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Ondrea

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Everything posted by Ondrea

  1. This is Bethesda's own recommended load order for FO4, which I think matches the previous poster's recommendation. I stopped using LOOT and have since used that guideline and I've been able to play crash-free for a long while now. Things that can potentially cause issues: Loose textures. I got rid of almost all loose textures and packed them into ba2 if they weren't already. This made a huge difference in stability and stutter issues. NPC Face changes made with FO4Edit instead of the Creation Kit apparently causes stuttering. Here's a post about the issue. Better Settlers is one of those mods. Replace it with something made with the Creation Kit. I experienced performance issues with Better Locational Damage. What's the item count in the blueprints/settlements you have active? I try to keep count under 500 for stability in my game. If FO4edit warns me about deleted navmeshes, I just don't use the mod. The store from Eli's Armor Compendium breaks precombines downtown. Look for the patch that fixes that if you don't already use it. Have you locked your frames down to a reasonable level? I use an ENB and lock it there at 60 fps. You have a lot of heavy hitting overhaul mods used together. Maybe reduce some stuff on this particular play through. I still use Boston FPS Fix. And if you're playing on survival, expect some performance issues that you wouldn't otherwise have.
  2. Ah okay, so you already had it installed from many years ago. So were you just using it to improve performance? Go to your Skyrim install location (steam\steamapps\common\Skyrim) and remove the d3d9.dll if there is one and any file name starting with enb (enbhost, enbseries, etc). Go to the ENB website and download the latest (459). Don't install everything from that download. Follow the instructions at the STEP website. There's a wealth of information at that site.
  3. Use 236 or 262, or even 459. Not sure what ENB you're wanting to use, but some ENB's need 236 or even 221 to have the intended look. Whereas with other old ENB's you can just use the latest ENB version.
  4. Ac3s removed his mods and is hosting them elsewhere. There is nothing wrong with them. Per the instructions on Lakeview Extended, it isn't supposed to be activated until Lakeview is completely built and not before. You cannot build anything, even adding chickens, after this mod is activated. Did you already have Lakeview built? If that's not the issue, have you run all your mods through xEdit to see if anything is conflicting in that area? Posting your mod list might be helpful. Honestly, I'd never use a save cleaner. I'd go back before you started doing that. Not familiar with Command Dragon but the front page indicates some command lines that need to be added in the console before removing. Although honestly, I never remove mods on a playthrough. If something is problematic, I start over without it.
  5. I use FRAPS which captures what I see, rather than what the game sees. You can set it to use smaller formats, such as JPG instead of PNG.
  6. Just my own search led me to this mod on Nexus. Third file download.
  7. When you're in the Transfer Settlements mod category, click "Refine Results" and type Vanilla in "Filename contains". You'll see the blueprints that don't require mods. Then click on one of those mod authors' names to see what other files they have. They may not have put "vanilla" in all the mods or maybe have other blueprints with a smaller number of mods.
  8. Since you're asking in the LE forums, just my own Google search shows that it's still on Nexus for LE. And the mod author still appears to be very active.
  9. Doing a search led me to this post which indicates bad meshes or corruption. It might be one of the mods you're using that was incorrectly converted from original Skyrim. Try disabling all your modded textures. Try disabling Cloaks of Skyrim.
  10. If you open the console and target the door, the first two numbers reflect where that mod currently is in your load order. So if the number is 08001F40, you can check to see what is 8th in load order, including the DLC's. OR just download Better Console and it will tell you the mod directly when you click on it in console.
  11. The second mod sounds like Project Apocalyptic Commonwealth. The author recently removed all his mods but has a discord link in his profile
  12. My blueprints are on the simple, smallish side. I don't like feeling closed in, so I'm with you on the "blundering through mazes of streets and alleys". And I try to keep the build limit somewhat reasonable, so there's not a 1,000 items of clutter filling every table top. You can check my profile for the blueprints I've uploaded. And also the save game has some settlements in the optional files.
  13. Just wanted to add I've had the same issue recently. I've cleared my cache but it hasn't made a difference. If I'm looking at a mod I've gotten in the habit browsing other websites to allow images to hopefully load. It's not all the time and it's not every mod. Or I can sometimes look at the first image but then it hangs when trying to scroll to the next.
