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Going through that list to check which mods clash with others, or duplicates others is a huge task.
With such a massive amount of mods, its really important to know what each mod is doing. You need to be in control all the time. Especially when it comes to overwriting. This helps you at troubleshooting and fixing errors.
These are my categories.
MO2 has an notes colum. Use it.
You know what, No. Loverslab doesn't even deserve that. I forget the name of it but there's some Asian mod site with Kyary Pamyu Pamyu dancing all over the place. It needs to be sent there.
- if it were me I'd download Resaver and remove the (probably) 500 scripts floating in the ethers to see if that helps. it would be alot faster than scrubbing your mod list. You need to scrub it regardless but cleaning the file might be a quick fix.
if you go that route make sure you save the cleaned file as a new file and don't overwrite your current one, because if you try to load the 'clean' file and it crashes you can delete it, then calmly close the laptop and walk away whistling like it never happened
I never installed it but was thinking about it.
I thought it would be an immersive way to give my NPC girls especially, something to do while they are walled in a small town in the middle of nowhere.
Plus I love cats.
To the OP:
Lots of good and authoritative advice on here.
It does sound like when you went back and forth with all those versions its near impossible to keep track and engage in proper version controls ( which is why I run .163 everyhting)
I also understand there is no need to run baka when Buffout 4 is enabled.
About scrap evertything:
I love the functionality of scrap everything and my high end rig can handle the extra load of broken precombines.
BUT you accept a LOT of extra risk.
I had some playthroughs with scrap everything on that had no issues, but they are few and far between.
I no longer run it for that reason.
A well curated play with maybe just 50 mods can probably "digest" scrap everything with minimal risk but anything with load orders above 200 will be hard to make work well.
Other cleaning mods are also suspect.
Basically anything with scrap or clean in the name is suspect.
I an still running Commonwealth Deep Clean and remodel but only with its most key 6 location esps enabled (where CWDCNR does the most good, like Echo lake and Jamaica Plain the like) and those I all locked to index.
Only way to avoid flickering landscapes.
PS: This is a high quality thread form both content and behavior. It seems our Steam forums are getting better. :)
tbh I have 2 dog companions and was using console commands on the cats (I'm trying to get 2 dogs and 2 cats) but when dismissed the cats go back to their original spot instead of the settlement. I'll probably give Beast Mastery a shot since its just 1 esp. If that doesn't do the trick I'll try out Rescue. I haven't checked but I feel like I'm over 200 esps I'd rather install one that does the work of 4.
speaking of which, OP, with Conquest you can build settlements almost anywhere and get rid of individual settlement mods. The C.A.M.P. mod lets you build Fallout 76 style so if you need more settlements than Conquest offers that might be an option. I can't remember the downside with C.A.M.P. I think you can't recruit settlers at the location or something...haven't used it in a hot minute but it's mentioned on the mod page. I think it's more for crafting on the go and not dedicated settlements like Conquest. When I switched to Conquest (and C.A.M.P.) I was able to remove most of the individual settlement mods.
also people on the Open mod pages said they were having issues with buildings flickering in and out. I avoid mods that change/add locations in boston and goodneighbor on long playthroughs. I saw too many buildings disappearing and FPS drops. Just something to look into
I've read everything and I am working on digesting all you guys have said. So about the pre combines and the, what is it, papyrus? This is how I do my play though:
Exit vault
Sleep in sanctuary
Hit up duffel bag next to minuteman statue for pipe guns
Skip red rocket for now
Museum of freedom
Sanctuary
Satellite station, with 1st conquest workshop being placed at the ruined cabin half way between Satellite station and red rocket (I clear the place out, and use SKK mobile workshop to scrap EVERYTHING inside the station.)
Head to Tenpines buff
Starlight drive in
Lexington (2nd conquest workshop)
Corvega Assembly plant (also, clear out, and use mobile workshop to scrap basically everything)
Stop back in lexington
Head back to Tenpines buff
Stop at cabin workshop to save (can only save by sleeping)
By now the cell for the satellite station has reset, so I stop there for the second time to clear out enemies.
Ok, that's as far as I've pretty much made it in the game.
Also, over the weekend I began a brand new game, and did everything exactly as I have above, and once I left the satellite station for the 2nd time, that is when it started. It just started maybe a half hour ago. I'm at about 13 hours into the game. So, am I safe to assume it's not time based, but rather location based? Before I went into the satellite station for the second time, it was working normal. After I exit, ok, important things to note.
1. the GPU is tanking, but only to 10% from around 50 to 60%.
2.the blue loading wheel is not appearing, yet
3. Its only locking up for 2 to 3 seconds at a time, but is still happening about every minute or so
I would assume if i continue to play that saved game, it will progressively get worse until it's doing what it was doing in the previous saved game.
You guys gave me a TON of info, and I am trying to remember it all. So, by scrapping everything within those two mentioned locations, am I breaking the game somehow? It would kind of explain why it started when it did, then. Or am I overloading the papryus engine, like Nightmares suggested?
I will remove the cat mod. HAHA I honestly don't need it, I was just having fun. Maybe I can do a future play though with all the animal mods or something, I don't know.
Ok, I am going to begin the seemingly impossible task of trying to narrow down which mod might be causing the issue. However, I am still confused about something.
Let's say, I load the game that was freezing up, then leave. Then I go through and disable lets say 10 mods. And I go back and load that same game. If one of the mods I disabled is the culprit, will the issue be gone? Or would I need to start a new game once again and play until I reach the point where it started to mess up?
I did have one mod that edited the satellite station. I disabled it and loaded the game, but the issue was still happening. Do I need to start a new game every time I disable a group of mods?
You have a bit of an unsual strategy
I know some people like conquest I never used it cuzthere are so many Vanilla locations in the game to build settlements I never saw the need.
Also I remembered ayear ago or so a power user told me on the Nexus That between the two scrap everything files the "Ultimate" is the most dangerous one for your game stability.
My advice to you.
-stop with scrapping stuff in random locations.
-stop using scrap everything altogether
-If you must have a scrapping utility I found amazing follower tweaks has a good settlement utility which will scrap in a settlement for you to save time (but it will only scrap what vanilla would have allowed and it only works in vanilla settlement locations)
"Let's say, I load the game that was freezing up, then leave. Then I go through and disable lets say 10 mods. And I go back and load that same game. If one of the mods I disabled is the culprit, will the issue be gone? "
Not usually. Though in some rare exceptions it has worked for me but ot usually. the damage is baked into the save game. But sometimes, just sometimes it works.
Also making anew profile and then copy pasting savegames into thet new profile (with offending mods removed) has help me on occaisions. I dont know why it would work, and its not a reliable solution its its easy enought to do in Vortex at least.
"Or would I need to start a new game once again and play until I reach the point where it started to mess up?"
Remove the offending mods ( and hopefully you got the right ones) and then play anew. the exact point in game progression could tell you if you fixed it.
"I did have one mod that edited the satellite station. I disabled it and loaded the game, but the issue was still happening. Do I need to start a new game every time I disable a group of mods?"
generally the answer to this is yes, at leaat for the type of mods you mention.
there are exceptions but generally yes as I explained above.
For some mods the risk of removal is close to zero (usually like mods that add armor and weapons and clothes and stashes and the like)
You have a lot of mods that alter or delete parts of the reality of the game.
Mods that add stuff are inherently much much safer than those that alter or take away.
Another case are quest mods. Those are always super dangerous the remove mid game. If u ahve aquest mod and decide u dont like it anymore just stop doing the quest or go back to a save before quest start and then keep playing to avoid risk to your savegame
I would tear down the mod list and scratch that exploration and settlement itch with new lands mods from Zorkaz ( super stable and bug free I feel The Wilderness is an absolute masterpiece as is The Marshlands)) with the Mojave Project (in combination with Project Mojave revitalization) and Atomic World and (once you are high level) add South of the Sea -Atoms Storm.
Add Homemaker - Expanded settlements (this adds a lot more things to build.
Also add Transfer Settlements (its been udpated to work with either game version now assuming you enable the right version of F4SE for your game version)
And for good measure Shadow Wastelands Rail Road Settlements add a lot of well made locations for you.
I did not post the links but I took care to spell them correctly the way they show up on nexus, so you should find them via a search on there. if you run into issues LMK and I will make another reply with the links .
How and why it is, is the question. And that is not easy to answer, as it all depends on how the mod was encoded, and what it is doing.
Generally speaking: things like Guns/Clothing/armour mods do not affect the papyrus engine too much as they generally only run a single "injection" script, and are done with Papyrus.
