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  1. When ever I draw the weapon it falls apart. I have several MODs from this author with no issues. If anyone else has this problem and knows how to fix it I'd appreciate it.
  2. Basically a mod to keep both melee and range weapons visible at all times, it is more immersive, specially with the Quiver Mod, it's weird to have the quiver equipped and no bow showing up, even if it is equipped.
  3. If I was a more skilled modder I would do it myself, but... It would really be nice to have a remover for the blood FX during cutscenes and regular gameplay in Baulder's gate 3, like the one assassins' creed odyssey has. It's probably not typical I know, but I'm sure there are many who would appreciate it, especially content creators, and those who like to play within view of their family. On that note, it would also be interesting to see if you could censor some of the more harsher curses in the game, replacing them with a beep or funny sound. Anyway for all you midders out there, it's something to think about at least! Sincerely Hotminichic
  4. I am seeking assistance in interpreting a log file to diagnose an issue. Despite extensive troubleshooting on my end, I remain uncertain of the next steps. My current options are to either re-download each mod and hope for resolution or convert all ESL files back to ESM format Manually. This issue has persisted despite dedicating over a week, including late nights, to resolve it. Specifically, I encounter crashes to desktop (CTD) when starting the game, navigating from the vault to Sanctuary, or near Lexington. While disabling certain mods temporarily resolves the issue, these same mods have previously functioned without incident. here is the log file too long for the character limit
  5. Maybe it is a somewhat silly question for some but I wonder if an HDD is responsible for crashes in a game with more than 400 mods in a perfectly ordered list since for me it is an important point to choose whether to buy an NVME or not. (Google translator)
  6. Hello, as the title asks, how would I go about removing an item from Mod A without having to delete it from Mod A itself? I am trying to make a mod that patches out some recipes from TTW {FNV mod} because they become "duplicates" when using a mod like CaliberX {another New Vegas mod}.
  7. Hi to all users of the forum, I ran into a problem by deleting the old esp mods. files, need to find the name of these mods of these esp files, I will be very grateful Files: 1)CROSS_FoxMask.esp 2)Ev_CPA10.esp 3)EV_CPA10_LL.esp 4)dsh.esp Приветствую всех пользователей форума, столкнулся с проблемой, удалив старые моды остались esp. файлы, нужно найти название этих модов использующих эти esp файлы, очень сильно буду благодарен Файлы: 1)CROSS_FoxMask.esp 2)Ev_CPA10.esp 3)EV_CPA10_LL.esp 4)dsh.esp
  8. I've been replaying Fallout 4 for a little bit now after just having finished reinstalling a bunch of mods and I've been using a test playthrough to find issues and iron them out. So far it's been great. But now I've discovered a big issue. I was just now trying to test out some snow and winter mods so I disabled True Grass by l00ping so that the snow could apply to the land correctly. Doing so messed up a bunch of my other mods. For example, my character lost their hair and eyebrows, eye packs stopped working so I just had vanilla eyes, wearing certain modded outfits would make the body invisible, Pip Pad was invisible. These were just the things I noticed when loading the save, so I didn't explore to see what more its affecting. It even prevents this mod from working and all it does it disable creation club messages on the main menu, not even affecting anything within a save. I even kept that mod enabled while disabling every other mod, and it still doesn't work without True Grass. Starting a new game doesn't even fix anything either. The True Grass mod page has its posts tab hidden (which in my opinion shouldn't even be allowed) so I can't find out if others are having this issue or if the author is aware, which is why I am here now. True Grass is dependent on nothing and there are no mods in my load order that depend on it. It requires no ini edits and has no special install instructions. Nothing in my load order conflicts with it (which wouldn't matter anyway if its supposed to be disabled). Re-enabling it will bring everything back to normal as if there was never a problem. I have no idea what could be the issue and how a simple grass mod could affect the whole game like this. Any help would be much appreciated. Edit: Solved. Solution copied from my reply below "I don't have a Textures folder in Fallout 4's Data folder because Mod Organizer doesn't actually place anything into the data folder, therefore not actually replacing and deleting any files. This was why I was confused as to how TG could possibly replace other mods textures since overwritten files aren't actually removed from MO's "data folder". So I went and looked at where the mods are stored and all the textures were the ones that came with their respective mods, as it should be with how MO works. So this gave me the idea to remove each file within True Grass until I ran into the problem. Everything worked until I removed the TrueGrass.ini. So I took a look inside the ini and realized something. Sigh... TrueGrass.ini has the text you're supposed to put into Fallout4Custom.ini: [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= So I checked my Fallout4Custom.ini in Documents/My Games/Fallout4 and sure enough the edit was there where I put it. I then checked the copy that MO keeps within itself and, unlike the original copy, this one didn't have the necessary edit. So when I ran the game through MO it was relying on the edit within TrueGrass.ini to make the rest of the mods work. I am upset that this was the issue all along. I didn't realize that MO's copy of the ini wasn't a complete copy of the original one and thought the edits would carry over to the MO copy."
