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Found 5 results

  1. Summary in bullet points: F4 update Steam,| Mods updated, | Controls in the main menu lost - Controls as far as available, up to the pop-up window with the question: Continue starting? (Due to changed mods) Hello dear community. I have been using Nexusmods for years and have always been able to cope with any mod installation, strange instructions and have also been able to correct minor and major errors. Now I have actually reached my limits and my patience has run out. (And this is my first time, I ask you for help) Every now and then I start F4, ES5 or other games. Today was a mammoth task to complete. F4 latest patch. Before the F4 update I was able to successfully start and play F4 in offline mode. Then I started the Steam update, which involved countless updates to my mods. Mods and game are now fine, BUT... A new game can be successfully made to run. An old save game needs my confirmation (an ESP file was replaced with an ESM, so the old file is of course no longer there.) SKSE, user interface and other mods are up to date. Vanilla F4 - New Game - works perfectly Modded F4 - New Game - works perfectly Vanilla F4 - started old save - problem Modded F4 - started old save - same problem. Modded F4 - New Game - Save / load - works fine Modded F4 - New Game - Save - Change any Mod - my problem has arisen As I have read in other forums, there seems to be a script with a message in the background that prevents me from confirming this "YES" or "OK" button with the mouse / keyboard. The author's suggestion was: Let the game run for 1-2 minutes, at some point you will have control. (I made 2 rolls in the oven and ate them afterwards, ... gave it 10-20 minutes) I also connected a controller as a test and changed the INI accordingly. Fallout4Prefs.ini (bGamepadEnable=0 ;pad off | bGamepadEnable=1 ;pad on) In summary. I can't press YES or NO on the message that appears via mouse or keyboard or gamepad. The mouse can be moved freely. With the keyboard I can take screenshots and open the debug console and also enter data. Do you have any suggestions for me that I can try? Praise the nuke.
  2. Hey all. I'm using trying to enable a disabled reference *and* make the havok kick in. What happens at the minute is the object is enabled but doesnt react to the physics unless the player interacts with the item themselves. I'm enabling the item in a simple OnActivate script with another item, so would there be something I can add to that script to enable havok right after the object is enabled? This is the script I'm using: SCN EnableScript Begin OnActivate Player DisabledRef.Enable SetDestroyed 1 End Hopefully someone knows how to achieve this, if it's possible. Cheers, BayK.
  3. I am sure there are many topics on this very problem, but none of them seem to fully address this issue and tutorials are... lacking. So, being relatively new to NifSkope (but a 7 year veteran of the G.E.C.K. and Creation Kit) I've decided to attempt what should be a simple retexture, just to get more acquainted with the quirks of the software. Essentially, I'm trying to replace one of the vanilla pre-war posters. Seemed easy enough at first. Just made a diffuse and normal map with GIMP (in DXT3 compression of course) then exported to .dds and tried clicking on the magical purple flower and pointed to the files. It does nothing. The mesh remains a blank white. Not sure if NifSkope did its job or not and I just wasn't able to see the results, I tried plugging it in the G.E.C.K. and it only appears as the default ground texture, which I assume means it's not picking up either texture file. Tried making sure directories were in the correct folder (FalloutNV/data/textures etc.) and NifSkope's render settings were working. All other meshes load normally. This is incredibly frustrating. Just what am I doing wrong?
  4. Hi everyone! Simple question. So... I've created my custom BodySlide preset for CBBE. How do I actually apply it to my character? (I have just left the character creation menu and I am in the pre-war house with Codsworth.) Thanks in advance! I appreciate all the help I can get :)
  5. I'm already aware that little to no support for loading default MCM Values/Options because many are hard coded into the scripts. However, Would it be possible to make a mod that does not apply a default MCM settings but instead has an option export and import settings. For Example Lets say I start a new game. Wait for all the MCM options and features to load. Then Set all my desired settings. Then I go export these custom default settings which (I don't mod so I don't know for sure if this can be done) would not take the values hard coded into the mod scripts but from the MCM Menu current settings directly. Then There would be an import button that imports the last (or maybe has a list to allow multiple different file imports). The way this works would be you create a new save. wait for mods and mcm to fully load. Activate any mcm mods that require you to hit install first. And then at this point the player would hit import to set all the default settings for MCM menus. Ideally This Tool Would be smart enough to recognize and display a warning message if settings for mcm mod menu item or mcm mod itself does not exist. This way if you disable a mod or if a mod has and update that removes fields or adds fields it wont cause issues. Is this sort of mod possible and if so does anyone want to make it? It would be unbelievably helpful for people who have tons of mcm mods and make new games with new mods often.
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