Sgt. Marge Posted May 10, 2023 Posted May 10, 2023 On 5/8/2023 at 4:34 PM, vorongren said: I don't know if it could be useful, but I have 1025 active mods and 743 active plugin, with a ton of new armor and dresses (at least 50% of them are merged togeter). I'm running the game from my "C:" drive similarly to @vaultbait and my game needs at least 10 minutes to launch, ofter more. In game loading take up very little, not more than 40 seconds for, like, enter my lair where I have all the collection stored (armors included). Have you checked your task manager when the game is launching? If the windows antimalware is popping up and taking 100% of the CPU this can be a huge factor in delaying the start of the game. Add the entire fallout folder to your antivirus exceptions (and perhaps the mod manager processes as well) and see if that doesn't reduce your load time.
MrFuturehope Posted May 10, 2023 Posted May 10, 2023 (edited) 1 hour ago, yhgghdg said: for some reason my saves keep becoming corrupt because of all the saves is there a way to fix this? Best way to have healthy saves is to prevent them from getting broken in the first place. First of all, install Canary Save File Monitor. It's a must have mod to make sure your saves are healthy. Whenever you try to load a save which is already broken, this mod will inform you about it and prevent you from playing it, because you don't want to invest more time in a broken save. Save often, even twice in a row (using two different save slots). Unfortunately, this may lead to getting your harddrive full quite fast, so you will also want to delete older saves you're not going to use anymore, but the benefit is that if your very last save is broken, you may still have the second best save which was made not too long before the last one. Try to avoid playing the same save if you installed new mods that add more papyrus scripting and try to avoid playing the same save after uninstalling mods that used some papyrus scripting. Chances are that in the save file there are still some references to scripts from mods which are no longer available, this would obviously make the save file unusable. Usually it's not that easy to tell whether the mod uses scripting or not, unless the mod author informs about it in the mod description, or makes it obvious in other ways, so in general it's best to be on the safe side and just avoid playing the same save if you changed anything in your mod list. Some mods come with special uninstall items / features which help you to "unload" the mod safely before the actual uninstallation, but unfortunately there is no universal way, every mod may be doing this differently and some mods don't have such feature at all. Also the more mods installed, the harder it may be for you to keep track of such "uninstall" features for every mod, so you may just prefer to uninstall the mod normally through the mod manager and start a new game instead of continuing the last save. If you really want to try to fix a broken save, you'll need to get your hands dirty. You can try FallrimTools -- Script cleaning and more and use the ReSaver utility which may or may not help you to fix the broken saves. Instructions on how to use it are in the mod description page. Just keep in mind that if you don't really know what you're doing, you may break the game save even more, but then again if your game save is already broken, you may as well give it a try and see if it helps at all. It can "remove unattached instances" which is a process that might help you to clean your save of scripts which were added by mods that are no longer installed. However, as I've read, sometimes mod creators leave such "unattached instances" intentionally in which case those would be considered normal, so removing those may actually break your game save. Use the tool at your own risk, but again the best practice is to prevent the saves from getting broken in the first place... Edited May 10, 2023 by MrFuturehope
yhgghdg Posted May 10, 2023 Posted May 10, 2023 1 hour ago, Sgt. Marge said: Have you checked your task manager when the game is launching? If the windows antimalware is popping up and taking 100% of the CPU this can be a huge factor in delaying the start of the game. Add the entire fallout folder to your antivirus exceptions (and perhaps the mod manager processes as well) and see if that doesn't reduce your load time. tried that and everything worked find before
yhgghdg Posted May 10, 2023 Posted May 10, 2023 59 minutes ago, MrFuturehope said: Best way to have healthy saves is to prevent them from getting broken in the first place. First of all, install Canary Save File Monitor. It's a must have mod to make sure your saves are healthy. Whenever you try to load a save which is already broken, this mod will inform you about it and prevent you from playing it, because you don't want to invest more time in a broken save. Save often, even twice in a row (using two different save slots). Unfortunately, this may lead to getting your harddrive full quite fast, so you will also want to delete older saves you're not going to use anymore, but the benefit is that if your very last save is broken, you may still have the second best save which was made not too long before the last one. Try to avoid playing the same save if you installed new mods that add more papyrus scripting and try to avoid playing the same save after uninstalling mods that used some papyrus scripting. Chances are that in the save file there are still some references to scripts from mods which are no longer available, this would obviously make the save file unusable. Usually it's not that easy to tell whether the mod uses scripting or not, unless the mod author informs about it in the