
MysticDaedra
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wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
Big thanks to Gernash, who helped me find the compatibility issue with Shadowboost and ENB + ReShade. Heads up for anyone else who has a similar issue, your best bet (in my opinion) would be to just not use shadowboost. Although, if somebody does find a way to make them compatible please share! Now I'm gonna go play ;) -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm going through my plugins.txt and comparing to yours. And yes, they do indeed appear... however there are some major differences. I'm hoping that this is because the plugins list you posted is old/hasn't been updated in a while, otherwise there are a lot of missing plugins or plugins that have that their .esp files names changed. If these are hooked somehow in your patches, it would make sense why I am unable to start the game. Everything is set to run as administrator. Nothing is on my Windows drive, not even my My Games folder, I have a symbolic link to my SSD for that (saved games load soooo much faster now). But all I can say for now is that LOOT is giving me a very different load order, and when trying to copy yours I'm finding a ton of discrepancies. The only "core" mod I've not installed is the Old World Radio mod, and I've made sure that selections in other mods reflect that. The mod is just too big for me to download, 6GB is over my patience level for browser downloading. But the discrepancies I'm finding have nothing to do with that mod. Below is my plugins.txt file. There are a few armor mods I've installed that are different from the guide, but everything else is from the guide: -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
I think it was a glitch with Mod Organizer. Even though your patch was lower, somehow the original was superseding it. As a note, I am unable to get the game to launch currently through mod organizer and F4SE. The only log file I could find that showed even a hint of what the problem may be is one of the F4SE.log files, which states that F4EE (LooksMenu) was unable to "get" the papyrus interface: f4ee couldn't get papyrus interface -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
And.... third edit. Geez, can't edit after 30 minutes? Seems draconian to me. At any rate, it seems the file from the original mod was somehow interfering in MO2 with the file from the MODWiki patch. Hiding the Better Settlers CCA .esp file fixed the issue. Apologies about the repeated posts. -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
Won't give me an option to edit my post... weird. Anyhow, I amend what I said before, it wasn't the AE merged patches that were missing masters, it was the BetterSettlersCCAPack1.1b.esp file that needed the .esp files from Elianora's mods. Am I supposed to hide this file or something? -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
In the Better Settlers addon page, you've instructed to hide all the .esps of the mods... even though the AE merged patches require these .esp files? -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
Weaponsmith Extended... so huge lol, my bandwidth has been crying in agony for the past 3 hours lol. Basically, what I mean by better explanation of organization, it wasn't clear to me that I needed (or had the option) to download those mods and install them right after the core files from the ModWiki page. There are a bunch of the mod categories on the plugin page, just like on the main page, so it was confusing to me if I was somehow deviating from the main modpack. Could be just me... Either way I think I've got it figured for now. The fast response is very much appreciated! -
wip-fallout-4-using-modorganizer-2
MysticDaedra replied to Gernash's topic in Unofficial Fallout 4 Guides
So... somehow I'm not understanding the Modern Weapon section. It seems like you are saying that you've updated it, but I don't see any updates, still seems empty/lacking in instructions/purpose to me. Any updates on how this is going? Got thus far in the mod list, but I definitely can't finish without adding modded weapons/replacers. By the way, I really appreciate this mod pack! I've been looking for something like it for a long time, somehow I didn't know this even existed. Thanks for all your hard work! EDIT: OK, I think I've figured out how you've organized this section. To be frank, it is not at all clear how you have intended this to be used... I humbly submit that you might want to be more detailed on how your plugin sections are organized. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
MysticDaedra replied to Kesta's topic in Unofficial Fallout 4 Guides
Any chance of an update? I am guessing that we're waiting for the new NMM to be released before work on this starts up again? A STEP guide for FO4 is really what's keeping me from playing the game lol. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
MysticDaedra replied to Kesta's topic in Unofficial Fallout 4 Guides
The INI tool has been updated and is called BethINI now. Here's the link: https://www.nexusmods.com/skyrim/mods/69787/? Yes, the link is to the Skyrim Nexus, but it works for Fallout 4 too. See the description for details. -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
MysticDaedra replied to Kesta's topic in Unofficial Fallout 4 Guides
An awful person. How could you do this to us mere mortals?!?! :P MO2 has come a long way, and I rarely have problems with it. That being said, problems do exist, mostly when using a program launched through MO like Bodyslide and xEdit. I haven't personally had any problems with xEdit but I don't use it the same way many do. Anyways, we'll all eagerly await the update when it does come! -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
MysticDaedra replied to Kesta's topic in Unofficial Fallout 4 Guides
I'm also hoping this guide grows, been waiting for almost a year now for a STEP FO4 guide, and you've got an excellent, if slightly out of date ;) guide going here! Definitely going to be following this one! -
How exactly do we use Crash Fixes?
MysticDaedra replied to uncleseano's topic in Skyrim Revisited (retired)
Over a week old, hope this isn't too much of a necro. Any chance that a reminder could be put with the Crash Fix step of the SR:LE guide for installing the SKSE Plugin Preloader? Somehow I missed it, text is small etc., easy to miss, plus it is right after the main SKSE portion of the guide which makes it very overlookable. Would save many people a headache I think when they find they can't load the game after installing the Crash Fix. -
SR:LE Stuttering - NOT 64hz bug
MysticDaedra replied to MysticDaedra's question in Guide Support & Bug Reports (retired)
I didn't realize about the 4GB requirement. I've never had issues with high-res body textures before, but I'll look into that, thanks. Also, I turned down grass distance, immediate drop in stutter spikes. Very interesting. -
SR:LE Stuttering - NOT 64hz bug
MysticDaedra posted a question in Guide Support & Bug Reports (retired)
I believe it has to do with textures streaming from my HDD, which isn't terribly fast. Not slow, but not quite fast enough. I'm running most of SR:LE on the recommended resolution downloads, so my questions are as follows: 1. Can I re-install lower resolution textures of various mods 2. Which textures have the highest impact on framerate/memory 3. Any other suggestions that might improve the stuttering? Game runs just fine indoors, dungeons etc. But outside, I often have sudden FPS drops that have a major impact on game playability. Specs: MSI GTX760 2GB OC Gaming Edition, i5 2500K @4.5GHz, 14GB G.Skill RipjawsX, 1080p Monitor, random other fancy stuff