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  1. Mod Source: BethINI by DoubleYou Wiki Link BethINI STEP Wiki Link BethINI (pronounced "Bethany") is an attempt to restore decency to the INI configuration files for games created by Bethesda. It currently supports Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, and Fallout 4. It arose out of my research into the Skyrim INI files over on STEP. Why You Need This There are many advantages to using BethINI: 1. It automatically reorders your INI files into a sensible order, making them much easier to navigate for manual tweaking. 2. It automatically fixes common errors, including some that can cause CTDs. 3. It automatically detects mods you have installed and makes changes recommended by the mod authors where deemed appropriate. If your mod or a mod you know of requires such support, please contact me, as this is the easiest thing in the world to implement. 4. It's presets are superior in graphical fidelity and performance (95% of the time) to the official presets one can create via the game launcher. 5. It allows for the modification of more settings than is accessible via native game settings, and provides explanation for each setting and what it does. 6. It automatically backs up your INI files. 7. For Skyrim, it automatically configures the Creation Kit to support multiple masters and any installed DLC, if enabled. TL;DR BethINI fixes your INI files and lets you tweak your INI files to improve performance and quality. Installation: BethINI is a portable application. You can run it anywhere. Simply extract and run. Do NOT run through Mod Organizer! Recommended usage: 1. Please do not delete your INI files prior to running this! 2. Run BethINI 3. Mod Organizer users should go to the Setup tab and select the profile they wish to use via the ''INI Path'' setting. Your profiles should be autodetected. It is highly recommended to close Mod Organizer if open. 4. Click Default. This will refresh your INI files to the default state. 5. Original Skyrim ENB users should tick the ''ENB Mode'' checkbox. This does not apply to users who ONLY use the ENBoost portion of ENB. This should be autodetected, so if you are unsure, leave this alone! 6. Click your desired preset. 7. Tick the ''Recommended Tweaks'' checkbox to apply tweaks recommended for all users. 8. Click the Save and Exit button. Testimonials FAQ Q: The program will not load. The cursor spins, but the program does not load and the process is not created. A: Add BethINI.exe to your antivirus exclusion list. Q: Virus! A: False positive. See the VirusTotal report. Q: Should I delete my INI files before running this? A: No! Indeed, it is likely the game launcher shall kill your INI files if you do this! Q: Why is my savegame crashing? A: Not all INI settings can be changed mid-game (e.g., uGridsToLoad). If you used some bad INI tweaks (e.g., Ewi's INIs) on a save, they can cause your save not to work with good INIs. Either copy some of the problematic lines back into your INI, stick the old INIs back, or start a new game. Q: Does it work with ENB? A: Yes! Skyrim users can simply tick the ENB Mode checkbox (should be autodetected) to ensure that all necessary tweaks are applied. ENB users of other games may need to check to make sure that they haven't accidentally disabled any necessary settings (as I currently don't know what settings are necessary for the other games, as I haven't used them. Sorry.) Q: If I use ONLY the ENBoost part of ENB, do I need to tick the ENB Mode checkbox? A: No. Again, this should be autodetected. Q: I get an error when I start the game that says, "failed to initialize renderer." A: Your screen resolution is incorrect. Please change your resolution to one that your monitor supports. Custom resolutions can be manually typed into the Resolution box. Q: I want to go back to the way my INIs were before I used BethINI. Is that possible? A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown.
