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freakuent

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Everything posted by freakuent

  1. In response to post #37068005. #37068950, #37070075 are all replies on the same post. Well only mods that conflict with something going on in the new 1.5 data should cause an issue. How do I even figure out which one(s) are causing the ctd? Someone else mentioned they uninstalled all of their mods and still had the same issue.
  2. In response to post #37068005. Okay, it's the beta. I opted out of the beta, reverting back to 1.4.132, and all my mods work fine. So, can someone PLEASE help direct me to the proper procedure for getting the beta to work with my mods? Thanks.
  3. Well, I'm still f***ed. Updated NMM to 61.20. Deactivated & reactivated all the plugins. Game won't load a save or start new. Am I going to have to reinstall all my mods?
  4. I'm glad I'm not just losing my marbles. Thanks for being on top of it.
  5. Yeah I'm thoroughly confused. I've tried a few things and nothing's working to get the game running with mods.
  6. In response to post #37063440. #37063825, #37064090, #37064100, #37064755, #37064890, #37065120, #37065405 are all replies on the same post. So, I tested something. I removed plugins.txt from appdata and the root folder. I also removed loadorder.txt and dlclist.txt. I opened NMM, which only showed the official esms under plugins. I loaded a previous loadorder from a .txt, then launched via NMM. When I tried to load a save, it gave me the missing plugins message. So I went into the mod library menu via the 'mods' option on main menu. Activated all the plugins. Reloaded data. Then quit the game. After all this, I now have a plugins.txt file in the root folder which I believe NMM created, as it shows my list of mods with * behind. Then there's a new plugins.txt file in the appdata, which is blank. And a new dlclist.txt, which has an alphabetical list of all the plugins I activated via the 'mods' menu within the game. I don't know what all this means. lol
  7. In response to post #37063440. #37063825, #37064090, #37064100, #37064755 are all replies on the same post. I still get a CTD when I try this. It goes to the loading screen and then crashes.
  8. In response to post #37063440. #37063825 is also a reply to the same post. Like a shitty game of phone tag. So...I just have to wait for NMM crew to fix it in NMM?
  9. Am I the only one whose mods aren't loading when trying to load a save? I updated NMM. I activated / downloaded the beta through steam. I opened NMM. I loaded my previous load-order. I enabled all the plugins. Now when I try to load a gamesave it gives that message about missing plugins and stuff. Wtf?
  10. DISREGARD guys, she's a placed NPC in Greentop, and is assigned the Old human female body, so when I put some loose texture files into the old human female folder "C:\Users\XXX\SteamLibrary\steamapps\common\Fallout 4\Data\textures\Actors\Character\OldHumanFemale\OldHumanFemaleBody_n.dds" etc., it changed it up. It was trying to use the game's default old human female texture, wasn't working with my adjusted body. I've got it from here. Thanks!
  11. Hey guys, I'm kinda lost here. I installed some mods like Armorsmith Extended, Better Settlers, etc. and now the body texture for this particularly difficult female settler is all jacked. Best I can tell it's trying to apply "C:\Users\XXX\SteamLibrary\SteamApps\common\Fallout 4\Data\textures\Actors\Character\basehumanfemale\femalebhed_d.dds" to her, but even when I remove the loose file itself, her texture is still whacky. It doesn't appear to be the outfit, because even when I remove the "undershirt & jeans" outfit so she's nude, the weird texture remains. The FO4Edit list on the left gives you an idea of what I'm running. Yes I have a custom bodyslide preset, and yes this outfit worked just fine on everyone I encountered prior to installing these new mods, which is why I feel like it's an error in either the Amorsmith related stuff, or maybe BetterSettlers. I did notice that when I removed the femalebhed_d.dds, another nearby female settler showed a missing texture hue on the back of her neck, as if maybe Better Settlers is trying to use this texture under other clothing? I dunno, I can't figure it out. Or maybe Armorsmith is referencing it so characters can wear the multiple layers of stuff over outfits? I don't know! Help! Please. Thanks. http://i.imgur.com/PTJk81O.jpg http://i.imgur.com/9BMC8uh.jpghttp://i.imgur.com/j8yWI3H.jpg
  12. Hey guys! I figured out a solution! Still some minor things to work out or improve, but check it out! Hooray for my first real mod! http://www.nexusmods.com/fallout4/mods/7218/
  13. So, I've spent the better part of today digging through FO4edit, trying to figure out a way of removing or at least modifying the transparency effect placed on the player while sneaking with chameleon armor. I believe it has much to do with the uneditable parameters in the "StealthBoyInvisibilityEffect" effect shader, EFSH:00102B7E. Below you'll see that when editing the probably very similar invisibility fx shader in skyrim, most if not all parameters below "DATA-" are editable: http://i.imgur.com/PB8Wzoyl.jpg In FO4Edit, these parameters are blank, and prohibit editing of any kind: http://i.imgur.com/dnZGV62l.jpg At the bottom of this entry in FO4Edit, there is a "DNAM" field, with a decent amount of what I assume is hex for the value. Even when I make an .esp which REMOVES all of this hex, the effect still applies during chameleon & stealth boy. I've explored other avenues, like trying to change the chameleon armor modifier itself, to no avail. Am I missing something easy here, guys? Any help would be appreciated. Thanks guys.
  14. Disregard, I figured it out. I just made a copy of the working wav file I was using for the radio station and renamed it with a "_mono" at the end. Mark each sound as 2d & dialogue sound, and bam. My guess is that FNV automatically looks for a secondary file to play from in-world radios (the _mono file). The GECK does not specify this anywhere, nor did I see anything online about it. But when I sort of deconstructed the RACE mod, I saw the duplicate _mono files and thought what the heck, give it a shot. Worked like a charm. So long story short, get your custom radio station up and running using the various tutorials online, use mono wav files for the sounds (I used http://audio.online-convert.com/convert-to-wav), then copy the converted wav file & rename the copy with a _mono at the end. FNV will automatically use the original wav for the pipboy radio and the _mono wav for the in-world radios.
  15. Alright, so I created a radio station successfully in the GECK. Now, I'm trying to put a radio in the game world that will play said station. I have tried copying other radios (like the ones in Goodsprings, etc.) and simply changing the radio station to my own, but that does not seem to work. I know there is some step or link I am missing, I just need some help figuring it out. Thanks. Edit: Interestingly, when I placed a radio in the world & activated it, then activated the station on my pipboy, it made this weird clicking sound. When I turned off either the in-world radio or the pipboy radio, the sound stopped. But only when the pipboy radio was on & the world radio was off did I hear the music properly. And also once I get far enough away from the in-world radio (while it's on) my pipboy radio takes over and plays like normal. It seems that when I'm within radius of the in-world radio, it just jacks stuff up. Maybe because it's trying to access the same audio file twice? Like the radio station doesn't like playing 2 instances of the same song? Seems weird. Thoughts?
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