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Showing results for tags 'failing'.
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WARNING LOT OF TEXT - TL;DR AT BOTTOM I have been trying to reinstall my mods since this morning because I wanted to play again after a while of not. My issues is that none of the mods are working. How I started: Fresh install of the game and purged all mod files. Edited (added) the Falout4Custom.ini file with the necessary lines as suggested by NMM. Installed the Fallout 4 Script Extender. The first time I tried to reinstall all my mods at once like I normally do and just let NMM and LOOT handle most of the work. While this did seem to let some of the mods work, most didn't The "Start Me Up" mod didn't trigger at the start. "Cheat Terminal" never added itself to my inventory. The only mod I could confirm to work is "Push Button to Lower Weapon" which is pretty basic so I am not surprised it worked. To troubleshoot the problem I first tried alternative ways of getting the portable Cheat Terminal to see if anything was working due to it showing up in my load order both pre-game and in-game. I was able to add the holotape but uppon using it none of the commands worked. Trying to change SPECIAL stats did nothing and the add item features result in nothing. The static terminal that appears in the settlement system did show up but like the portable version, the commands did nothing. After giving up on the Cheat Terminal specifically I tried to see if any other mods worked, specifically weapon mods. While I can live without a Cheat Terminal (console commands work great) I did at least want the weapons. I placed the character at the weapon shop in Diamond City to look for modded weapons. Most of the level list weapons were not there. Two were though, but they didn't have models in either their preview in the menus or when equipped. They were also unable to fire (should have been obvious but thought I would try anyway). I uninstalled what I thought might be compatibility issues. I had LOOT constantly redoing the load order, as well as manually doing so. I checked some forums of the mods to see if others have the same issue (some did but not to my extent). I even manually installed certain mods to make sure the files were going to the right place in case it was an NMM issue. At this point, I decided to start from square one again (restarting back at the first three things I did above). From this point, after another fresh start, I decided to do one mod at a time. I started with the Cheat Terminal since I knew what to expect from it if it did work. After trying to get it to work all by itself. it didn't work. It was having the exact same issues as it did with everything installed. Including the one on Bethesda Net. I then uninstalled it and tried to get my favourite weapon mod working first. I installed the mod for the M1 Garand (by asXas) along with AWKCR (as it is required for the mod). It had the same issue as the other weapons. Upon adding the gun via console commands the gun appeared in inventory but the preview picture was blank and there was no model when equipped. I again tried manual installs and load order sorting (what little I could do with such few files) and nothing worked. TL;DR Mods are actually showing up, few lite ones work, but models and scripts seem unable to work despite having game data (viewed from console / can add items using console commands but they lack functionality). If anyone has ideas on what else to do I am all ears. I have run out of ideas and have become quite frustrated with the situation. Leave any suggestions you have, ask any questions you have (that are not answered above).
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After a recent CK update, I am unable to launch the tool at all. I have re-installed the tool itself, steam and all the games/mods multiple times, and I am still unable to launch it. Whenever I try to launch the CK, it will do absolutely nothing. When trying to launch it from the exe. file itself, this error comes up: CreationKit.exe - Entry Point Not Found The procedure entry point SteamUGC could not be located in the dynamic link library C\Program Files (x86)\Steam\SteamApps\Common\Skyrim\CreationKit.exe Due to the lack of knowledge and repeated failure on trying to find a solution for this issue, i have given up in Steam (Who is clearly the root of the problem) and I am now trying to find a "Standalone" CreationKit. Any help with this would be appreciated, I been unable to mod for about 4 days because of this issue.
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Hello there. I've been a bit of a lurker to the community for a little while now. Haven't had to post anything before now as I've managed to figure it out for myself for the most part. Usually just little questions on how to install a mod and get it to work. But anyway all the mods I am using right now are working properly, however I have begun to notice what I believe is a bug caused by one of them. Lately I have notice that all the traps I come across in the game, I fail at disarming. All of them. Basically ever since I left Ostagar. I let the first few slide thinking oh maybe they were just particularly hard ones and I didn't have enough skill. But now here I am with nearly 30 cunning and the third lockpick skill (since it effect locks and traps) but all of them are still failing. Now short of going through and turning off all my mods one at a time to see if this fixes anything, which I will if I have to, I was wondering if anyone had encountered this bug before. And if so do you know which mod it was caused by and/or how to fix it? I mean if I can't disarm traps it wouldn't be the END of the world for me, I suppose it's just more of an inconvenience. It makes me feel like a bit of a failure as a rogue I suppose. xD
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Making a thread for this because I have no idea what mod(s) are causing the issue, and I was hoping someone else might know. I'll encounter enemies who just stand there and take the hits. For example. a thief who stands there getting stabbed by the townsfolk, or a werewolf (gibbering stranger) that will face their opponent but fail to fight back. My current load order is: If anyone knows whether this is a mod conflict, vanilla bug, or known bug in a specific mod, I would be ever so grateful :smile: