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LordKee

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Everything posted by LordKee

  1. Right, 4th crash in a short while, so I'd say currently much less stable than before. There is a water hydrant(sp?) outside the museum in Concord, that gives an activation prompt but nothing happens when pressing E....also in one of the first houses there was a cymbal monkey trap that prompted for action but nada. Tried to access the computer inside the museum, but nothing happened but then remembered some issue regarding having a pistol with a torch (Blue LAM or something like that mod) and switching weapon I could access the terminal.....or actually, I don't think the pistol had had one installed. Yesterday I'm pretty sure I accessed terminals wielding my other pistol with the torch without issues... Going to put the end of the papyrus log in spoiler tags Current load order: Mods outside the guide I have installed: Survival options, Scrap Everything, Faster Terminal Displays 10x (all pretty much essential in my opinion :) )
  2. Well, a quick update. I installed the two new patches and updated the mods. I also tinkered with my load order as per instructions (Those interior fog removal etc moved down the list quite a bit). No visual issues but two CTDs when exiting the first houses on the right side in Concord...Re-loading a save just before exiting and it loaded OK when returning to the outside... Going to play some more, might have been just bad luck with random crashes... The papyrus log started to get these kind of lines a lot now...haven't seen those before:
  3. I was referring to the beacon that attracts new settlers to the settlement :) I can do them, no problem, I just remember there was some sort of mini quest regarding that? I might be wrong :) The pick up stuff beacon thingie works wonderfully btw, stashed a lot of items in a container inside Concord metro tunnels and had them delivered to Sanctuary, which was utterly cool :)
  4. Sure, once I get home from work...4-5h to go... Does anyone remember when in the game you are asked to do the settlement beacon? I have only played the start of the game once on vanilla and I distinctly remember being tasked to make a generator and the communications thingie...I might be wrong of course.
  5. Had no issues regarding that (mind you my load order was different than what you recommended)
  6. Another timely CTD so I noticed the updated level list you posted :) Cheers. What else could I complain about....puddles on the roads flicker almost white for me. I.e viewed from a certain angle they are reflecting white or something like that, Move a bit and they turn dark...I guess it is the WET.esp I have loaded as last plugin in my load order that causes it? Not a biggie, something I can live with for now... Edit: Your patch is missing MojaveImports & WastelandImports_classic. I'll wait for you to get those included in the guide, no rush.
  7. Well, decided to just try again and re-loaded my previous save, which was just before leaving the subway at Concord, and it worked! So another random crash and not a crippling issue... I must say, this Subway Runner is pretty nice mod. Cool tight fights against raiders...seems to be pretty long tunnel as well. If it is 1-to-1 scale to the next station...that would be pretty awesome. No idea yet how the fast travel works but anyhow, I do hope these worldspace mods mature and work well together in the future (near future at that :) ) But again, all raiders have xbows with cryo ammo :( And one big raider dude, in raider PA, insta killed me...but was a fun puzzle to take him out. Used something like 3 mines and few 'nades in the end...so now I have a complete raider PA (sweet decals on it btw). This load order you suggested Gernash have solved (so far) all those flickering graphical bugs I had earlier, i.e all the new opened up houses just work fine (only been to a few of course). So pretty awesome at the moment, I can live with the CTDs if it doesn't become more frequent. Just have to save each time I actually achieve something game-wise :) Edit: 30h game time on this latest guide installation...mostly spent building one house though as I'm just level 10 right now (that SMH mod is time consuming but also very satisfying...)
  8. I'm considering disabling WOTC for now. Afraid it won't solve the ctds but at least one less worldspace editing mod less in the mix. And with spawns set to 0, sort of useless anyway :) And I guess subway runner is also something one might live without, although I loved the idea to slowly work up a subway network that could be used for fast travel....such a good idea. Saw this mod on nexus: No More Disappearing Act - Cell Level Pre-culling Disabler Not sure if it is any use nor if it does more harm than good....