  9. After having helped a lot of users with a lot of related issues in the past weeks and getting tired of repeating the same things over and over and since in 99% of the cases, these kinds of issues happen for the same reasons, I condensed the most common ones and their causes into: [/line]Ten rules to get a mod setup with a lot of workshop & crafting mods to work [/line] [/line][/line]#1: Don't use Working Food Planters and/or older versions of SSEx / Safe SSEx prior to v3.0! Homemaker and / or NX Pro Farming are well-maintained alternatives and don't have the issues that Working Food Planters and older versions of SSEx / Safe SSEx have and cause, including CTD and savegame corruption issues due to being made with XSnip (original SSEx & Working Food Planters) and/or incompatibilities causing missing menus due to being unmaintained and not providing SK patches (applies to all three of them). If you already built a lot of settlement objects with SSEx and want to keep using it, make sure to update it to the latest version (v3.0+), which has been fixed by Ethreon! [/line][/line]#2: Know your mods and understand, what they do and how they do it! Read and follow the descriptions, sticky posts and issue reports of the mods you use, to get information about how to install them, known incompatibilities and patches, how they add their items to the menus and other known issues. And whenever in doubt: ask the mod author! Keep in mind though, that the author of one mod doesn't necessarily know and use all of the mods you use and might not know about certain incompatibilities or load order issues in specific combinations of mods. An example for that is Snap'n Build. Its author recommends to put its .esm file below all other .esm files, which in combination with Homemaker and its Greenhouse and / or Bunker Disabler might lead to a CTD in the workshop, hence why Homemaker.esm has been put below Snap'n Build.esm in the recommended load order example below. [/line][/line]#3: Use the latest versions of Settlement Keywords (SK) and / or Armor and Weapon Keywords Community Resource (AWKCR) and don't allow other mods to overwrite their .esm files with older versions! These two provide a custom "standard" set of category keywords for other mods to use. They are the necessary base for a mod setup with a lot of workshop & crafting mods, at least until a better solution to battle the keyword cap issues has been found. Make sure to get accustomed to the menu structure provided by SK, since some vanilla menus are moved. A common example for that is the Stores menu, which is moved from the main workshop menu to Resources / Stores. So read the sticky post on SK's mod page which shows the complete menu structure provided by SK and browse all menus ingame before you declare something as missing. [/line][/line]#4: Use SK- / AWKCR-versions or -patches for your mods wherever applicable and / or mods, that only use vanilla categories without altering them. When in doubt, refer to rule #2.These are the settlement workshop mods that I use in conjunction with SK. When using the latest and right versions, installing them correctly and making the right choices during installation and applying the correct load order, these will work fine together: [/line][/line]#5: Don't use mods, that add custom categories without providing a patch for SK and try to avoid mods, that still add custom keywords to the game even with their SK patches. Try to convince their authors to provide a vanilla category version or a full SK port. When in doubt, refer to rule #2.Some commonly used mods that are known to cause menu conflicts due to adding custom categories without providing SK patches are: [/line][/line]#6: Don't use additional compatibility patches for the SK versions of two mods as long as it is not explicitly stated, that they are meant for the SK versions as well. With SK versions of two mods, incompatibilies between them in terms of shared menu categories should already be solved. When in doubt, refer to rule #2. [/line][/line]#7: Don't use multiple versions of the same mod / patch at the same time. Self-explanatory. When in doubt, refer to rule #2. [/line][/line]#8: Don't use outdated versions of your mods / patches and don't combine different versions of a mod and its patches. Self-explanatory. When in doubt, refer to rule #2. [/line][/line]#9: Don't use mods that are already part of another mod you use, unless it's explicitly recommended by the mod author in special cases. Common examples for this are Homemaker & Snappable Covenant Walls or Snap'n Build's main mod & one or more of the Snap'n Build single-set mods. While it might work in some cases, in most cases it is at least unnecessary, if not conflicting and leads to unnecessary confusion especially when troubleshooting. When in doubt, refer to rule #2. [/line][/line]#10: Preferrably use NMM or LOOT to generally sort your load order and look for missing master files and then adjust the load order manually according to the example load order originally provided by Gambit77 (author of the excellent mod Armorsmith