  14. Honestly, can't understand why it's still there even after reinstalling the game. I downloaded it and unpacked the bsa to see what's there. It's all scripts so definitely would stay baked in your save on an existing game but shouldn't on a new one if it's removed. What mod manager are you using? Mod Organizer is great for keeping mods separate and out of the main game folder to avoid things lingering. Just before starting a new game, making sure the mod is uninstalled, go to your steamapps/common/Fallout 4/Data/Scripts folder and see if there are any scripts starting with aamy (i.e. aamyAddItemScript). If so, remove them. Go to the Source/User folder inside of Scripts and remove any aamy files in there. Make sure the HitSound01.esp and ba2 aren't still lingering in your Data folder even though you removed it. That's all I know to try. Not sure what else could be going on to keep it lingering.
  15. You can try Last Man Standing. Although the main file also removes the Minutemen, there's an optional file that just removes most generic NPC's.
  16. Most of the followers berate you for going the Institute route, as their approach is to completely destroy two factions and anyone on the surface whom they choose. If it's just a matter of going a route without being scolded at the end, with the Brotherhood, you don't have to use Dr. Li. If you refuse Father's offer to join and get immediately booted, there will be another person to help the Brotherhood with their robot. Granted, Elder Maxson won't be happy with you initially but he'll shower praises on you later. The Minutemen approach is the most peaceful. They won't initiate any attacks on anyone, unless you've started something personally. Just avoid going further with the Institute quests to keep everyone alive, if that's your goal. Or you can try the recent mod, Subversion, which is the most peaceful approach, running the Institute your way. I tried it and it was well done.
  17. From the posts, seems like others have the same issue oddly. After making sure the esp and ba2 files are gone from Mod Manager and game files, have you tried verifying the integrity of game files on Steam? (Right click FO4 and go to Local Files). Otherwise, replace the sound with an empty wav file and rename it pointing to the link in the most recent post there.
  18. Sounds to me like some of the dialogue you randomly hear in Sim Settlements.
  19. There's one certain large quest mod that was causing this. From what I read it had something to do with custom credits music playing at the end, and forgetting to re-enable the ambient and combat tracks afterwards. One person mentioned verifying integrity of the cache on Steam restored the game music. Does the mod you're using have it's own music that plays at some point?
  20. Absolutely possible. I've skipped settlements on many playthroughs, sometimes even ignoring Concord completely or just telling Preston sorry can't help. I find a good house mod as a base and quest or explore from there. Or sometimes just use the Commonwealth Express Courier Stations to sleep in and drop off stuff which is great since they are all connected. You won't have to build any settlements with the Brotherhood, or just claim one for that one quest with the Railroad. If you still want to go the Minutemen route, just plop down the item from All-in-one Settlement Solution so you don't have to build anything. When you have a quest to put up a recruitment beacon, build it to advance the quest, and then destroy it. Can also use No Settlement Attacks to avoid that.
  21. Yeah I think you're confusing Creation Club with Bethesda.net mods. While Modular Kitchen used to be on Nexus, the author removed their mods from Nexus and only host at Bethnet. But your question is if there is any practical way to sort what's only available there and not here. Best you can do when you find a mod you like on Bethnet, is look through the rest of that particular author's mods there. The author of Modular Kitchen has a lot of other wonderful mods. Personally, I've never downloaded a mod from Bethnet. Fortunately, I still have Modular Kitchen from when it was hosted here.
  22. What resolved all my issues with a modded DAO was the 4gb patch. You can find it at 4GB Patch – NTCore You open it and have to point to your daorigins.exe file I don't use any of the mods you are, as they conflict with the other mods I have so no idea if they would cause issues for you.
  23. TES Alliance has some great tutorials and classes.
  24. If the vanilla machines are back to looking original, you probably got what you needed with those two deletions. However, if there's a quest involved where you need to go to one of the machines or find something, the quest item likely got removed. Or if any of the items just involved the author's new materials/textures rather than worldspace edits, those won't be vanilla. But if you removed the new textures, you wouldn't have textures for your workshop items. I'm just not sure how they handled making the changes. Took a quick look and I see under Location a Yufarley Headquarters which was also included in the Cell data. If you need to go there for the quest, you should keep that in the Cell data. Under Cell, Block 7, Sub-Block 2, you'll find YufarleyHQ. That's just what I noticed at a quick look. But if everything looks fine in the world and you are able to craft what you want at settlements, then sounds like you're set.
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