Jump to content

Recommended Posts

Posted
21 minutes ago, Whacked said:

@Reginald_001 If you don't mind, could you please let me know what Tree mod you are using in the recruiting video? I've got BNR, but I don't have trees like that big one in the middle of the street in Sanctuary, and I would like to. 🙂

It was a mod called 'canopies of the wasteland' which was active at the time I made my test save for Ivy. It seeds trees randomly each game start, so that tree is unique to that particular save, unfortunately. And the mod isn't available anymore (not been for a long while, I think it's been replaced by A Forest).

Posted
32 minutes ago, Reginald_001 said:

It was a mod called 'canopies of the wasteland' which was active at the time I made my test save for Ivy. It seeds trees randomly each game start, so that tree is unique to that particular save, unfortunately. And the mod isn't available anymore (not been for a long while, I think it's been replaced by A Forest).

 

Bummer, thanks for the info, might check out A Forest then.

Posted

I really dont wanna go back through 160 pages to find MAYBE a fix for this but is there a way to stop her from walking off when talking to takahashi and just disappearing?

Posted
52 minutes ago, Jpnts said:

I really dont wanna go back through 160 pages to find MAYBE a fix for this but is there a way to stop her from walking off when talking to takahashi and just disappearing?

Yeah teleport her towards you using the remote teleport button (in the AID menu) as soon as the convo starts. If she walks off again, rinse and repeat until the scene is finished.

Posted
15 minutes ago, Zellman85 said:

Will this mod work on the next-gen update? Or, will it need an update?

¯\_(ツ)_/¯

 

I won't be updating to find out. I'll let you volunteer :D

Posted
4 hours ago, ebbluminous said:

¯\_(ツ)_/¯

I won't be updating to find out. I'll let you volunteer :D

welp. someone will try it eventually im sure. 

Posted (edited)
12 hours ago, Zellman85 said:

Will this mod work on the next-gen update? Or, will it need an update?

 

Update on the Update

Last night I have done a clean install of the latest update for Fallout 4. After that I have installed all my mods expect Reginald's Prefab Shackfest. Without Xedit to confirm I cannot 100% guarantee that my mods, including Ivy, do not overwrite some of the changes that Bethesda have made in the vanilla quest lines. But having said that:

 

In General

Load times are atrocious after the update (as soon as you enable binvalidatefiles), that needs to be fixed. I advice to hold off with updating until F4SE and updates to ENB's/Load Accelerator become available.

 

FPS was locked at 120 fps (the Vsync I set my monitor too). It dipped to 68 fps, lowest measured value, downtown Boston, running on an i7/11k - 4070 overclocked GPU. DLSS/FSR has not been implemented. (I really thought they would). My CPU seemed MUCH calmer than usual while playing fo4. It looks like a lot of calculation was moved to the GPU, but let's wait for the official benchmarks to drop.

 

Audio reverb/spatial sound seemed better, but I could be going nuts. Definitely needs confirmation if anything was changed there. FPS seems to have been decoupled from the physics engine.

 

Ivy Works 100% all the way up to Nuka World without any glitches.

I recruited her fine. The radio beacon was there. She was there. She was lively and talkative. She integrated into quests. And she seems 100% playable. Note the disclaimer about XEdit, I can't check if she's breaking stuff right now!

 

My other mods RAMFM, Red Rocket Basement, Luxurious basement including cat followers and maid follower all worked well and without glitches. Maid and cats followed.

 

To keep up to date with the latest developments I advice to become member of Ivy's discord where live streams, development streams and support channels are available to all. See the invite in my signature

Edited by Reginald_001
Posted (edited)

Hi. Ivy is an amazing mod. One issue, AAF is not picking her up in scans. Any ideas how to fix this ?

 

Also, I installed F4z Ro D-oh to help with another mod, but now Ivy no longer speaks. Her dialogue is translated to text. Any ideas how to fix this?

Edited by Eye Wish
Posted
11 hours ago, Fuhror said:

She's not where she should be, what's her ID?

Please elaborate.

 

Is she not in her bunker?

Is the bunker not there?

Did you find the suitcase with the voucher?

 

If there is no bunker, then you don't have the mod activated in your load order.

Do you have something else overwriting her bunker location?

Posted
31 minutes ago, IBAGadget said:

Please elaborate.

 

Is she not in her bunker?

Is the bunker not there?

Did you find the suitcase with the voucher?

 

If there is no bunker, then you don't have the mod activated in your load order.

Do you have something else overwriting her bunker location?

She is not in the bunker, the beginning of the quest indicates that she is in the bunker, it is up to the marker in the location, but she is not there

Posted
1 hour ago, Fuhror said:

She is not in the bunker, the beginning of the quest indicates that she is in the bunker, it is up to the marker in the location, but she is not there

 

Just so we are not overlooking the obvious, you are talking about the bunker up on the hill by the vault entrance and radio tower, right?