Extended) and tweaked by me. The main thing here is not the individual mod order, which might differ depending on your individual mod setup and different mod versions, but the overall order sorted by mod type and for example having all workshop mods above all crafting mods! General load order rules, especially regarding mod / patch files having to be placed below their master files, still have to be applied in case they differ from this example. [/line][/line] Following these rules should allow you to see and use all of your mods' objects in the menus. This does however NOT guarantee you to not hit the category keyword cap, due to some mods still adding their custom keywords to the game, even with their SK patches. But it should reduce the jumbling of menus / items to crafting menus only, even when having hit the cap. And since I keep forgetting it and I can't edit the title to say "11 rules", I'll just put it here: There are restricted settlements where you won't have access to all workshop menus! Boston Airport is one of them. Always try it in settlements known to be unrestricted, like Sanctuary for example! [/line][/line] CTD issues The above guide / ruleset does NOT necessarily solve issues apart from menus not showing up and/or objects missing. While some CTD issues might already be solved by following the above rules, there are a lot of other, more probable causes for CTD on startup or on workshop menus, including, but not limited to: your ini files not being set up correctly (anymore)follow this advice to set up your \%userdata%\Documents\My Games\Fallout4\Fallout4Custom.ini and double-check, even if you already made that change earlier, just to make sure it didn't get reverted by Fallout's launcher or an update in the meantime.remove \%installpath%\Fallout 4\data\Fallout4.ini in case you have it, since otherwise it would override your \%userdata%\Documents\My Games\Fallout4\Fallout4Custom.ini [/line][/line]having placed mods / patches above the master file(s) they are referring to or not even having installed / enabled the master file(s) at allcheck and fix your load order. NMM shows these files in orange / red and LOOT will sort them automatically. Make sure to still apply the general mod type order shown in the load order example above afterwards. [/line][/line]not having installed the files in \meshes and subfolders of a mod to \%installpath%\Fallout 4\data correctly (can also happen when using NMM and / or MO2)try copying the folder and its content manually and / or try launching NMM with admin rights and then reinstalling the mods [/line][/line]having a conflicting interface mod or other custom changes to the game besides .esm / .esp filesremove \%installpath%\Fallout 4\data\interface\Workshop.swf in case you have it. Other .swf files might conflict as well.remove any custom .ba2 files like for example \%installpath%\Fallout 4\data\widescreen.ba2 or other non-vanilla ones (the vanilla ones all look like this: Fallout4 - *.ba2). [/line][/line]using corrupted or incompatible textures (check this thread for some examples)when in doubt, just rename the \%installpath%\Fallout 4\data\textures folder. If the CTD does not happen anymore and you see some pink objects or vanilla textures instead, it is a texture issue and you will have to hunt down the according texture(s). [/line][/line]having built stuff far beyond the limits of vanilla game with the help of mods and / or console commands (high amount of objects and / or building outside vanilla borders for example)try it on an older save or a clean new game [/line][/line]suffering from savegame corruption due to using flawed mods on that playthrough beforehand (Working Food Planters and at least the old XSnip-version of SSEx are probable causes for this)try it on a clean new game [/line][/line]suffering from general savegame bloat after playing hundreds of hours on that playthrough, which can even happen in vanilla game without ever using any mods at all, although using mods at least increases the risk for this to happentry it on a clean new game [/line][/line]suffering from game file corruptiontry verifying game cache in Steam and/or reinstalling the game
  10. In this forum game you just chat with your forum friends there is no rules at all so free chating!
  11. Which version of Vortex are you using? (e.g. 1.8.0) 1.11.7 Which game are you modding and which game store did you purchase it from? (e.g. Skyrim SE from GOG) Sims 3 on the EA app - Windows version Which mods are you trying to use? Too many to account for and, so, I'll just list the 2 mods I want to install: No more ugly snowprints, by Lyralei, needs to be in the Overrides folder and No More Zombies Generated At Full Moon - 2 Flavors, by Personcalledjoy, needs to be in the Packages folder. What steps did you take before you encountered the error? I don't know what to do to begin with. What is the specific error message you received? (Provide a screenshot if possible) N/A TS3 has 2 mod folders called Overrides and Packages. How do I get Vortex to install different mods to different folders for the same game?