However, mods like Sim Settlements, which is running timers in the back ground, managing NPCs (dialogue prompts, movement prompts, etc) and then animating and adding to plots all take up a lot of the papyrus engines' power.
SKK mods also take up a lot of the papyrus engine's attention (at least some do, the few I tested) and this could very much be your issue.
The short answer is: if it changes, adds, animates, or removes from, the world space, its using the papyrus engine... Too many engine calls results in lag (as the engine can only process a single command at one time, and you can get up with multiple commands stacked up, waiting to fire off....)
Based off your description, I would start with REMOVING (not disabling) all SKK mods. Start a new game, and do your loop.... Look for stuttering.
And yes, this is the wonderful world of mod bug testing :P There is a reason why you always install mods one-3 at a time and test... Its to avoid this exact issue :D But your in the "deep" now, so you get to work backwards -which is more effort:(
And yes, it means you are going to get VERY SICK of your loop as you are going to be doing many, many ,many restarts of the game to solve this issue as you remove a couple of mods, and test (by starting a brand new game!)
And YES, you have to start a brand new game EVERY TIME. Fallout 4 bakes a lot of info into the save game arrays, so much information that just disabling a mod on a save game can actually corrupt the save game -which just adds to your issues. The only way to make sure that a disabled mod has not left "injected code" in the save game is to not have that mod loaded with the save game was made.
Get any idea of "playing for fun" out of your mind for right now... as your testing and fixing so don't waste time on character creation (just rock the default Nate or Nora), and get int he game as fast as you can and get to your testing. Once you have the game running the best you can, THEN you can worry about making your Sole Survivor....
And the other good news is: Most people who have to go through this much bug testing, never make the same mistake four times :D
Thank you for clarifying the fact that I have to always do a new game. I was very confused on that. Social, I am going to try the mods you recommended. I wrote them down, no need to post links, but thank you.
At this point, do either of you think upgrading the game to current version and updating all mods that need to be updated might make a difference? Zekiran mentioned "Your mod organizer, f4se, Buffout, and game need to all be on the same version. I know that buffout and f4se are certainly updated." I never downgraded my Vortex Mod Manager. I didn't know I would need to. I think, before I start another new game again, I will update to the new version. See if it makes any improvement.
It doesn't seem to be time based or location based. The first time I don't remember when it started, but I was at the Drive in when it really began to affect the game. The second time, It started after I left USAF satellite station for first time Approx 12 to 13 hours in. This last character, it began at the drive in, close to 18 hours in to the game. Honestly, I first noticed it after I built a large concrete building for my settlers.
I did stop scrapping everything. The 3rd most recent play through I only picked up trash piles that I was able to. I didn't scrap anything else.
I will just add this in. If anyone wants to actually see what it is doing, I have a video from this morning when I attempted to live stream but it was lagging so bad I stopped. (The issue persists even when not streaming live) It's on my twitch page @monkeywrath23
Here are the MODS I have uninstalled:
Better lootable vehicles of the C.W
Body Disposal
Boxes and Bins
Clothing scrapping redone
Corrundas USAF satellite reenvisioned
Craft armor
craft weapons
craftable drinks
droppable quest items
GKX Boxes 1.1
Rescue the cats
Backpacks of the C.W crafting
Baka Framework (per suggentions)
Canteens of the commonwealth
Cars don't explode
Chem resupply version 2.0
Higher settlement budget 1.3
HMTKSteve's beefed up gunners project
I am trying to get rid of mods that add many things to the game. Things I do not really need.
One thing I want to mention, is, some of these MODS are essential to my play through. For example, the ammo crafting mods. I am adding hundreds of extra enemies (zombies) into the game. There is not enough vanilla ammo in the first part of the game to kill them all. My options are to run past them, but that means I can't really loot anything or take over settlements, or clear them out. I feel it's very important to my play though. I tried it with vanilla ammo and every time, I ran out of ammo at the Red Rocket. I now have a MOD that edits the area outside vault 111 and it adds a green duffel bag with pipe guns and ammo. This is pretty important to what I am trying to do. I will keep removing mods that I know I don't need.
Thank you everyone again for the help. This is all useful info.
Then remove that because it's script heavy.
So did you uinstall "Scarp everything " then ? I dont see it on your list of mods removed.
Crafting ammo is not a problematic mod to my knowledge.
I think there may be rmoe thna 1 versions of it from different authors.
Its the one that adds an ammo crafting bench right?