  9. So, went to this Concord metro station, had a blast fighting some raiders. But, when I try to return back to the surface, I crashed. I gather this is a known issue? And no apparent fix available? Else, things looks pretty good. Much less graphical glitches with those opened up buildings. But why do most raiders have those damn xbows with cryo ammo? Like the bunch of raiders I took out, ended up with 8-10 of them....raider overhaul funny like that or too high chance for it to just appear? (does 80+ damage plus the cryo stuff, so instant death when you get hit by one it seems)
  10. Thanks mate. I made the changes and see how it works out and report back in case things go side ways :)
  11. Nope :) Lemme see... So, I looked at all those radios...and noticed one thing. Selecting the settlement beacon one, it doesn't play anything. Was there some mini quest task in the beginning to set up the beacon? Haven't had anything like that yet....did the water, food, bed and defense tasks but after that I didn't get anything new. Preston wanted me to go and help out Tenpine Bluffs (Corvega Ass. Plant thing, which I can't do yet as I get my ass kicked). Sturges tells me Preston has something he wants to talk about, but nothing new happens. I also got Abernathy farm quest done, so can build there but Preston didn't react to that either...and Star-Light DriveIn I cleared and activated. I do get new settlers though. Anyhow, I suspect Preston is borked for some reason....stuck or something. Google time :)
  12. Haven't used radio yet (on pipboy). I think early in the game I tried some of the spawned radios but those were silent, and now later on some places do have radio playing. From some quick googling the stuff about DLC04 seems to be the radio for Nuka World. Apparently you need to be level 30 for that quest to start (the invitation to go there whatnot). No sure if that causes a crash or not. WOTC could well be the culprit for some of the crashes. Although I did turn the spawns off with the settings. CSE_SPatrol_Spawnpoint.psc part of that mod? But please, don't spend any effort on this :) Unless others have similar issues that is.
  13. I have been using Scrap Everything and cleaned up Sanctuary pretty good. While I do get CTD's now and then I don't think it is because of the scraping... Played pretty much whole Saturday and had maybe 4-5 CTD's. I tend to save frequently now :) Would be nice though to be able to pinpoint what is causing the crashes, but as they are totally random I don't have a clue. The log file probably helps but I lack the know-how to parse through that... Who the heck is Samson? (don't have such a user name nor directory) This kind of stuff seems to often be in the log as well
  14. Hate to double post, sorry. Was confused there for a while. Overwrite directory in MO2 didn't show any files for me. So I went and reinstalled OCDecorate mod and tried to do a new clean up. To my bafflement of epic proportions, the bloody esp was already clean. So, troubleshooting this confusion, I finally noticed that if you checked the over write folder in windows explorer, there was that cleaned esp, over writing my installation. And, still, in MO2, clicking that cursive overwrite down the list place, showed nothing. Anyhow, just manually moved the darn esp from the overwrite folder to the installed mod folder, so that should be sorted :)
  15. No worries about the weapon weights, just wanted you to know and probably I made a mistake somewhere when installing it. Right, tried that cleaning guide of OCDecorator.esp. All good, i.e instructions were clear and I managed to clean it up nicely. But, I think there is an issue with saving to overwrite...after I exited FO4Edit, all looked good, I instantly cloased MO2 which crashed. After restarting, overwrite folder was empty....going to try it again now. Anyhow, I remember reading somewhere about these kind of issues with overwrite folder...any solutions regarding this known or just a question about luck?
  16. I like this, clear instructions easy to follow. Cleaning up mods that have potential issues seems to me the right thing to add to the guide. Would be better of course if it were fixed by the mod author (unless it is due to our mix of mod that causes the issues, but then that would go into a patch specific for the guide I guess). So, add the cleaning instructions where appropriate, contact mod author to see if an update can be made (I for sure, if I were a mod author would love to get quality feedback that helps to improve my mod) and when/if an update is available switch to it at that time. Stability and prevention of random CTD's are of up most importance regarding a guide like this in my opinion. The more solid base, the better experience on the long run. Two other important things, IMHO, that I'd like you to address perhaps would be the installation order and load order. Currently it is a bit of a guess work when going through the guide (for me at least). I'd prefer if things were set in stone, so to speak. Maybe (just a suggestion mind you) for each mod, have a section where it would be stated where in the load order the *.esp's etc should be placed, for instance list 2-3 plugins prior to the installed ones by the mod and 2-3 that comes straight after? Then you could keep the plugin list up to date while you are installing instead of going through a list, when all is installed, which is a potential place for making a booboo. Just spit balling :) That one patch you made, with the modern weapon weights, I didn't get it to work. Decided to continue with the original values for now. [spoiler=crash log][10/21/2016 - 11:16:37PM] Papyrus log opened (PC-64) [10/21/2016 - 11:16:37PM] error: Native function ClearFromOldLocations in empty state could find no matching function on linked type ObjectReference. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetTemplate in empty state could find no matching function on linked type ActorBase. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function HasHeadPartOverlays in empty state could find no matching function on linked type ActorBase. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetHeadParts in empty state could find no matching function on linked type ActorBase. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetOutfit in empty state could find no matching function on linked type ActorBase. Function will not be bound. [10/21/2016 - 11:16:37PM] Function GetTemplate in the empty state on type ActorBase does not exist. Function will not be flagged as callable from tasklets. [10/21/2016 - 11:16:37PM] Function HasHeadPartOverlays in the empty state on type ActorBase does not exist. Function will not be flagged as callable from tasklets. [10/21/2016 - 11:16:37PM] Function GetHeadParts in the empty state on type ActorBase does not exist. Function will not be flagged as callable from tasklets. [10/21/2016 - 11:16:37PM] Function GetOutfit in the empty state on type ActorBase does not exist. Function will not be flagged as callable from tasklets. [10/21/2016 - 11:16:37PM] error: Native function GetWornItem in empty state could find no matching function on linked type Actor. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetWornItemMods in empty state could find no matching function on linked type Actor. Function will not be bound. [10/21/2016 - 11:16:37PM] Function GetWornItem in the empty state on type Actor does not exist. Function will not be flagged as callable from tasklets. [10/21/2016 - 11:16:37PM] error: Native function GetType in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetExtraParts in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function HasExtraPart in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function IsExtraPart in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function GetValidRaces in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] error: Native function SetValidRaces in empty state could find no matching function on linked type HeadPart. Function will not be bound. [10/21/2016 - 11:16:37PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [10/21/2016 - 11:16:37PM] Memory page: 128 (min) 512 (max) 153600 (max total) [10/21/2016 - 11:16:37PM] Maximum stack depth: 100 [10/21/2016 - 11:16:37PM] This is a script log only and does not contain information on any other part of the game, including crashes. [10/21/2016 - 11:16:54PM] Cannot open store for class "ToasterRoFSwitch", missing file? [10/21/2016 - 11:16:54PM] Cannot open store for class "ToasterPlaceThings", missing file? [10/21/2016 - 11:16:55PM] Cannot open store for class "ConvertWorkshopItemOnStore", missing file? [10/21/2016 - 11:16:55PM] Cannot open store for class "CROSS_weaponfireeffect", missing file? [10/21/2016 - 11:17:04PM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file? [10/21/2016 - 11:17:04PM] error: Unable to bind script DLC04:DLC04OperatorsRifleAnimationScript to (06051235) because their base types do not match
  17. Darn this is hard :) Tried to take that Corvega assembly plant (I'm level 6-7?) but really didn't have a chance with the weapons I was carrying (10mm and xbow basically). Anyhow, I have had two CTD's failing with this: [ (BB01744F)].CSE_SPatrol_Spawnpoint.OnCellAttach() - "D:\SteamSSD\Fallout 4\Papyrus Compiler\CSE_SPatrol_Spawnpoint.psc" Line 34 [10/21/2016 - 12:15:18AM] warning: Assigning None to a non-object variable named "ActiveGroup" At least I assume that is the culprit, it is what the log shows last. Ideas anyone?
  18. Nope...Fallout loot overhaul sounds too tough for my taste (planning on creating beautiful settlements, need resources even if it takes a long time to gather them :) ) Ok to just use the modern weapon weight patch alone? Then again I only have a handfull of weapons yet in game....so don't have a really good understanding how things are, other than a pistol was heavier than some bigger gun etc. Gotta play more :)
  19. Started my play through on survival with modern weapons. Regarding the weights, just noticed things such some 10mm pistol having a value over 10 and some junk were on the heavier side. Also with melee weapons, there are these nice katanas you find in your own home, that do less damage than some little stilletto I found later. (~30 vs ~80). At work so can't check exact values. Sure about those fans spinning in vanilla? Anyhow, not a biggie :) I was thinking that once the guide is more or less stable and influx of new items stops, perhaps some patch or mod specific to the guide where all the weights (etc) would be consistently edited...or something like that. I'm using Scrap Everything...and have it in my loadorder somewhere just before MODWiki patches and worldspace mods....and it has worked fine for now...have I been just lucky or?
  20. White and carbon power armor frame mod is now listed twice if you go for the power armor plugin. I chose to just keep the old installation. Couple of issues....weight of junk and some weapons seems a bit off. Perhaps a weight overhaul would be in order? Something we could make ourself? (I wouldn't mind actually learning to create something myself...) Would it be easy to get a list of all the items in the game with weight (and perhaps other) values? Irks me to no end to see desk fans spinning...while it is a nice animation and so on...just feels so out of place. I had severe issues with one of the opened up interiors, massive graphical glitches. Probably the Beantown mod that introduced it. Was on the road to the left when you go down the hill from that first Red Rocket settlement close to Sanctuary. Last house by that road, a building that is open to the world (i.e no transition to inside cell). Not a biggie, but if someone could check it out, as it might just be load order issue at my end...(got Plenty 'o' Exploration, Stumble Upon Interiors, Lexingtron, Beantown Interiors, Subway Runner and WOTC installed, in that install order, plugins a bit of a guesswork order wise: plenty of interiors, subwayrunnerodynamic.exp, dwuk_lexington, bt interiors, subwayrunner and WOTC in that order, with MODWiki patches after these....