  12. Hello, Like the title says i would like to see some mods that bring a futuristic Bow and arrow to the game. I know that there are alot of mods from Fallout 4 that bring the Predator bow and arrow from Crysis into the game.. Please my inner stealth archer is begging Your my last hope
  13. Recently, SMAPI for Stardew Valley had an update. The way mods are ordered in the Stardew Valley Vortex are by when they were downloaded. This is a massive issue when in order to update a mod, you need to completely uninstall and reinstall it. SMAPI needs to be at the top of the load order, but in order to make that happen, I would have to get rid of all of my mods and then reinstall them in the exact same order as I had them when it worked. There is no Plugins tab in Vortex for Stardew Valley, which is how I've seen people online explain how to redo load order. Is there any way around completely wiping and redownloading all of the mods I have in order to get the game to even launch again, or do I just have to suck it up and do it?
  14. Heya everyone As we've recently received the Collections, which can be found on https://next.nexusmods.com/fallout4/collections there are a great many collections available for you to choose from! But as it is with life and gaming, preferences are highly individual, so are available storage, bandwith, mod slots and whatnot.... What I'm refering to is that not everyone wants a load order of 200+ mandatory mods. This has brought me to the idea of using a Modular approach to collections, where each module serves a specific and focused task or preference. The end-goal I want to achieve is that everybody can get a highly modded game of their liking, while beeing able to switch between preferences, and not have a bunch of mods they dont want to use, but are forced to anyway, just because they are part of a 200+ modlist. In order to achieve this, I want to ask you, fellow community member, to join this effort and share specialized Modules of mods that you love and play with! However, before we start, please make sure you have set up Vortex as good as possible, check this ->> steam guide <<- of mine. Each module should consider the following: Be as minimalistic as possible (mod count & filesize wise) while providing "enough" varied options Handle depencies (see below) Handle DLC (see below) Handle Language (see below) Handle NSFW taged content (see below) other Be fair! Be Minimalistic For very obvious reasons, the fewer mods you have, the smaller the module remains, and the less incompatabilities may ocour. Also, consider other - already existing - modules to build upon / to add later. However, some tasks require more mods than others. Provide enough varied options This statement is mostly on clothing mods. If you like 4k clothings, consider creating a collection that only adds 4k clothings, likewise for 2k - not everyone has the same machine. Furthermore, as hard-requirements (to be installed), one should prefer mods that offer choices but do NOT overwrite defaults. So while one may include "replacers", weapon, clothes, textures within a suitable collection, those should not be "required", unless the collection is labled/named "overhaul". Examples: Module 20 - Synth Overhaul Module 40 - Warhammer 40k (ok this one is not named overhaul, but it should be clear that it is implied) Handle dependencies Basicly, add the patches, and make the tweak mods optional. Some mod conflict with each other, without raising a conflict message in Vortex (example: some LooksMenu mods / options are not shown when in wrong order) Be sure to drag+drop the symbol of the first mod to the second mod so they are loaded properly (do NOT use hard slot number, this can and will cause issues in the long run) Handle DLC / Language While one should always use the "Same Installer Option", the exception to this rule are mods that allow for DLC / Language configuration, for which you should choose "Fresh Install" - while providing any possible steps in the "About" section of your collection. Because if you do not, not everybody has all DLCs, or can speak german, chinese, russian or wants to play with english texts If there is just a small DLC related mod, it can be included, but MUST be made optional, as it might otherwise causes the module to be unplayable for users without that DLC. Handle NSFW While there are mods that are flagged NSFW, it is my believe, that just because someone wants to have a customized body, they might not want skimpy clothing. So please consider doing seperate modules focused on NSFW taged mods. This said, there are exception, like - but not limited to, Heather Casdin - which has an optional mod to enable nudity for her - such a mod (specialy since both are provided by the same author: llamaRCA) should/can be included in the same collection, but MUST be optional. Just like stated within "Provide enough varied options", make sure that replacers are optional, unless the collection is labeled as an "overhaul". About / Description While in most cases only the first few mods require manual steps, one might come across mods that are added "later", that do need manual tweaking as well. Make sure that manual steps are as "high" as possible within the description text - at the very least, make a note on top that one has to follow manual steps one finds after scrolling down. Also, make