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Posted
4 hours ago, vaultbait said:

 

I've not needed to downgrade (disabled upgrades in Steam but I also make frequent backups as extra insurance just in case). Still, you can find manual downgrade instructions pinned in the F4SE posts tab on Nexus:

 

https://www.nexusmods.com/fallout4/mods/42147?tab=posts

 

If you prefer a more automated approach, I think this downgrader is the most popular one (but my knowledge may also be out of date):

 

https://www.nexusmods.com/fallout4/mods/81630

Hey, thanks again for the info. I will look into this. It hurts to have to disable all the "fucking manual" mods for now. But at least the physics has been fixed for the NG update. I guess it will be mostly a vanilla playthrough for now. Take it easy, and I'll see ya on the other side.

Posted
13 hours ago, rubber_duck said:

 

Thanks for kind words, but the real MVP is definitely Vaultbait. I might be helpful here and there, but she kicks ass with support! 😅

Totally agree! I appreciate the response. It's good when a mod creator is in touch with us little people. Ha ha. Again I appreciate your hard work. Keep it up, and don't sell yourself short. You are a rock star. All you mod creators are!

Posted

So something I've noticed, If I have the Repo mod enabled. It adds quite a bit of load time during the game booting and the main menu loading and then loading a save game when first booting up fo4. Once a save has loaded then load times are fine until exiting fo4.

 

I'm not blaming the repo mod or anything since it just adds a bunch of things for robo patcher but I am wondering why it seems to cause so much loading and if I'm the only one getting it. Is it just due to the number of edits it makes with robco patcher? is it cause fo4 is on a HHD and not a SSD

Posted
2 hours ago, Spaceguest991 said:

So something I've noticed, If I have the Repo mod enabled. It adds quite a bit of load time during the game booting and the main menu loading and then loading a save game when first booting up fo4. Once a save has loaded then load times are fine until exiting fo4.

 

I'm not blaming the repo mod or anything since it just adds a bunch of things for robo patcher but I am wondering why it seems to cause so much loading and if I'm the only one getting it. Is it just due to the number of edits it makes with robco patcher? is it cause fo4 is on a HHD and not a SSD

 

Now that's interesting!

 

I'd say that's pretty normal. RobCo Patcher injects its changes into the memory and that allows you to have plugin-less 'load order' (patches). Here's an example.

 

This repository includes a ton of such patches, so it's understandable that the game needs a longer time to get these files ready. Think about it - you have one file (say one of Vtaw's Wardrobe plugins), and that file (plugin) contains 1000 items. At the same time, you have another plugin (SAKR) with its N keywords/tags. When the game starts up, it needs to get all those 1000 items from Vtaw's plugin as well as all the keywords/tags from SAKR's plugin. Once it has it - it needs to 'patch' every single item from Vtaw's plugin by their FormId and SAKR keyword(s) selection. That's a lot of work, but it doesn't end there...

 

It needs to do this for every single ini file (patch) you have - the more stuff you have, the higher the stress/the longer it takes to load.

 

I'm personally still running the game from HDD because I have a very heavy load order and I'd need a 4TB SSD if I wanted to put just Fallout 4 on it (the base game is 40-ish GB + 900 GB of installed mods + ~450 GB of downloaded mods, i don't delete anything). Surely, SSD would improve the performance by a lot, but those 4TB ones are somewhat expensive and I don't want to upgrade because I'll be making my brand new custom PC configuration later this year (if all goes to plan).

Posted
5 minutes ago, rubber_duck said:

 

Now that's interesting!

 

I'd say that's pretty normal. RobCo Patcher injects its changes into the memory and that allows you to have plugin-less 'load order' (patches). Here's an example.

 

This repository includes a ton of such patches, so it's understandable that the game needs a longer time to get these files ready. Think about it - you have one file (say one of Vtaw's Wardrobe plugins), and that file (plugin) contains 1000 items. At the same time, you have another plugin (SAKR) with its N keywords/tags. When the game starts up, it needs to get all those 1000 items from Vtaw's plugin as well as all the keywords/tags from SAKR's plugin. Once it has it - it needs to 'patch' every single item from Vtaw's plugin by their FormId and SAKR keyword(s) selection. That's a lot of work, but it doesn't end there...

 

It needs to do this for every single ini file (patch) you have - the more stuff you have, the higher the stress/the longer it takes to load.

