Sovereign69 Posted November 22, 2016 Author Share Posted November 22, 2016 its better to unistal the game aswell? cause the last time i made a fresh mod instal it f*#@ed up my game and i was forced to unistal Link to comment Share on other sites More sharing options...
damanding Posted November 22, 2016 Share Posted November 22, 2016 (edited) If you *really* want to make sure all mod files are nuked to oblivion,but don't want to spend hours waiting on a full download of the entire game: delete all the folders inside your data directory. C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data. Then make sure that the only files at the Data level are things like Fallout4 - xxxx.ba2 and DLCxxx - xxx.ba2, also the base game and DLC .esm files need to stay (there are 7 if you have season pass). Those ba2 files are the majority of the download time and size for the game. Then in Steam, verify game files. This will replace everything the game needs that you deleted such as some .cdx, .csg files, .ini files. I'm having you delete that stuff because they're quick to replace and I can't be sure what some mod might add. Same with items in subfolders below Data. 99% of items added to subfolders below Data are added by mods but it's too hard to pick out what should stay. Edit, NMM will be confused and think there are still mods because of the plugins.txt and any other files it uses to keep track of your mod list. The easiest thing is to delete your plugins.txt (it will be re-generated when you first load Fallout) and also just fully uninstall NMM, then reinstall it. Edited November 22, 2016 by damanding Link to comment Share on other sites More sharing options...
Sovereign69 Posted November 22, 2016 Author Share Posted November 22, 2016 should i use homemaker or SSEx? witch mod is better for building/crafting? Link to comment Share on other sites More sharing options...
damanding Posted November 22, 2016 Share Posted November 22, 2016 Personally both add way too much stuff to the menus for my taste so I don't use either one. I know that Homemaker will get a huge update in the somewhat near future, if you want to use it I'd wait. SSEx has been taken over by Ethreon and had bug fixes etc. done. However I don't think he has any interest in expanding it or making any updates other than necessary bug fixes. So if you're satisfied with what it does, its development is considered essentially finished and stable. They both have a great deal of overlap according to Ethreon (who has contributed some work to Homemaker as well such as navmeshing the floor bits). Link to comment Share on other sites More sharing options...
Sovereign69 Posted November 22, 2016 Author Share Posted November 22, 2016 i just finished all, its working, no conflicts, only 2 probs, some icones on the building menu r not showing and some say "LOOKUPFAILED!" or something like that, and finaly i have no day, only some realy dark days or clear nights in place of a regular day, no sunn but a red sun apocalyptic lokalike, i hope you understand me :/ Link to comment Share on other sites More sharing options...
damanding Posted November 22, 2016 Share Posted November 22, 2016 You're using both True Storms with early sunset and Darker Nights. Make sure that you read the directions on both mods and got whatever patches are needed to make them work together correctly. It sounds like some sort of possible conflict between them. I know they will work together if in the correct load order and with the correct patches. The lookupfailed is something I started getting with the Nuka World release and patch and I've never found a way to fix that either. Which icons on the build menu are not showing up? Vanilla items or items from a mod? Link to comment Share on other sites More sharing options...
Sovereign69 Posted November 22, 2016 Author Share Posted November 22, 2016 (edited) i deactivated darker nights and its fixed but now the nights r not as dark as before, i will see about patches for them. the icones i am not sure because its certains items like doors or rugs and i keep getting this long wating on each loading and fast travel and i dont know why Eddited: i solved the dark nights - true storms patch problem but not the loading times neither the icons missing Edited November 22, 2016 by Sovereign69 Link to comment Share on other sites More sharing options...
damanding Posted November 22, 2016 Share Posted November 22, 2016 If the missing icons are all from mods, then the mod author neglected to add preview transforms. If they're vanilla items, then it's likely a different bug. If you really want the icons I can teach you how to add them yourself but it's a bit tedious if you have a lot to fix. Link to comment Share on other sites More sharing options...
Sovereign69 Posted November 23, 2016 Author Share Posted November 23, 2016 teach me please, i want to fix as much as possible Link to comment Share on other sites More sharing options...
damanding Posted November 23, 2016 Share Posted November 23, 2016 You'll need to download the Bethesda Launcher to get the Creation Kit. When you start it you can click on File>Data, double click the Fallout4.esm and then double click the mod that is missing the preview transforms. With the mod highlighted (and a little X in the checkbox) click the Set as Active File button. That will make it so that the mod file will get all the changes you make. Wait ages for things to load. Then you'll need to hunt down the items added by that mod. If the mod added furniture, you'll probably find their objects under World Objects>Furniture. Hopefully the mod author used some sort of special naming scheme to differentiate their objects from vanilla objects, otherwise it may take forever to find them. If you're having trouble finding them, another way to backtrack to the object name is to find it in the constructible objects* list which is under Items>Constructible Objects. That list is still long, but it's a LOT shorter list than the World Objects list. Find the object you think you're looking for, right click and edit. On the upper right is a field called "Created Object" which points to the source object's name that the constructible is based on. You can then filter under World Objects with that name. If it looks like the mod author used some initials or something to differentiate their items from vanilla you can add just those initials to the filter field. Once you've found that item, you'll want to right click, edit it. On the far right side of that screen, under the picture is a dropdown called "Preview Transform". Technically speaking you can pick any object in that list to use and it will automatically generate an image of the actual item being made instead of whatever you picked as a preview transform. However, it will also zoom in/out the preview image based on what was needed for the object you picked, so if you picked something that wasn't very similar you may end up with a strangely zoomed in/out preview image that doesn't quite work. So if I were making a rug that is a constructible object, I'd pick a vanilla rug to base my preview transform off of. Similarly, use a vanilla coffee table for a retextured mod coffee table etc. *The way you make something buildable in the workshop menu is to take an object, whether it be a static, container, furniture item, etc. and create a type of record called a constructible object based on the original object. So you'll have the original object item and a constructible based on it. Link to comment Share on other sites More sharing options...
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