  2. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 83 - based on 4.1.3g Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files. (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.) Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Do not generate into any game or any mod manager folders. Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm TES5-Terrain-Tamriel-Extend.esm, SSE-Terrain-Tamriel-Extend.esm - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  3. Hey guys Do you plan to make a FO4 guide? I have really enjoyed your other guides, best quality I have ever found, can't compare any other guide to yours. I am kind of tired to read guides full with obsolete information, mixing 2021 with 2016. Cheers
  4. Hello I have a question, need a bit of help please. Does Bethini know how to read the information in custom.ini that is supposed to overwrite the prefs and fallout4.ini? Or it uses only the fallout4.ini and fallout4prefs.ini? Thank you
  5. Hey guys I have a question if someone can help me please, thank you. I am using MO2 and Fallout 4, used MO2 before with SSE and FNV without issues. I have been told that the fallout4custom.ini from MO2 can't overwrite the fallout4prefs.ini or the fallout4.ini with many if not most values that are supposed to be in those 2 vanilla ini files. This wasn't the case for SSE or FNV, as far as I have noticed, I mean the values I were interested in were always edited. Is this the case for Fallout 4? The fallout4custom.ini from MO2 (printscreen to be sure https://prnt.sc/19kwkqp) can't do that? So I have to edit the vanilla inis directly (in MO2 ini editor of course)? Since it's a major thing I want to be 100% sure that I don't see placebo stuff by editing the custom ini. Here is a list of variables that can't be used on MO2 custom ini, but people on discord also confirmed the theory: https://www.afkmods.com/index.php?/topic/4316-fallout-4-useful-ini-settings/ (CTRL F "List of variables that will not be overwritten") Thank you
  6. @boycad Let's discuss your guide work here. It looks like you want to create an unofficial guide based on your own personal vision. This is totally fine, and you can do that using the Step guide infrastructure. Again, this benefits you and other curators (like us) in the long term. In response to your reply on the wiki: "badges" that I mention have nothing to do with the wiki or Wikipedia. It's just a forum group you would belong to "Fallout4 Curator" that would give you and others that curate FO4 guides permissions to do certain things on the forum and wiki to support that. It is also a label that all members can see so they know that you are an 'authority' on such matters. First step is to create your wiki mod pages as described on all the threads I linked on your wiki Talk page. I am also in the process of creating a guide for curators, but that will take a week or two.
  7. I know I am doing something wrong but I have not been able to identify it. I added the 3 lines into the custom.ini, not the prefs. I manually installed to ensure all was done correctly. I use MO typically. I am attaching screenshots of the area where I used the troubleshoot part of the mod to ensure I had all the right files. CBBE and Body slide are all I have installed at this time.
  8. i have attempted to put in a few nexus mods to fallout four, consisting of a remington acr and hunting revolver + ranger sequoia mods. i might also just be a moron as i am relatively new to mods and by and large use vortex, but how do i am getting these things to work? they never paintings. am i imagined to simply positioned the mod files inside the fallout four folder? do i take the contents out of the folder and then positioned them inside the fo4 folder? i'm so stressed! please assist me.
  9. FO4LODGen by Ehamloptiran, Zilav and Sheson Static objects LOD generator tool for Fallout 4 After one and a half years, Zilav and I finally managed to incorporate FO4LODGen fully into the latest xEdit.exe builds posted to WIPz TES5Edit on Afk mods. However, get the latest xLODGen - beta with terrain LOD, this is were the most recent LOD development happens. Users of xEdit and FO3LODGen/FNVLODGen/TES5LODGen/SSELODGen will feel right at home. After downloading and extracting the archive rename executable to FO4LODGen.exe or FO4LODGenx64.exe Start FO4LODGen.exe with the command line parameter -o:"c:\Output" to set the output folder. This will make it easier to create BA2 archives, to avoid blurry textures because of loose texture files. I assume Fallout 4 modders know all about this issue with loose texture files, the involved INI settings and ENBoost. Hover over the options of the FO4LODGen window to see hints what each setting does. If a texture atlas is not created it will use the vanilla texture atlas (Commonwealth and SanctuaryHillsWorld are supported atm, ping me if DLC worldspaces are required) if possible and single LOD textures if not. I created a FO4LODGen Resources archive, to improve the generated LOD. While it is not required to generate object LOD, I recommend using the FO4LODGen.esp and the FO4LODGen - Main.ba2 for better results. Refer to the included docs/ReadMe.txt file to learn what each of the plugins do. The plugins can be merged, but make sure to keep a the name FO4LODGen.esp in the load order so that the FO4LODGen - Main.ba2 is loaded when starting FO4LODGen.exe. Check the log to make sure the BA2 is loaded. There is no hard requirement for the plugins that define unused LOD models and the FO4LODGen - Main.ba2 to be loaded in the game. However, if you notice flickering LOD textures or other odd behavior keep them in the load order. Let us know if this happened so we can update the instructions. The FO4LODGen-DLCCoast-WindTurbines.esp is just a bonus plugin and has nothing to do with LOD generation. All tree LOD in Fallout 4 is done as object static LOD, so 3D models are required instead of billboards. Even without the FO4LODGen Resources and no plugins changing the worldspaces, FO4LODGen already improves vanilla LOD. Tree LOD models use a feature called "double sided", which the vanilla LOD does not support. In vanilla this means the opposite side of branches are invisible. See below screenshots. Please test and post results so we can work out any kinks before official release. "Use backlight power"
  10. Hello. Im trying to put together a Fallout 4 guide, and I have some questions. Im looking at these seven F4SE doo-dads, and I'd like to know if they're recommended: xSE PluginPreloader F4 (manual install) PrivateProfileRedirector F4 - Faster game start (INI file cacher) Address Library for F4SE Plugins Baka ScrapHeap-Script Memory Limit Expander Buffout 4 Auto Gamepad Switch and... Canary Save File Monitor ----- They all seem to have tangible benefits. But they also may be difficult to use. Are they stable, or necessary, or effective? Any opinions or experiences would be appreciated. -thx.