 

She's not in the bunker/root cellar in Sanctuary anymore.  Not trying to be a jerk, just making sure.

Posted

Hi, Does anyone know what file is causing this dupe in MO? It looks like an IVY add-on is duplicating files from the original mod, but it doesn't distinguish what mod. I'm not even sure what this quest mod is referring to.

 

  • The folder and file with hashes 2cce7a26490262a6 and 19e3aa750c9e7cd0 in "C:/Games/steamapps/common/Fallout 4\Data\CompanionIvy_quest - Main.ba2" are present in another BSA.
Posted (edited)
7 hours ago, Eye Wish said:

Hi, Does anyone know what file is causing this dupe in MO? It looks like an IVY add-on is duplicating files from the original mod, but it doesn't distinguish what mod. I'm not even sure what this quest mod is referring to.

 

  • The folder and file with hashes 2cce7a26490262a6 and 19e3aa750c9e7cd0 in "C:/Games/steamapps/common/Fallout 4\Data\CompanionIvy_quest - Main.ba2" are present in another BSA.

Some files are overridden in the other addons for Ivy. So you get different content depending on whether you have Nuka World installed or not. It's fine and by design.

 

46 minutes ago, swordff said:

why when i start game with ivy,face be like this

Your mod load order is fucked. I suggest asking over at general modding support: https://www.loverslab.com/forum/61-fallout-4-technical-support/

Edited by Reginald_001
Posted

when i got my dog. at red rocket. i sent ivy back to sanctuary but when i would walk like 5 ft away from her. she would portal back to me. and she kept doing that while she was trying to walk back to home

Posted
15 minutes ago, jkringstad said:

when i got my dog. at red rocket. i sent ivy back to sanctuary but when i would walk like 5 ft away from her. she would portal back to me. and she kept doing that while she was trying to walk back to home

did you dismiss her via dialogue, or holotape?

Posted
16 minutes ago, Nindran said:

First can you tell me why does she hate power armor I am look forward to update for ivy 

She will explain once you get to know her better.

 

On 5/4/2024 at 2:08 AM, jkringstad said:

when i got my dog. at red rocket. i sent ivy back to sanctuary but when i would walk like 5 ft away from her. she would portal back to me. and she kept doing that while she was trying to walk back to home

Dismiss the dog. Recruit Ivy again. If you want to travel with both the dog and Ivy, use this mod:

https://www.nexusmods.com/fallout4/mods/13459/

Posted

Sorry if this has been asked before but...

Ivys command and teleport modules have just flat stopped working, she dosnt even teleport to me anymore to catch up.

when i use them from the quick menu i get that flat short error sound from the teleport module and nothing at all from the command module.

 

first time using the mod so its a fresh 6.0 version, installed before the HD update

I didnt "upgrade" to the Fallout HD patch either.

Posted
4 hours ago, chojinaki said:

Sorry if this has been asked before but...

Ivys command and teleport modules have just flat stopped working, she dosnt even teleport to me anymore to catch up.

when i use them from the quick menu i get that flat short error sound from the teleport module and nothing at all from the command module.

 

first time using the mod so its a fresh 6.0 version, installed before the HD update

I didnt "upgrade" to the Fallout HD patch either.

 

couple of suggestions

make a hard save first so in case anything goes wrong you can roll back at least.  i usually do this by using console so i can give it a specific name.

(open console, "savegame specificname", hit enter, close console)

 

1 - trash the command and teleport modules (the ones in the aid section of pip-boy) and go to chem station and make new ones and see if they work

 

2 - if #1 fails you can try loading the settings holotape (it in your misc section of inventory when using pip-boy) it will have some debug functions there 

     that you can try.  i think it is named NX-2C Controller (could be wrong on the name of it).

 

Posted (edited)
On 2/12/2023 at 11:41 AM, marvintheandroid said:

ScreenShot1.thumb.png.d381a4b2977f26c99d8bdd1467f11f9d.pngScreenShot1.thumb.png.d381a4b2977f26c99d8bdd1467f11f9d.png

 

I have similar problem as him but my background is white only solution is to enable bUsePreCulledObjects=0  or delete your changes to station but you sad that you fixed problem with textures, but problems are in precombines part of mod.

 

 

what happens when i delete your edits in this cell with quests?

Edited by user1205520
Added question
Posted (edited)
7 hours ago, user1205520 said:

I have similar problem as him but my background is white only solution is to enable bUsePreCulledObjects=0  or delete your changes to station but you sad that you fixed problem with textures, but problems are in precombines part of mod.

 

 

what happens when i delete your edits in this cell with quests?

Do not do that. It breaks everything.

You have a mod that alters the standard precombines. Place Ivy, including the ESP's and all plugins, as low as possible in your load order, so the mods that override precombines load AFTER Ivy and it will be fine.

Edited by Reginald_001

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...