Fallout 4

Fallout 4

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Weapons in ALL Weapon Mods either crash or are invisible
Whenever I try to spawn in a gun or even a melee weapon, it's either invisible or crashes my game. does anyone have a fix?
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did you try re-installing the mods maybe it has been overwritten by the new dlc.
Best solution is to first install them using a mod manger which allows you to view all of the requirements the mods need in order to run such as in NMM (Nexus Mods Manager). Inside most of them, the mods that are outdated or missing data pathways will end up changing color to show that something is either disabled or not installed.

If you're using certain weapon mods that are not vanilla or are outdated, most of them require several additional mods in order to make them work with the fallout 4 engine. I suggest heading to Nexus Mods for Fallout 4 and downloading the Armor and Weapon Keywords Community Resource v 1.83 or AWKCR. It's required to make most custom weapons that have been made by the community in addition to using the Fallout 4 Script Extender which will require you to run through a custom executable.

Chances are you either are using a mod which requires the script extender to work and/or you have an outdated file without the proper data pathways. Another thing to do is to revalidate the game and ensure everything is still intact as well.
SpeedFreak1972 a écrit :
did you try re-installing the mods maybe it has been overwritten by the new dlc.
I don't own the dlc, but I have tried re-installing them and nothing happened
Best solution is to first install them using a mod manger which allows you to view all of the requirements the mods need in order to run such as in NMM (Nexus Mods Manager). Inside most of them, the mods that are outdated or missing data pathways will end up changing color to show that something is either disabled or not installed.

If you're using certain weapon mods that are not vanilla or are outdated, most of them require several additional mods in order to make them work with the fallout 4 engine. I suggest heading to Nexus Mods for Fallout 4 and downloading the Armor and Weapon Keywords Community Resource v 1.83 or AWKCR. It's required to make most custom weapons that have been made by the community in addition to using the Fallout 4 Script Extender which will require you to run through a custom executable.

Chances are you either are using a mod which requires the script extender to work and/or you have an outdated file without the proper data pathways. Another thing to do is to revalidate the game and ensure everything is still intact as well.

I just got Script extender and I actually do have AWKCR and still have invisible weapons. Here is one of the weapons that I am trying to see: http://www.nexusmods.com/fallout4/mods/11174/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodbugs%2F%3Fid%3D11174&pUp=1
Drax a écrit :
Best solution is to first install them using a mod manger which allows you to view all of the requirements the mods need in order to run such as in NMM (Nexus Mods Manager). Inside most of them, the mods that are outdated or missing data pathways will end up changing color to show that something is either disabled or not installed.

If you're using certain weapon mods that are not vanilla or are outdated, most of them require several additional mods in order to make them work with the fallout 4 engine. I suggest heading to Nexus Mods for Fallout 4 and downloading the Armor and Weapon Keywords Community Resource v 1.83 or AWKCR. It's required to make most custom weapons that have been made by the community in addition to using the Fallout 4 Script Extender which will require you to run through a custom executable.

Chances are you either are using a mod which requires the script extender to work and/or you have an outdated file without the proper data pathways. Another thing to do is to revalidate the game and ensure everything is still intact as well.

I just got Script extender and I actually do have AWKCR and still have invisible weapons. Here is one of the weapons that I am trying to see: http://www.nexusmods.com/fallout4/mods/11174/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodbugs%2F%3Fid%3D11174&pUp=1
Try this:
http://www.nexusmods.com/fallout4/mods/9738/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D9738&pUp=1

It's a compatibility mod for AWKCR which adds that specific weapon to the game so that it can be crafted at the Weaponsmith workbench if you have it and should fix the invisibility glitches.

The mod itself is about halfway down the page.

Edit: On the main page of the IF-54, he suggested downloading this mod as well, it's underneath the optional segment in addition to the main file component:

http://www.nexusmods.com/fallout4/mods/11127/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D11127&pUp=1

"After much discussion and testing it has become apparent that mod managers that use virtual filing systems are hella buggy with fallout 4. For whatever reason mods installed through NMM or MO wont always register with the game, and this manifests as missing file bugs ie: purple/pink textures, invisible meshes, missing or muffled sounds. Specifically, the multi HDD option in NMM is known to cause these bugs. So for now I would advise you to not use the multi HDD option in NMM, and if you do then prepare to enjoy bugs. If you can, install mods directly to your fallout 4 data directory, yeah it takes a bit more effort but it will ensure that loose files are found by the game.

Due to the method that I have used to create this weapon It ends up being far more resource intensive than a vanilla weapon, or even another standalone weapon that has scratch built assets. This wont be a problem for anyone who can run the game on high/ultra at 50+ fps. But if you are running the game on a very low end system, particularly if you have less than 6gig of ram, then you may encounter CTDs in the craft menu/pipboy menu when you try to look at the gun."
Dernière modification de Myriad; 23 mars 2016 à 14h56
Drax a écrit :

I just got Script extender and I actually do have AWKCR and still have invisible weapons. Here is one of the weapons that I am trying to see: http://www.nexusmods.com/fallout4/mods/11174/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodbugs%2F%3Fid%3D11174&pUp=1
Try this:
http://www.nexusmods.com/fallout4/mods/9738/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D9738&pUp=1

It's a compatibility mod for AWKCR which adds that specific weapon to the game so that it can be crafted at the Weaponsmith workbench if you have it and should fix the invisibility glitches.

The mod itself is about halfway down the page.

