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Barachiel

Citizen
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Everything posted by Barachiel

  1. Well, it didn't happen tonight, so weird. Good thing, though. It's a survival playthrough. *shudder*
  2. This was just me walking across the raised highway towards the plant. Nothing else happening, not even combat.
  3. I'm having irregular CTDs at least once a session now, and last night, two repeatable ones cropped up. First one was trying to replace the turrets in Covenant. Any attempt to place a turret where the old ones were == instant CTD. No error message. Later, I gave up on that, and decided to move onto Lexington to hit the Corvega plant, and the game crashed as I was about to enter the city proper. Tried again, happened again, different spot but not close enough to trigger the Lexington map marker.
  4. Tried that. Didn't help. What did help was reinstalling DEF_UI. Apparently when I reinstalled it, switching from Ultra-wide to 4K, I didn't enable DEF_INV tags.
  5. Welp, I found the culprit. After turning off ESPs one by one, the dastardly fiend is the MODWiki Core patch.
  6. https://imgur.com/a/XRAfB Here's a picture of the issue I'm having.
  7. I fixed the T-49 issue (turns out updating it somehow turned off the ESP. Don't ask me how that happened, or why I didn't see a popup TELLING me it was missing). Now I just really want to fix the item tagging issue.
  8. So far, several mods have updated recently, but everything seems to be working fine, so far, with two exceptions. The T-49 Storyteller armor got a MAJOR overhaul, and my set of armor has vanished. It's just GONE. It's not even reset back to the starting locations. The others is the Item Tags in the Auto Loot menu are a MESS. Items now read like "Typerwriter[[[[[[[spring,Metal (5),Circuits]]]]]]]" It makes everything VERY hard to read. It broke when I added Quest Tags, but removing it didn't fix anything. I've reinstalled Valdacil's Item Sorting mod three times, and that didn't fix it either. I'm at a loss.
  9. Well much to my shock and surprise, T-49 Armor of the Storyteller just saw an update, and a sizable one at that, I think.
  10. The optional one that comes with NAC is pretty good. I'm using it myself. Nowhere near as over-powering as PRC, but almost as pretty, imo.
  11. Okay, for anyone who cares, you can remove Snap-n-Build then use the Workshop Menu Missing Tabs fix mod from the Nexus. The T-49 helmet problem was due to having something called a "Headlamp Debug" installed in-game. I switched it over to the regular Headlamp option, and it worked just fine. I got the world back by disabling the COREWiki-Worldspace patch.
  12. Okay, I updated to the new Core patch and the missing world is back. Invisible walls, floating enemies, the whole nine yards. I have both ini edits as instructed in the patch installer for the Worldspace patch.
  13. How do i safely remove Snap-n-Build with the site page gone? The holotape didn't spawn, and I didn't get the addon to add one manually. Also, the headlamp on the T-49 armor is not working. Don't know if that's a patch issue, or a load order issue.
  14. *looks over Better Companions* Hot damn, this not only replaces "Move (Get Out of the Way)" for me, but I may also ditch "Companions Better Accuracy".
  15. What is it, praytell? I'd like to get my grubby little hands on it. :D
  16. SMH is still there, he just changed the name to Modular Housing (Carpentry).
  17. @Jarda 1) Yes, and there's more blocked by in-game magazines, and some questlines, like the Robot Workbench from the DLC "Automatron" and factional stuff that unlocks based on who you support. 2) The backpacks and such are moved by either a compatibility patch from the Armorsmith Extended page, or if you're following the guide fully, the MODWiki Core patch instead. 3) More than likely. 4) That's normal, I think?
  18. Okay, there was more going on that I missed. Cool! I will say, the part your describing with the settler "Cathy", didn't exist at first. It came about because of patch 1.5 or 1.6, as I recall. I remember reading the mod author's rather heated rant that they broke something that didn't need fixing, all for a lazy work around regarding save-game bloat.
  19. From my remembering of the big issue that brought the mod to being pulled down.... Apparently, a few patches ago, Bethesda made some undocumented changes to how settlers and NPCs are spawned and despawned when you're not around. Before the patch, the data was saved, and DCMS used that to give settlers their consistent feel. But as a shortcut for something else, Beth re-wrote things so that the data wasn't saved to individual NPC records, but to a giant pool, so DCMS settlers would respawn differently every time you left a settlement and came back. That broke scripts, which broke saves, which caused people to get very angry. The mod author found a temp fix for a while, but it wasn't a total fix, and the save/script issues continued to occur, albeit less frequently. Eventually, he got fed up, pulled it down until he fixed it for good... and was never heard from again. Either it wasn't possible to fix, it was beyond his skill, or he just threw up his hands and said "**** it." Possibly some combination of the three. I've my feelings clear on mods being pulled down needlessly, but honestly, it was probably for the best that he did, in this case, given the issues. I just wish he'd fixed it, or at least made an announcement that it was over. Maybe he did, and I missed it. I believe Immersive Settlers handles the naming part, now, at least.
  20. The fact that I don't want 90% of what comes with Weaponsmith Extended, mainly.
  21. Well, I know you weren't asking me, buuuuuuut. -19 additional settlement mods, mainly adding items and features the others don't. Too many to list, but if you want, I'll make a follow-up post later. -8 mods specifically for making Vault 88 more enjoyable to build. 1 of them has a RIDICULOUS number of plugins that i have to merge just to keep the esp list reasonable. I may have listed them once before a long time ago. If not, I'll be happy to provide. I will not touch Vault 88 without these. -T-49 you already knew about, but also 5 extra armors/outfits (Proto-Vault Suit, True Reporter, The Mercenary collection of LoW's armors, Armored General, and Wasteland Sniper). -3 extra weapon mods (Widow Shotgun, The Detective Special, and Crossbows of the Commonwealth). -3 tweak mods for companions (better accuracy, infinite ammo, no fall damage) and one brand-new companion (Heather Casdin) -Several Quest mods, but only 1 is active (Combat Zone Revamped; Fusion City Rising, Maxwell's World, and a couple others are being saved for post-main story in case of breakage). -4 player housing mods by Elianora + Goodneighbor Apartment -4 gameplay change mods (realistic fusion core drain, pre-war safes only housing pre-war items, more durable veritbirds, ability to jump out of vertibirds, and We Are The Minutemen (Basic Version). -2 new face presets, male and female Oh, and they're cuirrently inactive as I don't hate myself enough to play Survival while in a testing phase, but I have 6 mods specifically for customizing Survival Mode into something REALISTIC and not ball-crushingly stupid. And several of the above mods need compatibility patches to go with other mods. I didn't count them.
  22. What's it replaced with? I primarily use it for the unlimited build budget and improvements to electrical generators and conduit range.
  23. I've merged the secondary plugins for Better Mod Descriptions, Legendary Modifications, and Better Explosives. Those three alone will save you a lot of space.
  24. While I was at it, I fixed another problem that had been pestering me. Apparently, I never updated Workshop Rearranged, and was still running with the version that required Ethereon's MasterPlan.esm as a master. Updated, and got rid of that, and found a few other settlement menu issues cleared up.
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