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Dealing with weird bugs caused by mods


BeingShotAt

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I'm having an issue with the legendary explosive occasionally blowing up in my guy's face, initially I'd thought that 'Tracers Light'Em Up' was responsible, but I found that wasn't entirely true

Another issue is We are the Minutemen and militarized minutemen run together causes them to be naked, despite me installing the compatibility patch

Finally, some of the items added by Homemaker will...apparently not have any collision and are thus not placeable, as they will phase through things. Example is how I tried to put some new refrigerators in The Castle, but...was unable to place them as they would go through ceilings, walls, and floors quite readily.


I'm at a loss for what might cause this, so I took screenshots of my installed mods

https://imgur.com/a/D03clXH

I have run LOOT with it, I'm running the latest version of FO4, and F4SE, I have also confirmed the issue with the legendary explosive mod blowing up in one's face disappears with all mods turned off

Edited by BeingShotAt
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First off, you'll need to update NMM to the latest version (check GitHUB), because older versions (prior to v0.65.0) will no longer work as of 8 May, thanks to European law enforcing the use of HTTPS (NMM v0.64.xx still uses HTTP) for security reasons. NMM versions using HTTP will no longer be able to communicate with the Nexus servers.

 

Secondly, there's umpteen conflicts that can occur when using mods of all sorts. Better check specific mod pages first for bugs or comments related to your problems. Personally, I've never had any problems with Homemaker items at the castle having no collision.

 

Checking for conflicts among mods can be a tedious and time consuming affair, I know, as I've used close to 4000 mods in FO4. But it's the surest ways to search for errors.

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First off, you'll need to update NMM to the latest version (check GitHUB), because older versions (prior to v0.65.0) will no longer work as of 8 May, thanks to European law enforcing the use of HTTPS (NMM v0.64.xx still uses HTTP) for security reasons. NMM versions using HTTP will no longer be able to communicate with the Nexus servers.

 

Secondly, there's umpteen conflicts that can occur when using mods of all sorts. Better check specific mod pages first for bugs or comments related to your problems. Personally, I've never had any problems with Homemaker items at the castle having no collision.

 

Checking for conflicts among mods can be a tedious and time consuming affair, I know, as I've used close to 4000 mods in FO4. But it's the surest ways to search for errors.

How did you fit in 4000 mods? isn't there an esp limit?

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First off, you'll need to update NMM to the latest version (check GitHUB), because older versions (prior to v0.65.0) will no longer work as of 8 May, thanks to European law enforcing the use of HTTPS (NMM v0.64.xx still uses HTTP) for security reasons. NMM versions using HTTP will no longer be able to communicate with the Nexus servers.

 

Secondly, there's umpteen conflicts that can occur when using mods of all sorts. Better check specific mod pages first for bugs or comments related to your problems. Personally, I've never had any problems with Homemaker items at the castle having no collision.

 

Checking for conflicts among mods can be a tedious and time consuming affair, I know, as I've used close to 4000 mods in FO4. But it's the surest ways to search for errors.

How did you fit in 4000 mods? isn't there an esp limit?

 

Not at the same time béhbéh. Plug-in limit (esm/esp) is still 256. Minus one for reasons I keep forgetting. Esl plugs won't be counted towards total plug-in amount.

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