Edit: On the main page of the IF-54, he suggested downloading this mod as well, it's underneath the optional segment in addition to the main file component:

http://www.nexusmods.com/fallout4/mods/11127/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D11127&pUp=1

"After much discussion and testing it has become apparent that mod managers that use virtual filing systems are hella buggy with fallout 4. For whatever reason mods installed through NMM or MO wont always register with the game, and this manifests as missing file bugs ie: purple/pink textures, invisible meshes, missing or muffled sounds. Specifically, the multi HDD option in NMM is known to cause these bugs. So for now I would advise you to not use the multi HDD option in NMM, and if you do then prepare to enjoy bugs. If you can, install mods directly to your fallout 4 data directory, yeah it takes a bit more effort but it will ensure that loose files are found by the game.

Due to the method that I have used to create this weapon It ends up being far more resource intensive than a vanilla weapon, or even another standalone weapon that has scratch built assets. This wont be a problem for anyone who can run the game on high/ultra at 50+ fps. But if you are running the game on a very low end system, particularly if you have less than 6gig of ram, then you may encounter CTDs in the craft menu/pipboy menu when you try to look at the gun." [/quo
Drax a écrit :

I just got Script extender and I actually do have AWKCR and still have invisible weapons. Here is one of the weapons that I am trying to see: http://www.nexusmods.com/fallout4/mods/11174/?tab=14&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodbugs%2F%3Fid%3D11174&pUp=1
Try this:
http://www.nexusmods.com/fallout4/mods/9738/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D9738&pUp=1

It's a compatibility mod for AWKCR which adds that specific weapon to the game so that it can be crafted at the Weaponsmith workbench if you have it and should fix the invisibility glitches.

The mod itself is about halfway down the page.

Edit: On the main page of the IF-54, he suggested downloading this mod as well, it's underneath the optional segment in addition to the main file component:

http://www.nexusmods.com/fallout4/mods/11127/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D11127&pUp=1

"After much discussion and testing it has become apparent that mod managers that use virtual filing systems are hella buggy with fallout 4. For whatever reason mods installed through NMM or MO wont always register with the game, and this manifests as missing file bugs ie: purple/pink textures, invisible meshes, missing or muffled sounds. Specifically, the multi HDD option in NMM is known to cause these bugs. So for now I would advise you to not use the multi HDD option in NMM, and if you do then prepare to enjoy bugs. If you can, install mods directly to your fallout 4 data directory, yeah it takes a bit more effort but it will ensure that loose files are found by the game.

Due to the method that I have used to create this weapon It ends up being far more resource intensive than a vanilla weapon, or even another standalone weapon that has scratch built assets. This wont be a problem for anyone who can run the game on high/ultra at 50+ fps. But if you are running the game on a very low end system, particularly if you have less than 6gig of ram, then you may encounter CTDs in the craft menu/pipboy menu when you try to look at the gun."
Sadly, none of that helped. Also, here is a better weapon mod than the IF-54 (I meant to link this one in the first place my bad):http://www.nexusmods.com/fallout4/mods/9567/?
Dernière modification de Sophie; 23 mars 2016 à 15h23
Your post isn't optimal. You combined the response with my post :/
Your post isn't optimal. You combined the response with my post :/
yeaaah.... I noticed :( here is what I said: Sadly, none of that helped. Also, here is a better weapon mod than the IF-54 (I meant to link this one in the first place my bad):http://www.nexusmods.com/fallout4/mods/9567/?
At that point it might be a problem with either your game OR the hardware you're using. I know there's a crapton of integration issues on FO4 that haven't been addressed yet and without the GECK, modder projects aren't exactly optimized.

Last suggestion is to use a vanilla save file that is not from your system and see if it works on there. Back when I suffered from CTDs, I had to borrow my friends save file and everything worked on their but if I started a new game before I switched graphics drivers, it always CTDed. Could be a similar quirk. Here's a link to one:

http://www.filedropper.com/save1be0fe02e426f623634vault111cryo0000412015111005064912

I just made it now and it drops you off right before you are about to exit the vault, basically is the best point to test any new mod that doesn't modify the vault itself.
At that point it might be a problem with either your game OR the hardware you're using. I know there's a crapton of integration issues on FO4 that haven't been addressed yet and without the GECK, modder projects aren't exactly optimized.

Last suggestion is to use a vanilla save file that is not from your system and see if it works on there. Back when I suffered from CTDs, I had to borrow my friends save file and everything worked on their but if I started a new game before I switched graphics drivers, it always CTDed. Could be a similar quirk. Here's a link to one:

http://www.filedropper.com/save1be0fe02e426f623634vault111cryo0000412015111005064912

I just made it now and it drops you off right before you are about to exit the vault, basically is the best point to test any new mod that doesn't modify the vault itself.
Yep, that didn't work at all. I guess I have to wait until the new GECK comes out... (It can't be my hardware because I can see and fully use new weaponry in Skyrim and Fallout new vegas)
Well, those games DO have their creation kits released and most mods aren't being jurry rigged to work inside the engine.
Well, those games DO have their creation kits released and most mods aren't being jurry rigged to work inside the engine.
I found the problem. instead of "sResourceDataDirsFinal=", I had "dResourseDataDirsFinal="
also, to anyone else stumbling upon this thread and had the same problem, go to Documents and scroll down to My Games folder, open it, go to Fallout 4, open that, then open up "Fallout4", open it up with Notepad, C++, etc. Scroll down until you see, [Archive] and put this at the bottom of it: bInvalidateOlderFiles=1 then under that one, put in: sResourceDataDirsFinal= and leave it blank (if you are using Notepad, hit enter so that there is a gap between Papyrus and the line you just put in) and you're done
LOL, never thought to look at that because NMM sent out a notification about that over three months ago so I thought everyone who used it had already done it.
Karl Kreutz a écrit :
LOL, never thought to look at that because NMM sent out a notification about that over three months ago so I thought everyone who used it had already done it.
I thought I did it and apparently I read up somewhere a couple days ago that the game will sometimes overwrite the file and erase that stuff.
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Posté le 23 mars 2016 à 13h15
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