mod description, or makes it obvious in other ways, so in general it's best to be on the safe side and just avoid playing the same save if you changed anything in your mod list. Some mods come with special uninstall items / features which help you to "unload" the mod safely before the actual uninstallation, but unfortunately there is no universal way, every mod may be doing this differently and some mods don't have such feature at all. Also the more mods installed, the harder it may be for you to keep track of such "uninstall" features for every mod, so you may just prefer to uninstall the mod normally through the mod manager and start a new game instead of continuing the last save. If you really want to try to fix a broken save, you'll need to get your hands dirty. You can try FallrimTools -- Script cleaning and more and use the ReSaver utility which may or may not help you to fix the broken saves. Instructions on how to use it are in the mod description page. Just keep in mind that if you don't really know what you're doing, you may break the game save even more, but then again if your game save is already broken, you may as well give it a try and see if it helps at all. It can "remove unattached instances" which is a process that might help you to clean your save of scripts which were added by mods that are no longer installed. However, as I've read, sometimes mod creators leave such "unattached instances" intentionally in which case those would be considered normal, so removing those may actually break your game save. Use the tool at your own risk, but again the best practice is to prevent the saves from getting broken in the first place... maybe you can look into it I will send you my latest saves maybe with resaver it can tell you whats going on cause I cant understand it all i did was remove the unwanted things and my saves are still not loading i will send you my mod load order after my fallout game is fully downloaded again I took it off and am reinstalling it because its supposed to fix the saves I hope mine.f4se mine.fos Autosave1_04799484_57616465_DiamondCity_000441_20230509231359_201_2.2023.05.09.18.30.58.fos Autosave1_04799484_57616465_DiamondCity_000441_20230509231359_201_2.2023.05.09.18.30.58.f4se Autosave1_04799484_57616465_DiamondCity_000441_20230509231359_201_2.2023.05.09.18.30.58.2023.05.09.18.41.26.fos Autosave1_04799484_57616465_DiamondCity_000441_20230509231359_201_2.2023.05.09.18.30.58.2023.05.09.18.41.26.f4se
yhgghdg Posted May 10, 2023 Posted May 10, 2023 alright I have come back with my mods list each picture is the one after the bottom one in complete order please tell me how they are supposed to be setted so my saves will work again
Solissix Posted May 10, 2023 Posted May 10, 2023 10 hours ago, yhgghdg said: alright I have come back with my mods list each picture is the one after the bottom one in complete order please tell me how they are supposed to be setted so my saves will work again Forgive me if I'm wrong here; but from your pictures, it would appear you are using the default in game mod manager to manage your mods? If so, that's a huge no no; that will be the cause of some of your problems, if not all of them right there. 1
yhgghdg Posted May 10, 2023 Posted May 10, 2023 1 hour ago, Solissix said: Forgive me if I'm wrong here; but from your pictures, it would appear you are using the default in game mod manager to manage your mods? If so, that's a huge no no; that will be the cause of some of your problems, if not all of them right there. I am not honestly the true of the matter is that I am using vortex I am just wanting to know how to put them in a load order
Solissix Posted May 10, 2023 Posted May 10, 2023 1 hour ago, yhgghdg said: I am not honestly the true of the matter is that I am using vortex I am just wanting to know how to put them in a load order While I'm afraid I can't help with vortex (MO2 user); under what conditions do your saved games corrupt? Do some of your saves work or do none of them? I had problems with saved game corruption awhile back; but it was almost always related to having AAF and related mods activated before having left the vault.
yhgghdg Posted May 10, 2023 Posted May 10, 2023 5 minutes ago, Solissix said: While I'm afraid I can't help with vortex (MO2 user); under what conditions do your saved games corrupt? Do some of your saves work or do none of them? I had problems with saved game corruption awhile back; but it was almost always related to having AAF and related mods activated before having left the vault. oh i see now i am gonna need to leave the vault first then use my mods
vaultbait Posted May 11, 2023 Posted May 11, 2023 6 hours ago, yhgghdg said: oh i see now i am gonna need to leave the vault first then use my mods I keep a save made with no mods installed, from just inside the vault exit after picking up the Pip-Boy and using the door control panel but before entering the elevator. If I need a new one (like if I accidentally delete it), I temporarily purge my deployed mods and then do a speed run starting the game from the normal fallout4.exe executable, but you can also find similar unmodded downloadable saves on Nexus. Whenever I'm starting a new game, I load that (with all my normal mods active), walk into the elevator, then set my stats/name/appearance normally there, bypassing the interminably boring 20+ minute intro.
eflat01 Posted May 11, 2023 Posted May 11, 2023 On 5/4/2023 at 7:55 AM, vaultbait said: The FO4CK ships with the source for all the scripts, they're just bundled in a zipball. It should prompt you to automatically decompress them into the correct location the first time you use the CK's interface. Thanks, I'm assuming that would be Data/Scripts/Source/Base?
