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Mutant Menagerie I really wanted to like but wow it did not play well with anything I had. all the new animals were invisible, and many spawns would be 'where the vanilla game said trees were' even if I had a mod for a settlement or different foliage... So you'd have Gulpers hanging in mid-air along the charles, and that kind of thing. I wish that mod was in better shape overall.
I'd suggest, disable it, go to a manual save, and check out whether the rest work properly. If they DO, you have your culprit.
I can guarentee i have the most up to date version of all my mods, this is one thing im very careful about. Its possible im missing some compatibility patches that were not explicitly listed as required though. Iv definately seen them hanging creatures in trees, but it was always at a vast range and id just snipe them. Did not know they were gulpers lol
I will try disabling it to see if thats the cause, but even if it is i like MM so much i doubt ill stop using it. It surprisingly has almost no conflict with my other mods, and i havnt had invisible enemies/missing textures/what have you
If there are actual conflicts it usually tells you.
It lists quite a lot of mods as having "ITM Records", i have no idea what that is or if its important. Armor Keywords is among them, with 110 of these records
Worth noting i did use LOOT to do the load order for me and everything seemed fine. But i did manually change some things afterwards. Since i did my manual change, iv gained access to Eyewear mods, which i never had access to
I honestly have no idea what the mod creator is doing anymore because you have the UCO, ECO, and LEO and it went form not using AWKCR to using AWKCR.
I find this really odd, since to my knowledge iv been using only the most recent versions of every mod i use. I was able to change vault suit and pip-boy colors, trims, etc no problem, and then at one point i wasnt. I came back to F4 about a month ago, so every mod i have installed was installed within that month timeframe
It does appear to be a load order issue though from what i can tell. I was able to utilize Eyewear mods when i made changes to the load order manually, but i have again lost the ability to do that when i let LOOT do my load order for me. I might be able to restore the functionality with the right load order
I really liked being able to have a solid gold pip-boy. I was also a fan of the Institute skin and institute trim the pip-boy could get, and i really liked a lot of the vault suit skins and trims :/ Its especially odd to me that i can do this with a lot of other equipment, but not all of them
Another thing i did notice though is that i have the Stealth trim option. To be fair that option has also been there for a whille, and as far as i can remember it also showed up around the time i stopped seeing the option to change vault suit/pip-boy colors. Normally Shielded Lining was the top choice, but Stealth Lining is also there now
Probably. Its windows, so they do meaningless updates all the time. I have auto update off, but they are forced upon you eventually
Maybe it is just in need of loot reordering, try pushing things to the bottom so they load over everything else, shuffling things sometimes does take a little head-scratching work.
I thought being lower down the load order meant it loaded later o.o My goal when i reordered things earlier was to give uco priority, but i was pushing it up the load order because i thought thats how it works lol. Hell, on their official page it even specifies that some mods need to be loaded before it
So the highest numbered/lettered slots are loading last and overwriting anything else using the same code.
Gotcha, that might explain a lot lol. Ill mess around with load order more and see if i can get some fixes. I really want them eyewear mods
That's why it orders things big to small, overarching to detail.
You want the models loading first, and any textures go below it on the list because otherwise, what are they texturing?
If you've got two settlement mods that are too close together, but still may not actually overlap, their order will determine which of them modifies the surroundings MOST. I had one settlement at Westing (where you find the signed baseball stuff) and kept hearing AAAAH CRUNCH AAAA CRUNCH as settlers were spawning where they should have and falling to the infinite void below, because another mod nearby had moved where the actual HILL was. Changing the load order there brought the settlment's terrain back where it was supposed to be, without damaging the nearby alterations.