 

I'm personally still running the game from HDD because I have a very heavy load order and I'd need a 4TB SSD if I wanted to put just Fallout 4 on it (the base game is 40-ish GB + 900 GB of installed mods + ~450 GB of downloaded mods, i don't delete anything). Surely, SSD would improve the performance by a lot, but those 4TB ones are somewhat expensive and I don't want to upgrade because I'll be making my brand new custom PC configuration later this year (if all goes to plan).

I wonder if making and having a normal patch instead of robco patcher to add SAKR Keywords would help with load times? At last for the big clothing mods like Vtaw's collections.

or would the long load times remain?

 

Also good to see I'm not the only person that adds way too many mods to fallout 4

Posted
1 minute ago, Spaceguest991 said:

I wonder if making and having a normal patch instead of robco patcher to add SAKR Keywords would help with load times? At last for the big clothing mods like Vtaw's collections.

or would the long load times remain?

 

Also good to see I'm not the only person that adds way too many mods to fallout 4

 

It would load faster, but you'd need a ton of separate plugins or else every single mod the plugin lists as a master. It would probably be easier to just create your own trimmed-down version of this config collection listing only the mods you're actually using and would likely load almost as fast (unless you've got most of them anyway).

Posted
7 minutes ago, vaultbait said:

 

It would load faster, but you'd need a ton of separate plugins or else every single mod the plugin lists as a master. It would probably be easier to just create your own trimmed-down version of this config collection listing only the mods you're actually using and would likely load almost as fast (unless you've got most of them anyway).

Pretty sure I did have a go at trimming the ini's down so at least ini's for mods I didn't have were deleted maybe I need to trim down more?

 

But if I did try making plugins to add SAKR keywords I think I'd only really bother with the larger clothing collections like Vtaws so I'm not making tons of plugins, Since I think robco is fine as long as don't have too many things doing things, since I do have other robco patchs but it only seems to be when I enable the repo load times become very noticeable long

Posted
2 hours ago, Spaceguest991 said:

Pretty sure I did have a go at trimming the ini's down so at least ini's for mods I didn't have were deleted maybe I need to trim down more?

 

But if I did try making plugins to add SAKR keywords I think I'd only really bother with the larger clothing collections like Vtaws so I'm not making tons of plugins, Since I think robco is fine as long as don't have too many things doing things, since I do have other robco patchs but it only seems to be when I enable the repo load times become very noticeable long

 

It all depends whether you want to have a massive load order or slower loading times. I don't know about your hardware, but my game takes about 10 minutes when I start it for the first time when I boot into Windows. Yeah, it's pretty long, but I do have a gigantic load order and the game is installed on HDD. However, once it loads, it works perfectly fine with only generic crashes here and there - I'd say it's 98% stable, and that's as high as I can push it.

 

I don't think removing those INIs that are included with this Repository does much because as far as I'm aware, RobCo only patches stuff if you have the specified plugin active. It's the sheer amount of patched items for the stuff that you actually have that's causing slow loading times.

 

Also, editing the INIs that you need might not do much either - for example, let's say you have VtawWardrobe5.esp installed and you have the corresponding RobCo INI patch from this repository. If you edited the INI file and removed some keywords from the items there, that wouldn't do much because RobCo already found the object with the FormID and is ready to apply changes.

 

The best way would be to remove all the clothes from VtawWardrobe5.ini that you don't use and leave only those that you use, but that would leave you with uncompleted patch and, I bet, drive you nuts.

 

You can always create your old-school ESP patch, but I, personally, feel that's not necessary as RobCo Patcher's downsides are nothing in comparison with its upsides. There are over 150 clothing mods patched in this Repository alone, so just imagine your current (already large) load order with those additional 150+ ESP plugins. It's mental, I'm so glad RobCo Patcher exists!

 

If long loading times bother you - chill; what I'd usually do is start the game and then over those 10-ish minutes I'd make myself a cup of coffee, do some pushups (because health) or smoke a cigarette or two, and simply slow down until the game loads. Alternatively, I'd grab my phone, tablet or laptop and check the news, GitHub, weather, etc., and 10 minutes pass in no-time! ;)

Posted
43 minutes ago, rubber_duck said:

 

It all depends whether you want to have a massive load order or slower loading times. I don't know about your hardware, but my game takes about 10 minutes when I start it for the first time when I boot into Windows. Yeah, it's pretty long, but I do have a gigantic load order and the game is installed on HDD. However, once it loads, it works perfectly fine with only generic crashes here and there - I'd say it's 98% stable, and that's as high as I can push it.