eflat01 Posted May 11, 2023 Posted May 11, 2023 (edited) On 5/10/2023 at 12:28 PM, yhgghdg said: I am not honestly the true of the matter is that I am using vortex I am just wanting to know how to put them in a load order Vortex uses LOOT to sort ... if you need a mod at the bottom per say you can mark it dynamic there in the plugin tab. I sometimes just reorder by hand believe it or not, to keep mods in like categories close together. Because LOOT may not care if mods fall into the same class or group - you can group them in Vortex but I'm too lazy to go scrolling through their interface and putting things into categories, etc... I'll sometimes look at the load in BASH and LOOT. <user>/AppData/Local/Fallout4 is where the loadorder.txt and plugins.txt files are. If you change them Vortex and Loot will use the order you set in those the next time you run Vortex ... it will reorder anything conflicting which LOOT finds but the order will usually be the same Both files almost look the same but Loadorder.txt contains the DLC's Plugins.txt does not but the Plugins.txt file tells the game (and vortex, loot and other tools) what additions mods are "enabled". (have a * in front of them). Anyway, those two files depict the actual mod load order... for the most part. (If you play around and edit those back them up first) BTW: I'd use MO2 but get a lot of nexus mods so use Vortex instead. Is also my understanding that there are some bugs in the games normal save routines - on the exit and quick saves at times... thus the existence of Canary Save File Monitor. The other thing to think of are script heavy mods... I try not to save too soon after exiting workshop mod for example - those vanilla scripts are poorly written and tedious - sometimes looping over and over the same data. Many AAF mods may seem to be pretty script heavy also, So you may not wish to save when running excessive animations, etc... too often as it may leave certain variables or states mods depend on as ambiguous or null (valueless) - so wait a few seconds. I'd say 90% of corrupt saves are due to attached object instances (usually script pointers) which no longer exist or are lost. If you feel ambitious you can always attempt to clean a save (again make a backup if you do), I'd used https://www.nexusmods.com/skyrimspecialedition/mods/5031/ before for Skyrim and SSE but not on any FO4 saves. Edited May 11, 2023 by eflat01
vaultbait Posted May 11, 2023 Posted May 11, 2023 18 minutes ago, eflat01 said: Thanks, I'm assuming that would be Data/Scripts/Source/Base? Yes, that seems to be where it unpacks them (also the CreationClub and DLC01 through DLC06 folders). Initially you'll just see a single zip file under each of those directories on installation.
vaultbait Posted May 11, 2023 Posted May 11, 2023 (edited) On 5/10/2023 at 4:28 PM, yhgghdg said: I am not honestly the true of the matter is that I am using vortex I am just wanting to know how to put them in a load order In addition to the aforementioned LOOT defaults and mod groups, Vortex also has procedural sorting rules you can create. For any plugin, you can supply a list of all the plugins which it must sort after. Vortex will take your defined rules into account when creating the ordering used to build the plugins list. You can either set a rule for a specific plugin by clicking the Dependencies icon next to it in the Plugins view, or click the Manage Rules button at the top of the Plugins view and add arbitrary before/after rules using drop-down lists to select the plugins on each side of the relationship. You can also double-click a plugin and then give it a precise position in the load order with the Lock Mod Index option, but that's rather inflexible and discouraged in favor of using relationships or groups. Edit: I also forgot to mention, Vortex stores your configured sorting rules in a YAML file, so you can just add or change them with a text editor if you don't like the GUI. Edited May 11, 2023 by vaultbait
AAAA76 Posted May 13, 2023 Posted May 13, 2023 Should I be ticking "Unassigned" when I'm building using Bodyslide? I'm not quite sure since last time I tried it, it caused the male bodies to get fucked up.
Vault__Girl Posted May 13, 2023 Posted May 13, 2023 Okay, can someone please please please please please please please please explain the logic of: - Hosting one of the core requirements for this mod on ANOTHER site - Forcing you to sign up on that site - Then being caught in the spam filter on said site cuz you use a VPN on that site ("Tee-Hee! No soup for you UwU!!!"). Cuz God forbid I am careful when going to new sites??? - When looking through this forum on solution seeing the answer: "just contact the discord admin bro" Ah yes, cuz I totally want some random stranger to see my Discord and going through ALL that trouble because... Why exactly??? Doesn't he think Bethesda's lawyers can and will find him anyway (If that is why, which I seriously doubt as the dude has a Patron set up)??? Nah its totally the spam UwU filter. That will totally stop the multimillion company. I will just download the other things I can for now. But an idea is to upload a mirror somewhere where I don't get caught in some coder coomers ego. 2
vaultbait Posted May 13, 2023 Posted May 13, 2023 2 minutes ago, Vault__Girl said: Okay, can someone please please please please please please please please explain the logic of: - Hosting one of the core requirements for this mod on ANOTHER site - Forcing you to sign up on that site - Then being caught in the spam filter on said site cuz you use a VPN on that site ("Tee-Hee! No soup for you UwU!!!"). Cuz God forbid I am careful when going to new sites??? - When looking through this forum on solution seeing the answer: "just contact the discord admin bro" Ah yes, cuz I totally want some random stranger to see my Discord and going through ALL that trouble because... Why exactly??? Doesn't he think Bethesda's lawyers can and will find him anyway (If that is why, which I seriously doubt as the dude has a Patron set up)??? Nah its totally the spam UwU filter. That will totally stop the multimillion company. I will just download the other things I can for now. But an idea is to upload a mirror somewhere where I don't get caught in some coder coomers ego. Welcome to Lover's Lab! Many of the mods linked from this site are not hosted here. Some are on Nexus Mods (where AAF used to be hosted before it moved to Moddingham due to concerns over changes to their terms of service), some are on various other file download sites due to file size limits, and so on. Some mod authors, including the AAF author, consider LL to be primarily an adult themed site and would rather their mods be served from somewhere with a more neutral reputation since they can also be used for so-called "safe for work" purposes as well.
