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subaverage

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Everything posted by subaverage

  1. I believe with a higher uGridsToLoad you increase the payload for the game engine. Maybe what you see are the lod textures that don't switch to high-res. What would happen if you make a save in this moment, quit he game to main menu and reload? You could perhaps try to open your Fallout4Prefs.ini and search for "iTexMipMapSkip=". Set it to -1. If the value doesn't exist you can add it under [Display]. This value is not persistent. Every time you make changes with the FO4 launcher it might get resetted and you have to change it again.
  2. You could try to delete the three ini-files in your Documents\My Games\Fallout4 folder and start the game. It will create new ones with default settings. Maybe you get messages regarding missing mods when you load your last savegame. It's only important to start the game once, make your settings again and leave the game without saving. To be sure that nothing corrupts your savegames you could make a safety copy before. Afterwards you add [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= to your Fallout4Custom.ini again. To be save you could make copies and save them in a different location before. If you didn't already do to you could check game file integrity If nothing helps you could start your game and begin a new playthrough without any mod enabled. In the character creation scene you should here Nora and Nate speaking. If so you could play until you leave Vault 111 and make a save. Afterwards reenable your mods step by step. So perhaps you indentify a mod as the cause of your problem. In the worst case you might have corrupted savegames and will have to begin a new playthrough anyways.
  3. I am not sure how important it is, but I have " bUsePreCulledObjects" under [General] (not Display). Maybe I am wrong with that and will later make some own tests. Good luck for you with further testing.
  4. Your Fallout4Custom.ini needs these entries: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= The above entries are mandatory. You can also add to your Fallout4Prefs.ini: [Launcher]* bEnableFileSelection=1 uLastAspectRatio=1 *Maybe you already have a [Launcher] section. So you only would need to add the line(s). I could imagine that you have F4SE installed. In that case you could try to start the through the f4se_launcher.exe directly from the game folder and see what happens. In the main screen after you started your game you can see your mods under "Mods" and whether the checkboxes are checked. Maybe you have to click on load order before you see yours. In case nothing works you could check that your mods match the game version. Especially F4SE and F4SE dependent mods. Newly installed normally means that you are next-gen (if you didn't downgrade).
  5. Afaik CBBE does not benefit from the Zaz skeleton. So, as NeinGaming stated, it might be senseful to begin there and revert back to vanilla. In case you need the skeleton for males you could try out the "Discrete Female Skeleton" mod. It gives you the possibility to use different skeletons for males and females.
  6. Did you try do disable these two mods for testing - "The Fen's Sheriff Dept.", "AWARhero's Great Green Jewel"? They interfere with DC. You could also revert "bUsePreCulledObjects=0" back to "1" and check whether you have these entries in your Fallout4.ini or Fallout4Custom.ini: bUseCombinedObjects=1 bUsePreCreatedSCOL=1
  7. This sounds indeed weird. Sit on a chair and wait does not give me a black screen at all. The waiting time is counting down and the lighting/ weather changes visibly. Maybe (I don't say it does) the animation series around AAF (or other animation mods) interfere for you with sleeping/ waiting. So it might be worth a try to make test without such mods. I always play as female and did not experience these problems, yet. I use CBBE for females and the vanilla skeleton plus the Skeletal Adjustments for CBBE and SAM.
  8. There are some things you could check. Did you make the necessary ini changes to let FO4 handle loose files? Are the mods activated? Are you on the same game version like before? Scrap Everything has several versions. So perhaps you have now a different one installed.
  9. Correct me if I am wrong or if it is different on next-gen, but I've read that the ba2 limit is 255 non texture ba2-files. So wouldn't it be possible to unpack non texture ba2 files only? That would have the advantage that the power consuming texture files remain compressed.
  10. You could try to change the filenames of the 3 files for the body rig itself so that they are loaded first. By putting something like !!!!!!_ in front. Maybe that helps.
  11. The command can duplicate pa parts and acc. to the description with paintings, mods and extras. Except the frame, but for this solutions exist. I tested the command on Cait and it worked as intended. Cait had an exact copy of the source in her inventory and the source container still had the equipment, too. The only disadvantage that one has to be aware of is that the command deletes and replaces the target's inventory when executed. So you can create a power armor once, put the parts into a container and duplicate the parts (except) the frame as often as you want to every npc you want. As the command deletes the target's inventory the source container should contain a complete inventory set with weapons, ammunition, armor parts, etc. To diversify it one could create some different source containers. Even npcs (or the player) can be the source. To eqiup the itmes on npcs you could use the barter menu, the console or the fantastic "Screen Archer Menu". SAM let's you manipulate every inventory container. One option to "produce" pa frames is the "Corpse Cleaner" mod.
  12. F4SE and all F4SE dependent mods must match your game version. If you downgraded your FO4 you need all this for the pre next-gen game version (probably 1.10.163). That means for F4SE build: 0.6.23.
