FO4. So here's how I'm going to do it. Since Bethsoft will force-patch any day now, I am NOT going to allow the Steam Client to run in anything other than offline mode on my PC. I don't know if this will actually work. When I go to my Steam Library, click on Steam/Go Offline..., it says "Only games that are fully up-to-date will be available". If that's the case, then I'm hosed, and I will just choose NOT to play the game until my mods work again. There's only one other way to do it, but it's drastic. Disable your internet connection before you launch FO4 and leave it disabled until you log out of the game. If that's the way I have to do it, then that's the way I'll do it. I will also choose the option in the Steam client to NOT start automatically when I crank up my computer. Some people will totally get where I'm coming from on this, others will think "What's the big deal?". My answer: It's all about CHOICE. It's my computer. It's my game. I want to choose how I play it, and that includes which version I play. I want to play it with mods, because I don't think FO4 is all that great without those mods. tl;dr- Steam sucks :tongue:
-
"When you've seen one woman nekkid, you pretty much want to see them ALL nekkid" -Ron White- Huge thank you's to Caliente, Jeir and Ousinous (sp). I've been modding skimpy outfits into my games since Morrowind and the Sims. I like 'em! And I haven't been a teenager since 1972, LOL. If you think it's bad in games released in the U.S., check out the games they're playing in Korea, sheesh. Meanwhile, play your game and I'll play mine :smile: /salute
-
Not to mention, the bewildering mechanic that Bethesda introduced tying spawns to frame rate. On lower end PC's, like mine, it makes a big difference. Watching a friend play on a new PC with more RAM, VRAM, a better CPU and mobo: 20 settlements with 8-20 settlers in each, ENB preset running, everything at Ultra. As he moves around the map, he sees many more Minuteman patrols and BoS Vertibirds and patrols than I do. Nothing different in our actual game installations or mods, so we've pinned the issue down to frame-rate scaling of the game spawns. I run a lower-end system with 8 settlements and about 8 settlers per settlement. No ENB preset, shadows almost completely turned off as well as decals and no mods with anything greater than 1K textures. I'm L60+ on current playthrough and I haven't seen a Minuteman patrol since I built my 5th settlement. BoS Vertibird insertions are almost non-existent. It's just sad.
-
Something that has bothered me with the Fallout series: I love it, but it really isn't immersive. No, seriously...it just isn't. 210 years after nuclear war, and people are still using power armor and firearms? Who was it that said something along the lines of any post-nuclear holocaust war being fought with sticks and stones? IMO, that's right on the money. Just my $.02 :)
-
This game dynamic seems to be the norm for BethSoft, and it bothers the heck out of me, too. While all choices in siding with one of the 3 non-Minutemen faction are less than ideal, they still represent an improvement over Skyrim's story line (which absolutely sucks). I don't know why Bethesda has such a problem allowing a "Good" vs. "Evil" design. Todd has jumped all over the "There's no such thing as Good or Evil, it's all just shades of grey" philosophy. IMHO, that's a poor choice for a game. It goes hand in hand with the lack of RPG elements in FO4. Why they scrapped the karma system is just beyond me. Ultimately, these games are an escape from reality. You should be able to play as a true hero or a true villain. WHY do we not have the choices to do so???
-
Ouch. Just ordered parts for a new build with dual 1440p monitors. They do not support G-Sync or FreeSync. After researching both, I don't think my old eyes will be able to tell a difference (especially since I will always limit FPS on *any* game to 60 fps). Hope this problem doesn't show it's ugly head after I migrate to the new build. No Radeon for me, installing a 980 Ti 6 GB GPU. Just a thought: Latest Drivers for your Radeon? With FO4 out, those can change sometimes on a daily basis!
-
In response to post #31738760. OK, so... I'm NOT an expert on this, so this is just speculation. You have one of two problems: 1. Using a mod or mods that expand your ability to build or delete items (beyond what was included with the vanilla game), you have made changes in the Red Rocket cell to the game world that the engine doesn't like. When you enter the cell and the game tries to load these changed landscapes, it crashes. This is, most likely, the issue you are having. 2. You have installed a mod that either includes new scripts or alters existing scripts. You have since uninstalled that mod, and it left orphan scripts behind that are causing *just the Red Rocket cell* to crash when your game tries to load it. This is, by far, the least likely culprit because it would probably crash the game before it ever launches. The only solution I can think of, at this point, is to bite the bullet and do the following: Disable all mods. Go back in time and load a saved game from before you installed ANY mods. If you uninstall all mods, loading a *workable* saved game will NOT generate the launcher message that says that particular save relies on content that is no longer available. If you are unable to find a game that will load and includes a Red Rocket cell that is working properly, you are probably going to have to do one of the following: Go to your Steam Library and go through the steps to have the installer verify your game files. Keep in mind, this process will replace all of your .ini files with the vanilla ones. Before you can install mods again, you will have to go through the process of editing those .ini files to allow modding. I recommend Gopher's tutorials on how to do that. or... Uninstall and reinstall the game and start over. IMPORTANT NOTE: Modding FO4 before the release of the Creation Kit entails many risks, and requires a working knowledge of what files any particular mod is altering and which mods to avoid installing. If you are using NMM to install mods, you can go to the "Files" section of any mod page and click on the magnifying glass next to the download link. It will open a window and show you *exactly* which files are going to be modified. As a rule of thumb, you want to be very careful installing anything that includes an *.esp file. Never install more than one at a time, and test it thoroughly before installing another. As always, BACKUP YOUR SAVES before installing any mod.