  11. Hi. Over the last month or so, I´ve been putting together a modlist/guide for fallout 4 over at Nexus mods (based in large part on Biraitbec´s guide, linked from a thread a bit below this one), and now it´s time for some serious testing, so I figured a post here would help with that. The guide is focused on survival mode with Unbogus fallout overhaul as a basesettlement buildingplenty of extra quests and locationssharing modding knowledge, to make you and me better modders The guide contains 50 pagesabout 300 mods270+ esps merged down to 201 (suggested merges section)instructions on basic usage of MO2, FO4Edit, Mator Smash, Wrye Bash, MergePlugins etcinstructions on how to repackage mod textures in ba2-filesThe Nexus page offers: Customized HUF based on Clean HUD 2Preset subdividers for MO2Links to testrun spreadsheet and other documents with some brainstorming for the future..To make it clear. I´m not a very experienced modder, and I´m learning as I go along, but this has become a bit of a passion project for me, and now I wouldn´t mind some help making it better. So if you have nothing better todo for about 8 hours of your life (just kidding, not really sure how many hours this would take.. a few at least) head on over to the Nexus page linked above and download. All feedback is appreciated (except for possibly "You suck" because... not sure what to do with that :P) both for the guide and the list itself. I would not mind help with conflict resolution either , so... Thanks for the word.
  12. Hey all, I'm very familiar with the STEP guides for Skyrim (including SRLE and SRLE Extended), and looking to jump into FO4. I found a handful of FO4 guides, looking for your experienced opinions on the best/most stable/current FO4 mod pack/guide. Here are the guides I found so far... Fallout 4 Mod List and Load Order Guide (BiRaitBec Modlist) wip-fallout-4-using-modorganizer-2 by Gernash https://forum.step-project.com/topic/12227-fallout-4-mod-it-till-it-breaks-my-personal-guide/ by Fenris95 Any guidance is appreciated! Thanks Rig: MSI SLI PLus Z270 mobo...Intel i5-7600K (4.5GHz OC)...Team T-Force Night Hawk 16MB DDR4 3000 RAM...EVGA GTX 1070 8GB FTW Gaming GPU...Crucial m4 256GB SATA SSD (OS and misc)...PNY 480GB M.2 PCIe NVMe SLC SSD (Gaming)...Hitachi GST Deskstar 750GB 7200 HDD (Storage)...Creative Sound Blaster X-Fi Titanium PCI Express Sound Card...Qnix 27" 2K IPS display
  13. I have three profiles and all the saves go to the same directory. Yes, I checked the :Use Profile-specific save Games" in each profile.
  14. So ive modded fallout 4 in the past with mo2 andi ts worked finbe but when i went to create the instance this time after time away from the game it doesnt want to register it. it cnat find it despite it being installed and me running it vanilla just before to make sure it was working. i know mo2 is wlorking cos igot my modded skyrim working fine. i keep gettignthe same error. "no game identified in c:/program file(x86)/steam/steamapps/common/falllout 4 despite the fact when i done this in past with fallout 4 its found it nad been fine and with skyrim its fine.
  15. I am looking for any help to resolve a mod conflict that is preventing the display of settlements in the "Send To" menu. In the picture only Sanctuary shows up. There should also be RedRocket and Star light drive in. Those options are there and selectable, they just do not show. I am at a loss as to where to look. I am just going through my load order in xEdit, but nothing stands out. If anyone has had this and fixed it let me know. Thanks
  16. Hey guys, spent the last week working on this guide since the others weren't current and one provided information that I didn't agree with. It's not completely final but it works in it's current state and is how I would play the game myself. I've removed references to cleaning individual mods until I figure out if that's even necessary. I've also split the guide into two halves as there were too many references for one page to handle. https://wiki.step-project.com/User:Fenris95/FO4_-_Fenris%27_Mod_Guide_Part_1 https://wiki.step-project.com/User:Fenris95/FO4_-_Fenris%27_Mod_Guide_Part_2 Good luck on your travels through the guide and hopefully you make it out to the other side without too much issue. Feel free to add the donate to step button at the top etc. I'm not technical enough to figure it out myself.