  13. I was a bit curios about the possibilty to duplicate/ multiply items and found this: That even worked from player to Cait. So I would assume it works between any characters and/ or containers.
  14. Npcs will normally either spawn with the vanilla skin or what you have in "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Textures\actors\character\basehumanfemale". So in case you use a 2k face skin type, but have a 1k body skin in the before mentioned folder you get this mismatch. Changing the face skin resolution to 2k normally means that you need a matching body skin. In case you use "CBBE" and the "CBBE Head Rear Fix" the second overrides the first. In that case you might have a high resolution body skin installed, but it's not used because of the fix.
  15. Out of curiosity, because I don't use Vortex. When I want to flag a file es esl I use FO4edit. If it's ok the file is flagged and thats it. The mod manager should load it as usual. This method always was save for me. If errors occur one could still try to compact ids for flagging as esl, but this feature must be used carfully as there are some limits. Using FO4edit is perhaps more work, but for me it's trustworthy. So why not do it that way?
  16. You say that you downgraded your game and now you are on pre next-gen, right? Do the versions of WorkshopFramework and the Unofficial Fallout 4 Patch match the pre next-gen game version?
  17. It seems that these entries are part of buffout (I don't use it) even when you don't have the patches installed. Uninstalling Project Mojave might ruin savegames, but should not prevent you from beginning a new game. You could nevertheless verify your game file integrity. Judging from their endings you have 380 plugins that occupy a full mod slot in your list. As long as not about 130 are flagged as esl you exceed the mod limit. Starting a new game with many mods will often not work, because there are mods that must not be loaded before you leave Vault 111 for the first time. So, in your case, I would recommend to try to start the game with no mod enabled and when you left Vault 111 make a save. Afterwards you could begin to enable your mods step by step with a lot of testing. In case you have texture mods that aren't listed it might be a good idea to uninstall them until you get a working game.
  18. In your crashlog the plugins are missing. But I see that you are on next-gen with the backportedba2support installed. This is not needed and afaik might lead to crashes. The escapefreezefix wasn't updated for next-gen. So you might uninstall it. Maybe more could be said when seeing you complete modlist.
  19. Do I understand it right and an older save with exactly the same mods works? You already left Vault 111 for the first time in the new playthrough with all mods installed from the beginning and a new save won't load? It can mean that the new save is corrupted. You could try to disable every mod beginning with FurryFallout and try to load. If this does not help you might have to begin a new playthrough with all mods from FurryFallout downwards diabled and play until you leave Vault 111, make a save a begin to reenable the mods step by step with a lot of testing.
  20. You could use the hairstyle mod from the beginning if you want to use these hairstyles in the first character creation scene, but as FO4 let's you change your character later (at best with mods like Looksmenu and LMCC) I, personally, would use no mod in the beginning. But you can of course try and with a little luck it works.
  21. Yes. Some mods must not be activated before you left Vault 111 (at least until you get your Pip-Boy). Some other mods are ok to activate before like character creation. But to make things easier I recommend to start without mods, play until you leave Vault 111, make a save and begin to reenable your mods step by step and not all at once. With testing and saving after every time you added mods. So in case a mod causes problems you can find out. Whether this helps is as always a matter of trial and error. You could verify your game file integrity to be sure that an unmodded game would work. Your ini entries can stay as they are.
  22. Regarding load order. Scrap Everything (I would recommend the ultimate edition) belongs at the absolute end of your load order. PRP mods perhaps directly above. But with this few mods and for a new playthrough I ask myself whether you need PRP repair mods at all. And it is always a good idea to begin a playthrough without mods enabled until you leave Vault 111 for the first time. Especially weapon mods. When you are able to play without mods and left Vault 111 you could make a save and begin to enable your mods again.
  23. It's always hard to determine why Fallout 4 refuses to load with a long mod list. But I see the first entries for next-gen (NG) and that you have the "BackportedBa2support" in your load order which is for pre next-gen FO4. So, for me, the question is are you on next-gen or pre next-gen? If you are on pre next-gen these two might be a problem: "+Desperados Overhaul PRP Patch NG" and "+PRP Plugins NG". Maybe. If you are on next-gen you should uninstall the "BackportedBa2support".
  24. It seems difficult to find the information, but if we mean the same display cases you can build them with this mod: https://www.nexusmods.com/fallout4/mods/27848 Out of settlements the ESP-explorer, the Screen Archer Menu or the console should let you place them where you want.
  25. Only as a thought, because it might have something do with MO2. Do you have a Fallout4Custom.ini under "C:\Users\*your username*\Documents\My Games\Fallout4" and did you make your changes there? Are the values changed back in this file to something else and would perhaps MO2 do that or override your settings? What would happen if you change the ini-file again and start the game directly with the f4se_loader.exe in the game folder without the use of MO2? I am no MO2 user and never experienced that settings in Fallout4Custom.ini are changed through starting the game. So perhaps your mod manager might interfere with that.
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