  21. Got some 6-8 hours in yesterday and only two CTD's. Seems pretty stable. Didn't get much done as started using SMH trying to figure it out by building a base. I did venture out to the new opened up buildings and looted a couple of them, all good stuff. While I initially promised myself to not go crazy with the scrap everything mod, I did clean up Sanctuary quite a lot (SMH uses a lot of wood even though each item costs just 1 :) ) Having Dogmeat + 1 companion is a boon...makes things much safer in these early days. Codsworth seems perhaps even a tad OP with his flame. Took out two supermutants without breaking a sweat. A lot of enemies (raiders and supermutants) have had crossbows with cold/freeze whatever bolts btw. Could be an issue? A lot of things in the workbench where you can craft the new items (completely forgotten what it is called) are missing icons. At Abernathy farm, the one with whom you can trade with, had a few shipments without icon, while also having a lot of other shipments with icons. So it seems there are duplicates of shipment items? What else....rad storms are rad....fights at night are a sight to behold with all the tracers flying about, just freaking awesome. With all the different ammo types managing enough of one type is a hassle at start but I haven't yet tried to manufacture ammo either. Oh, and I'm sad the current version of SMH doesn't have glasspanels to put in the windows...:(
  22. First random ctd...I guess there are no logs etc one could use to troubleshoot? I was just walking back towards Sanctuary from Albernathy Farm (needed some tatoes :) ) Simply Modular Housing aint' simple btw. Did 4 game days straight building...love it :) My first base building is going to be amazing. Haven't ventured far yet as well, been bulding...looking good so far (if my CTD was just a fluke) Edit: oh, and some items from the Beantown interiors that are collectables are not marked as such (goes to loot) so one could by mistake break up items that might be fun to collect. (found a nuka cola machine model and a nuka cola lamp that I'll save for decoration). No icon either in the inventory. No idea if it is easy to get a list of those items and patch things up.
  23. Looks great to me Gernash. Something else for consideration: Uncapped Settlement Surplus As it is now, all the food, water and scrap production is capped depending on what is in the workbench. Just feels counter intuitive to me, especially on the scrap part but also food and water to some extent. While I'm fully aware it will probably screw up the economy side of the game, still something I'm going to add to my game. It also have a setting for settlement attacks that on paper looks as a good solution. I suppose lowering the worth of purified water could mitigate the ease of caps, then again, vendors tend to never have enough caps as it is now....what I'm saying, it could be tweaked to perfection :) Durable Vertibirds or some other similar mod probably worth including at some point. Companion Command and Tactics also something I'd consider. With Dogmeat and additional companion in the field, probably would come handy to be able give commands with a hotkey in tight situations.. Quiet Dogmeat Paws probably a good idea as we now can have Dogmeat with us all the time Hush Dogmeat - No Idle or Whine Sounds While Sneaking seems like a good idea, for immersion ;) Dogmeat - Doors are NOT for Dogs (No Door Opening) Scares the crap out of me everytime DogMeat goes and opens a door when I'm taking a breather.... ...maybe I should just play instead of looking for more things to add :)
  24. As I started a new play through I'll take a while to notice all the new changes, but I'll keep you posted. Subway runner points to wrong mod at nexus (Plenty 'o' Exploration) (Should point here) That beacon mod seems awesome...if you could check for conflicts at some point that would be great ;)
  25. Here are my initial impressions of a few hours of game play. My installation consist of pretty much everything but ENB and Shadow Boost (60 fps steady atm for me). Core+PA+FO4 Wartags+PewPew+BetterSettlersClothes+WOC and WET. Additionally I have installed Faster Terminal Displays (10x), Scrap Everything and Survival Options. The plugins I just put just about before the CORE patches. Settings in game, WOTC spawns turned off for now, in surviavl options damage set to 1.5 for player and npc, needs part lowered frequency and upped the gain for both food and drink. And difficulty set to survival. Game loads and runs just fine. Looks great. Initial 10mm pistol does some 18-19 damage, seems fine, raiders take ~5-10 shots to kill. Some cool new weapons right from the start...a pistol that is a tad OP (100+ damage) but special ammo I have not seen elsewhere...over all combat is deadlier and more tactical and initiated at longer ranges. First PA you get, felt good. Protection seemed ok, you do take damage to the armour but keep hp up. Explosions and molotovs are deadly. Atmosphere is superb. Night time is dark and I'm glad I chose 200% option when installing that one light mod. Nitpicking: Hotkey Manager, Take Cover Configurations and "WOTC Spawn Configurations" could be moved to Misc/Settings holotapes, just so that the inventory would be less cluttered. All the "action" type of items you get, such as save game item, take cover, focus and use crit, would be nice if those where in their own sub category as well. I use hotkeys to access them and not from the inventory. I know there are others, such as switch ammo types etc, all of those could go into one place? So over all, installation feels stable, gameplay fresh and challenging enough....nothing to complain about :)
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