  17. Today I decided to revisit Skyrim SE after almost a year hiatus. I had been playing Fallout 4 through MO2 with no problems, running 400+ mods (graphics and ESLs included). I installed a new incidence of MO2 to take the place of MO1 on my J drive (where Skyrim SE resides). For some reason MO2 wouldn't appear. If I click it again a box comes up saying that MO2 is already running, but I never see it. I went ahead and deleted that incidence of MO2 and tried to run it from my L drive (where Fallout 4 lives). I switched it to SkyrimSe and it said it needed to restart. This time the same thing happened. My task manager says the MO2 is running, but nothing shows up. Worse, I can't access Fallout 4. I have over a thousand hours on four and want to continue playing that game. All I wanted to do with Skyrim today was see how many mods I could convert to ESL so I could put in some more. Any advice? My system is a Windows 10 pro 64 bit, 128 GHZ Ram, 8 core I07 running at 3.5 GHZ (can run faster, but it overheats), twin GTX-1080 cards with 8 GB Vram each, Liquid cooling. I wanted to ruyn the newer system, now I'm wondering if I made a mistake and should have left Skyrim with MO1.
  18. https://wiki.step-project.com/User:Gernash/MODWiki\ Updated 03/09/2016 !!!!!!!!!!!!!!! WARNING WIN10PRO KB3176938 breaking MO2's usvfs_proxy.exe in some way !!!!!!!!!!!!!!!!!!!!!!!! Also KB3176935 Reported by {crime_syndicate} after Anniversary update (thanks for the info) [spoiler=Resolution] Do a system restore prior to KB3176938 then run the new FO4edit (I use it via TES5Edit.exe -fo4 -edit -l:fr -cp:utf-8) then installed the KB3176938 with all the other updates for win 10 Pro Note: BodySlide x64 failed to start for me I had to add the 32bit version run it 1st then the 64x version worked If it fails after reinstalling KB3189031 you will have to disable it with hide or show update https://support.microsoft.com/en-us/kb/3073930?utm_source=twitter Here is a guide for the installation of ModOrganizer 2.0.7b and a list of mods running in a stable state. 26/09/2016 Created MODWiki CORE to replace all the mods. This will be a simple static Mod set (NO changes I hope) Submenus will be created for added umph.OLD MODwiki mods are now archived >>>HERE<<<Has a Recommended ENB Preset that I'm now using with this loadoutWeather Preset - Vivid Weather and darker nights (with 2 optional weather setups)Tested and running with ShadowBoost GuideUnique StyleSheet for ModOrganizer2(Themed for this Wiki) to increase your Immersion >>Here<< Added Nvidia base setup section >>HERE<< If you are using or have used NMM or Bethesda Game Studios Mods you need to reset the vanilla modlist folder instructions are now in the guide. Created a conversion Guide to migrate from an existing install to the Wiki <<HERE>> Created Some pages on the Nexusmod site (YEAY!!!) Vault 101 StyleSheet - Green Theme (There in a Vault-101-Brotherhood of Steel Theme V2.0.1 with add awsome) Preset Dividers for ModOrganiser [spoiler=OLD Learning version StyleSheet] Pit-Boy V1.1.0b #WIP Stylesheet Just extract in your MO2 Stylesheet and Feel the GREEN!!! Pip-Boy - Green v1.1.0b.7z If you see any errors or find missing Fomods please tell me so I can fix it. (Q:Updating mod version numbers..... A: I will "get around" to it maybe weekly....) Weather Mods Added (Full Update List) Mods Removed Bugfixes Shhhhhh!!!!!!! Don't click here.......
  19. I have been playing Fallout 4 for 1600 hours on one game, going well, but while updating some files I noticed that MO2 had every mod I have ever installed listed as a Profile. I decided to clean up the mess, though I have no idea how it happened. Then I noticed that the number of active mods had gone down. I started the game, and sure enough, all of the mods listed as Profiles had disappeared. How in the world did this happen. I though profiles were a seperate catagory. I was trying to clean up the extranious never used profiles before installing one to play Frost. Or should I reinstall Fallout 4 in another directory, along with MO 2, and start that one over. Still, I need to know what I can do to clean profiles without deleting the mods from the profile I'm playing.
