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- Loose files will always win conflicts against files against archived files. This is something that not every mod author notices to consider.
- Load order position sets resource priorities for files in archives.
Mod users need to read author recommendations with consideration.
- Are they talking about just record priorities in load order?
- Are they also talking about resource priorities set by load order?
- Or are they just discussing about resource priorities and in which form?
Yep: I hope they would all make it clear. However, most mod authors only have an inspiration moment to work with a mod and then release it, comparing it against known conflicts of popular mods. That does not necessarily reflect the whole truth of conflicts.
Don't get me wrong. Modding the game is not that complex. However, it still is exactly that complex at the same time. The amount of relevant conflicts in archived resources are usually very small and LOOT tends to handle most of them, because that information has been added to it's sorting rules by community reporting over such conflicts to them.
Adding mods in the middle of the game rarely causes permanent issues. It is more often a load shock, where script data needs to settle with the current "environment" on first load.
Properly cleaning script residue from save files is often hopeless. It depends on how those scripts were made. Many - if not most - mod authors use the "wrong way", because those are the ones that have been recorded to internet over and over again. This is why my usual recommendation is that players should never believe that they can reliably remove scripted mods from ongoing game.
To actual issues.
- Infinite loading screens usually point to memory allocation failure, or wrong load order.
- Crashes can point to same thing.
However, make sure to install Canary Save File Monitor. It is always possible that your save files are suffering from issue that got identified just recently.
https://www.nexusmods.com/fallout4/mods/44949
I would also recommend installing Workshop Framework, if you encounter issues with settlements.
https://www.nexusmods.com/fallout4/mods/35004
Otherwise it is hard to say what could be wrong. MO2 is quite reliable tool. You just need to sort loose file conflicts from left panel with it. Load order still handles archived resources for it.
If things do not settle, then post your load order and mod list (both available from MO2 profiles folder) here and we can try to see if we spot some know conflicts.
Whoa! Dude, I didn't know you were still around, much less helping those playing Fallout games. With your advice, I'm bound to achieve what I seek.
You don't need to match the left and right panel. The left is a browser for you, the user. The right panel is the loadorder.
The left panel manages loose file resource priorities.
You don't need to match it (though I do, because that was required with 1.x, where MO handled archives and I like to keep folders in the same order), but you DO need to sort out all loose file conflicts for folders.
Nah, my MO2 and Fallout 4 is installed on an entirely separate drive, there's no worries there. However, not matching the panels, well that's some contradictory info there since I was told a long time ago that it wasn't a bad idea. Still, I will do it anyway, but keep the original load order in case you're right.
I honestly haven't checked. I do use AE, but not either one of those. Perhaps there are patches for Horizon? It is still quite popular mod, so I would be surprised if there weren't patch files for it.
According to this website: https://fo4horizon.gamepedia.com/Using_other_mods_with_Horizon#AWCKR_and_Armorsmith_Extended
"As of version 1.6, Horizon no longer supports Armorsmith Extended in any capacity. It doesn't use and doesn't conflict with the latest versions of AWKCR, so you are free to install it if you need it for other mods. However, those mods likely need to patched; see above."
The same website for Arbitration: https://fo4horizon.gamepedia.com/Mod_compatibility
Says Horizon is semi-compatible with Arbitration. It looks like there isn't an immediate risk with keeping those mods in, since personally, none of those mods have given me trouble before. My issues have been quite recent. Still, I will look for some patches in a bit.
EDIT: Assuming the page has been updated recently, it looks like there are none.
I took a year long hiatus from FO4. I have gotten up to date with everything else, except what has been going on with AAF. I am currently nuking potential problems from my own AAF build while writing this.
( >>.<)>========D (º-º")
Booooom!!
Bye <3
Also noticed my FallRim tools are outdated remarkably. Besides simply removing mods having issues on a save, I've two theories right now. I managed to fix AAF, but had to remove a patch mod from the author Indarello since it's causing issues not just for me, but for numerous people. Either removing that mod has borked my save to the point where I can get only an hour of gameplay or so before it crashes\freezes, etc (which I'm not sure if saves work that way, but it's just a theory) or using a 2 years old version of FallRim tools to "clean" the save has. We'll see.
My thanks to IIja for telling me about Kinggath's discovery, even if it wasn't the problem. Hopefully he figures out what causes the data loss.
When i did that it actually stopped this crashing problem as well as the one where it crashes when loading the perk menu.