MaxxBlack Posted May 13, 2023 Posted May 13, 2023 Hello thanks for the guide. I've been following it and have hit a snag. In the install directions it says: 8º Make sure to build Male Body (If you have BodyTalk, ignore Atomic Muscle for this step) with Erection slider at 0% and the 'morphs' box checked, in Bodyslide. As a result I have a male body with underwear. I am sorry for the ignorance but I cannot figure out how to do this with Bodytalk. I went in to Bodyslide (I assume that is where I go) but I do not see a Bodytalk body in the drop down. What am I missing? Thank you for your help and support this guide is great!
MrFuturehope Posted May 13, 2023 Posted May 13, 2023 16 minutes ago, MaxxBlack said: Hello thanks for the guide. I've been following it and have hit a snag. In the install directions it says: 8º Make sure to build Male Body (If you have BodyTalk, ignore Atomic Muscle for this step) with Erection slider at 0% and the 'morphs' box checked, in Bodyslide. As a result I have a male body with underwear. I am sorry for the ignorance but I cannot figure out how to do this with Bodytalk. I went in to Bodyslide (I assume that is where I go) but I do not see a Bodytalk body in the drop down. What am I missing? Thank you for your help and support this guide is great! Bodytalk is a male body replacer, you need to install it as well as any bodyslide related files that might come with it when asked in the fomod installer, otherwise it might not show up as a body preset option you could select in Bodyslide.
MaxxBlack Posted May 13, 2023 Posted May 13, 2023 22 minutes ago, MrFuturehope said: Bodytalk is a male body replacer, you need to install it as well as any bodyslide related files that might come with it when asked in the fomod installer, otherwise it might not show up as a body preset option you could select in Bodyslide. Thanks for the info! Hmmm ok so I completely removed/unistalled both and reinstalled and it did not ask for anything in vortex like when I installed CBBE. Any other help?
MrFuturehope Posted May 13, 2023 Posted May 13, 2023 39 minutes ago, MaxxBlack said: Thanks for the info! Hmmm ok so I completely removed/unistalled both and reinstalled and it did not ask for anything in vortex like when I installed CBBE. Any other help? Sorry, it's been a while since I installed them into my game for the first time, I can't recall the exact setup process, but I'd say at the time, simple installation of Bodyslide and Bodytalk was enough to make the default body presets available as selectable options in Bodyslide. However, at the time I was installing it, Bodytalk version was a bit older than the one currently available and if the new version requires a different setup process, you would need to follow the process for the current version. Read the details and requirements in the description of the mod for any hints that might be useful, sometimes you have to experiment a little bit until things start working correctly.
vaultbait Posted May 14, 2023 Posted May 14, 2023 16 hours ago, MaxxBlack said: Thanks for the info! Hmmm ok so I completely removed/unistalled both and reinstalled and it did not ask for anything in vortex like when I installed CBBE. Any other help? You're sure you installed BT3-Jan2023.zip from the BT3 Patreon page? Vortex should have popped up a bunch of options in a FOMOD installer menu when you did. If it didn't do that, something's wrong either with how you downloaded the file or how you added it into Vortex.
MaxxBlack Posted May 14, 2023 Posted May 14, 2023 5 hours ago, vaultbait said: You're sure you installed BT3-Jan2023.zip from the BT3 Patreon page? Vortex should have popped up a bunch of options in a FOMOD installer menu when you did. If it didn't do that, something's wrong either with how you downloaded the file or how you added it into Vortex. Yep that is where I got it. Will do a complete delete download and reinstall again
MaxxBlack Posted May 14, 2023 Posted May 14, 2023 Eureka it worked this time! Not sure why it worked this time and not before. Did the exact same thing.
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