  20. Hail!My specs are the following: Windows 10.GPU > Gigabyte GTX 1050 2GB VRAM (Defaut OC Profile with AORUS Engine)RAM > 16GB - 2, 8GB DDR4 2133 MHz (If i remember right, its a HyperX Fury)CPU > Intel Core i7-7700 CPU @ 3.6 GHzRunning on a admittedly old 1Tera HDD. WDC WD10EACS-00D6B0 . For some reason, as i saw online people allegedly running on medium on the same GPU and getting smooth 60 FPS on concord for example.But, whenever i try it, the FPS doesn't really hold up.And, i'm talking full vanilla testing right now. No BethIni tweaking, no Fallout 4 Configuration Tool.Only, basic vanilla Low settings.And still getting huge fps dips.Checked my driver and it's up to date. Disabled NVidia Streaming Shield as some say it may affects FPS.Also, NVidia Control Panel, i've set it all to the default.Also, i'm testing this after a complete clean install. Now, I only use ENBoost for the performance improvements and fixes. and I've noticed that the enblocal.ini from the mod in the fallout 4 nexus, is meant to be used with an older version of the binaries of ENBoost, and i noticed that the ENBoost 6.1 on Skyrim Special Edition mod, has a LOT of new options and fixes on the Ini file.Yeah, i understand it is on the Skyrim Special Edition nexus, but, somethings like Mod Organizer 2 is hosted only there too, so maybe the enblocal.ini located there can be used on F04? What kind of performance enhancing mods/settings you folk use?Should i just give up for a moment and go for another game for now, until i'm able to upgrade some piece? Sorry for any grammar mistakes,
  21. I setup my mod organizer 2 to use merged plugins, the plugins I merge arent showing up in fallout 4, my game gets all glitchy, i also followed gamer poets guide to the letter yet nothing, any help would be appreciated
  22. Title pretty much says it all. I'm trying to edit some of the ini settings of the mods I have running currently to boost my performance. However when I look into the mods directory for MO2, all the files are empty, or I at least cant see any of the files since they are 100% installed on my game. I dont know if this an issue with my computer causing the files to become hidden or if its caused by the manager. Sorry if this is an obvious fix or a repost but I've only just started using MO2 since I've heard many a time its the best manager out there, but I've seen nothing on what might be going on here. I can provide screenshots if that helps. Thanks in advance
  23. While trying to pinpoint the cause of sporadic CTD's , I've noticed that my MO2 (ver. 2.1.3) usvfs logs are a tad on the big side. From 600mb and up to 1.1Gb. And this line is being repeated like 100.000 times : 20:08:30.591 <24596:20136> [D] hook_GetCurrentDirectoryW [std::wstring(lpBuffer, res)=D:\SteamLibrary\steamapps\common\Fallout 4] [nBufferLength=260] [actualCWD.size()=0] [res=42] [callContext.lastError()=2] Any idea what would cause this ? --Neuro
  24. So I recently purchased Fallout 4 after having had the game pirated for the longest time. I dumped my mod files, kept a folder of the mods I had planned to use in my documents, reinstalled mod organizer, installed the legitimate copy of fallout 4 and.... "failed to spawn "Fallout4Launcher.exe" failed to start process (Access is denied. [5])" so obviously I googled this issue, and after a dozen people told me to simply dump and start over, add this text line, change this file line, etc. I'm officially stumped. NOTE: Both Fallout and Mod Organizer have been freshly installed with up to date files and programs, my antivirus including windows defender is OFF and I do not use data backup tools, etc. that are known to cause issues with Mod Organizer and yes I run in admin mode when loading, so can anyone tell me why I still can't get this thing to work? I also have logs just no permission to attach them. If anyone needs them I can email them to you.
  25. Hello everyone! Longtime lurker, new user and poster! I couldn't a more appropriate place to put this, so I ask a question: is a Fallout 4 modding pack being made right now, and if not, would it be possible to make it myself? I've been waiting for a long while, ever since modding became a thing in FO4, for a comprehensive, detailed modding guide, but there are either outdated and rely heavily and unlorefriendliness. I've been attempting to look into making my own on this site, but I am still uncertain how to go about doing that. Does anyone have any advice or information for me?
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