klokwerkaos Posted December 16, 2016 Author Share Posted December 16, 2016 It seems like the most prudent thing to do would be then to download all manually and then run through a different loader, is that correct? If so, what is the best alternative to NMM, I've heard of a bunch. Link to comment Share on other sites More sharing options...
damanding Posted December 17, 2016 Share Posted December 17, 2016 (edited) Actually it might be best to completely uninstall NMM altogether, then manually verify that all it's bits and pieces are gone including the text files I mentioned before. If you type: "%LocalAppData%/Fallout4" minus the " marks into your file explorer it will take you to where the plugins.txt and NMM files are. Make sure the first bridge mod isn't in your plugins.txt and make sure the NMM files got deleted when you uninstall NMM. You can then manually install the bridge mod that you want and test it on a new game. If that works, then we know NMM is the culprit (which it likely is). After that, you can try going to an older version of NMM (I'm thinking of going back to 0.61.21 myself: https://forums.nexusmods.com/index.php?/topic/5165945-looking-for-stable-version-of-nmm/), switch to Mod Organizer 2 which is mostly stable if you don't want to run other applications like FO4Edit, the Creation Kit, etc. through it, or just install all mods manually. This site has directions on manual installs. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation Edited December 17, 2016 by damanding Link to comment Share on other sites More sharing options...
klokwerkaos Posted December 17, 2016 Author Share Posted December 17, 2016 TYVM! So I completely wiped out all traces of NMM much to my dismay since I need to reinstall something like 250 mods at about 16g of data, which is going to take forever (it took like an hour just to catalog all of the mods I need). It's kind of frustrating because at a certain point I'm like, why don't I just learn to script and mess with the creation kit if I'm going through all this nonsense? That said, indeed, the saves didn't have the bridge error and it reverted fully to vanilla bridge, so it's pretty clear it's an NMM uninstall failure somewhere in the works. I'm currently trying to figure out the best way to handle this from here on out... I'm thinking if I use the older version you mentioned to install anything that's a basic alternation that would be fine, but I'm going to have to install all things with navmeshes and textures by hand because I simply just don't trust NMM with these since that's were all bugs and crashes occur is with those things, and I don't think it's the modders, because other people are using those same mods and it's fine, it's NMM failing to install and uninstall them correctly (for example the highly touted nano suit never worked with any of my games but works fine with manual install). I'm just trying to figure out how load order is affected by manual install if at all. Anyone have thoughts on this to share? Link to comment Share on other sites More sharing options...
damanding Posted December 17, 2016 Share Posted December 17, 2016 (edited) If you're doing manual installs, you change your load order by manually changing the order of mods in the plugins.txt. For that old version of NMM I pointed to, I never had issues with that one. It was after that when they started screwing with too many things I think. Or just switch to Mod Organizer 2. I used it for many months. My only complaint is that it crashed more when you tried opening the CK or Fo4edit from it. But in terms of installing/uninstalling mods it always worked perfectly. Edited December 17, 2016 by damanding Link to comment Share on other sites More sharing options...
klokwerkaos Posted December 17, 2016 Author Share Posted December 17, 2016 If you're doing manual installs, you change your load order by manually changing the order of mods in the plugins.txt. For that old version of NMM I pointed to, I never had issues with that one. It was after that when they started screwing with too many things I think. Or just switch to Mod Organizer 2. I used it for many months. My only complaint is that it crashed more when you tried opening the CK or Fo4edit from it. But in terms of installing/uninstalling mods it always worked perfectly.Thanks so much, I'm hoping that will help stablilize the game over all as well since it shouldn't be fighting so hard with the textures and meshes. I do have a question additionally since you've been so helpful and seem knowledgeable. Most of the work I do is with making massive settlement build outs practically everywhere because that's super fun for me to transform the game that way. That said, objects in high numbers in a given cell tend to destroy framerate to the point of killing the experience of playing, if not crashing any time I use a fast travel. Even with cutting all ENB, lower all qualities to optimal performance I still have issues sometimes. There are two glitches that drive me crazy though. One is the invisible stuff when delete an object that isn't supposed to be deleted (large shrubs and vehicles, certain buildings with pre culling like in sanctuary, etc. The other is the preload of the low res textures from a distance, which is super annoying when I clear a bunch of land, then I approach a settlement that I've made a massive building on to see nothing but trees that then dissappear and my building pops in... I've been trying to find out about two associated things to fix this: one is:ugridstoload and exterior cell buffer, if I knock these up, will that reduce those issues, and if so, will it do it without killing framerate? My guess is not, since that's a bigger buffer which is more memory devoted to that... especially causing more issues in high volume areas due to preload. The other is usecombineobjects=0 would shifting that to 1 instead fuse certain builds together as a single render thereby reducing polygon count? I'm not sure how this works, but that's the impression I've gotten from reading. I've also noticed for the preculling there is this mod: http://www.nexusmods.com/fallout4/mods/13294/? But the reports say it kills framerate which makes it unviable for me... it's easier just to build over those areas since I have it so the settlers can sandbox in different layers with another mod and then drop a new settlement with conquest if I need to have them walk to a father part of a fortress (like something the size of sanctuary island) since they won't take jobs that are too far from their spawn point. If that's too much to ask I understand, but I really appreciate all the knowledge you've been able to impart and I'm hoping I can eventually learn enough to do something productive with modding eventually. I'm just trying to figure out a way to make all the mods I have work best so i can scrap build virtually anything anywhere without bugging main quests, at least that's the idea. Thanks for any feedback, and I hope somebody else gets something useful out of this thread also! Link to comment Share on other sites More sharing options...
klokwerkaos Posted January 17, 2017 Author Share Posted January 17, 2017 As a follow up to this I did eventually figure out that there is a fix... Clicking the bridge after you have Preston and the gang in sanctuary (that way they have appropriate pathing to sanctuary) and then using the disable console command on the first bridge will get rid of it. Link to comment Share on other sites More sharing options...
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