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Posts
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Everything posted by freakuent
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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.
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How to activate mods for 1.5 Survival/Steam beta.
freakuent replied to Fatalmasterpiece's topic in Fallout 4's Discussion
I'm in the same boat. Let me know if you find a solution. -
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
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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?
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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!
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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
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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.
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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.
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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?