-
In response to post #31698730. Do you have any mods installed? If so, which ones? Also, have you used the console to manipulate anything at that particular settlement? There are some mods out that *potentially* could cause issues. Those would be the ones that are trying to mod the game so you can "clean up" the trash in your settlements. Also, many people are having issues when they try to modify game objects with the "disable" and "markfordelete" commands in the console. If you don't know what you are doing, you can break all kinds of stuff...including main quests, among others. This may be causing your CTD when you enter that Cell. Does it happen when you walk to the settlement, or just when you fast travel?
-
Am I wrong that both NMM and any official updates from Bethsoft are going to need access to that "plugins.txt" file in order in install new content (or mods)? For now, I'm going to stay with what I consider the safer (but more of a PITA) method: Start the game from the game launcher. With the launcher open, start Nexus Mod Manager and go to the plugins tab for FO4. All plugins except for fallout.esm will be unchecked. Activate the plugins again, close NMM. Start the game and you should have no issues. Only problem is that you will have to do this every time. It's either that, or every time you install a mod that actually has a plugin (*.esp files), you are going to have to manually change that "plugins.txt" file back to write-able. I could be wrong on this, and the NMM fix might be more sophisticated than I think it probably is. Dark, you want to weigh in on this, please?
-
Break Junk Down Into Base Components Using Workshop
Degasai replied to Degasai's topic in Fallout 4's Mod Ideas
Yep, I understand the mechanics of it all. But it would still be a big help to my game to know what I have, in base resources. You can "tag" base resources, and the junk that contains those resources (and any container they are in) are highlighted in the game world when you get close to them. If I'm seriously short of aluminum, I would like to know it. Getting a new settlement up, running, productive and defended takes a lot of resources. As it is now, if I want to know what I have, I am forced to go into build mode, find and open the structures I'm going to need and see how many I'll be able to build. Having them broken down automatically would let you keep tabs on them and be more proactive in finding them. The way the inventory/crafting system is set up, I don't think we'll ever see a mod like this. Too much trouble. We used to call this type of system "branch banking", and begged MMO makers to implement it in their games. It's crucial for FO4, because no one wants to hump the resources to build a new settlement with the weight limits set as they are. Also, all the crafting stations in a settlement call on that inventory, so people just throw everything but weapons, armor, and useful clothing into the workshop. -
I'm still vague about this buggy settlement. Reading other forums, it seems that, if you kill all the actors except Deezer and the cat, you can claim the settlement. However, the existing turrets (if you haven't destroyed them), will not be hostile but will also not count towards town defense. In roleplay mode, I will never side with a faction that considers torture a "necessary evil". So I killed the doctor. This immediately turns the town residents hostile when you return. Once you claim the settlement, all items in the town are still marked as "steal" items. The only workaround is to use console to "setownership" on everything you really want and activate build mode to scrap the rest. However, there are some unclear mentions that (in certain circumstances), settlers attracted by a beacon to the settlement show up as hostiles once they join. My character is outside currently, and I'm going to take out the settlers and the turrets and test it. By the way, if Nexus has started a "SPOILERS" category, this should probably be moved there. EDIT: OK, I took all the NPC's out at long range with a sniper rifle. The turrets did NOT aggro me for this. I then went in, opened the Workshop to claim the settlement, and did the following (requires the PC version to allow use of the console): Using console "setownership": Changed ownership and looted critical items that I'm short of (like items with nuclear material, oil, adhesive, etc.). Changed ownership of all beds. I'm not sure this will work, but we'll see if settlers can use them. If not, simple enough to delete them and build new beds. However, there are 2 bunk beds and 1 double beds in the settlement that are very nice...and un-buildable by the player. I want to leave them if I can. Using console "disable": Opened console, cursor-clicked each turret, and used the "disable" command to get rid of them. The turrets could not be selected from Workshop build mode, not even changing ownership. And they did not transfer and confer defense bonuses when I claimed the settlement at the workshop bench. However, the water pumps DID transfer and show up in the settlement status. Weird! Using Workshop build mode: Every other lootable item (vases, lamps, ashtrays, all that rubbish), I targeted them in Build mode and chose TAB and then E to store them in the workshop. Incidentally, I pulled an item out and dropped it on the ground...and it was still tagged "Steal". However, the workshop uses them for building things with no problem. The only other unknown, at this point, is the garden. The plants were harvestable before the NPC's went hostile. Now, of course, they are inactive because they don't have NPC's assigned to them. We'll see if they work correctly when some settlers show up.
-
I'm a crafting freak, and an organization freak. Opening the workshop and looking at 500 junk item categories bothers me. It also takes up game resources. I would like someone to build a mod that would either add a new crafting station, or modify an existing one so that you can take those items and render them down into their base components. Those would then be auto-stored in your workshop. You can currently do this with weapons, armor, etc. However, the only way to break things like toasters and turpentine down is to throw them on the ground and scrap them out of the base building interface, which is a major PITA. This would also be a very handy tool to use to see just where you're running short of base components. Got 4K steel and wood and only 3 oil? Easy to find that out if it's all broken down. Another way to do it would be to have it broken down when it is added through the menu choice that transfers all junk into the workshop. Really shouldn't be that hard to do, especially if you mod the main settlement workshop bench. One additional script file, maybe? No creation kit needed for that, I don't think. A FO4 script extender might be, not sure.