sure to give a special note to optional mods, describing them. As well giving instructions on some required mods, as in, where to find that NPC/Weapon that is beeing added, or where that quest begins. Stay fair! Allthough Vortex allows for direct downloads, just because on can, does not mean one should. For every other website that one has to login in order to download, you should tell the user to create an account there in advance. Other websites, just like Nexus, might rely on the ad revenue in order to maintain their servers and storage space - which otherwise is free to use. This specialy applies to mod that are available on pages like Patreon - but are not hidden behind a paywall! Respect and honor that! ---- Special note for Collection-Curators If you have had to setup your computer again from ground up, or got a new one, just download your collection, hit that "Clone" button that appears after installation or use the drop-down you find on the right hand side of the collection edit screen. After that, you can delete the "Downloaded Collection" and the "Workshop" (which is cloned) will be kept. (Source: Discord "Next") Discord: If you want to join me on my discord click here: --> https://discord.gg/jvsQcGE <-- If you have made a modular collection for Fallout 4, please post its URL as reply to this thread. Thank you
  15. I'm surprised that with so many mods, a scorpion skin from MKX has never been added. I hope someone will make such a mod for SHIFU
  16. I have an idea for a mod: the Spider-Man 2099 costume from the game Spider-man: shattered dimensions. This variation came to mind, as it seems to me the most successful: without the ugly translucent web cloak and with wings between the arms and body. The costume had an interesting feature: the pattern on it shimmered in the form of blue waves. But I think that's too complicated, so you could just create a texture of those patterns or something approximate like that. If you create similar wings between the arms and remove the cape, Batman would essentially open his wings by spreading his arms when planning
  17. Hi all, i beg up your pardon, i don't know if this is the right section, but would you be so kind to explain me how to update automatically installed mods on vortex, if possible, please? Thanks in advance!
  18. I have a bunch of mods not running saying no longer compatible but they are up to date. I think I'm missing something. I have tried uninstalling and reinstalling mods but I haven't figured it out. https://smapi.io/log/0757924523734295b3d692253695ad84
  19. no matter if i have 1 or 0 mods i cannot approach ada or anything near Lexington im wondering if its a elsify problem but even after a fresh install i still have the issue im playing a downgraded version i even tried buffout etc mods but no luck dose this mean i have to give up mods and play the update?
  20. I know titans of the west mod is pretty close to the classic power armor but i just watched a Fallout A Hollow Flame on youtube which i recommend watching. anyways i love this guys model of the t 51 in my opinion i think it looks really close to the t 51 from fallout 1/2 even if it doesnt look close to the classic fallout i still think dis model is amazing so will any talented modders out there make this a dream come true only problem is that u have to remake the model from the pics because no one has the 3d model video down below for more pics of the model
  21. Anyone that plays Palworld on the Steam client notice how the mods no longer work? Or how after they did that recent BUG FIX patch regarding the Arena now the game does not open at all and crashes back to client? Well at least to me it does that from what I heard experience varies for others.
  22. Hello, I've been having trouble with vortex not implementing the mods I've downloaded into Fo4. Before I reset my computer, Vortex seemed to work fine and was implementing the mods into fo4 normally. I've tried resetting my computer (Again), reinstalling vortex, and finally downloading the newest version of the Microsoft Visual C++. I've downloaded the unlimited companion framework mod (Unlimited Companion Framework at Fallout 4 Nexus - Mods and community (nexusmods.com), which worked previously before I reset the computer but now does not work when I launch the game. Whenever I launch Vortex, an error message pop's up which I provided as an image. Thank you. 
  23. Not sure it is possible to do but adding a 5th slot in each spell set would be a game changer. Fighting would be a lot more enjoyable, combos would be a lot better too! They're way to many spells to be limited with 4 spell per set, I feel like 5 would be a sweet spot, wouldn't make it too easy, just more convenient. I'm surprised there isn't a mod out for it already, hopefully someone had the same idea and is going to make one. Its the only mod I can see me using as the game is pretty good on most other mechanics, only thing that sucks imo about it is not being able to move traits around on gear or being able to upgrade defense/offence on gears.
  24. Greetings. I am requesting help from scratch to be able to install Toolset in 2024. I would be very grateful if someone with experience on the subject could advise me, since when I manage to solve an error, another 10 appear.
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