 

I don't think removing those INIs that are included with this Repository does much because as far as I'm aware, RobCo only patches stuff if you have the specified plugin active. It's the sheer amount of patched items for the stuff that you actually have that's causing slow loading times.

 

Also, editing the INIs that you need might not do much either - for example, let's say you have VtawWardrobe5.esp installed and you have the corresponding RobCo INI patch from this repository. If you edited the INI file and removed some keywords from the items there, that wouldn't do much because RobCo already found the object with the FormID and is ready to apply changes.

 

The best way would be to remove all the clothes from VtawWardrobe5.ini that you don't use and leave only those that you use, but that would leave you with uncompleted patch and, I bet, drive you nuts.

 

You can always create your old-school ESP patch, but I, personally, feel that's not necessary as RobCo Patcher's downsides are nothing in comparison with its upsides. There are over 150 clothing mods patched in this Repository alone, so just imagine your current (already large) load order with those additional 150+ ESP plugins. It's mental, I'm so glad RobCo Patcher exists!

 

If long loading times bother you - chill; what I'd usually do is start the game and then over those 10-ish minutes I'd make myself a cup of coffee, do some pushups (because health) or smoke a cigarette or two, and simply slow down until the game loads. Alternatively, I'd grab my phone, tablet or laptop and check the news, GitHub, weather, etc., and 10 minutes pass in no-time! ;)

But you don't understand! Once you taste the sweet forbidden fruit of heaven of fast loading times, What is earth but a cruel jest? What punishment can hell be without heaven to taunt you and your hubris?

 

No. I this point I feel I must try the plugin route. Not just for me but for Science! for all the perverts of loverslab. To quench my thirst for knowledge and lust!

 

ehh.... when I and get around to like doing it.

Posted
17 hours ago, Spaceguest991 said:

But you don't understand! Once you taste the sweet forbidden fruit of heaven of fast loading times, What is earth but a cruel jest? What punishment can hell be without heaven to taunt you and your hubris?

 

No. I this point I feel I must try the plugin route. Not just for me but for Science! for all the perverts of loverslab. To quench my thirst for knowledge and lust!

 

ehh.... when I and get around to like doing it.

 

Heh, you do you!

 

Feel free to report back here once you've tested things enough; I'm sure folks from the future will be thankful! :D

 

Take care!

  • 1 month later...
Posted (edited)

I've just found a really cool Road Leather variant. SAKR says 100%, of course the repo here is from the Craftable version. I now wanted to manually change the data in the ini (Craftable) including the ID from xedit, assuming that the image is a variant of it. However, xedit has no entry for Road Leather under CCO Vulgar Villains (which I use). There seems to be an entry in Craftable, though.
There must be something there, since the clothing could be adjusted to the FG Petit body using BodySlide.
I've just switched to Slot in SH as a workaround, but that's not satisfactory.
I can't see through it anymore, any ideas?

 

2024-09-0423_05_46-Fallout4.png.14dc1c36824ed2ae48af322e93f87017.png2024-09-0423_05_26-Fallout4.png.2dc1faced97d2185c37e4c9a6f22b9dc.png

 

The name of the clothing in the Pipboy is Custom Road Leathers. I also looked under COTC and didn't get any hits in xedit.

I'm sure I've seen this before in xedit, but unfortunately I don't remember which Pflugin it was in.

 

PS: Gloves and belts are not included, they are from vtaw.

Edited by deathmorph
  • 4 weeks later...
Posted

Is there a way to verify in game that the keywords are applied? In Skyrim, the Better Console version there can display keywords, but that doesn't seem to be the case with the FO4 version.

Posted
10 hours ago, WaterRabbit said:

Is there a way to verify in game that the keywords are applied? In Skyrim, the Better Console version there can display keywords, but that doesn't seem to be the case with the FO4 version.

 

Yes, you can check the currently skimpy rating with SAKR itself. Go to its MCM and there you'll find an option to display the current skimpy rating popup. You can also set a hotkey for that same popup if you so wish.

 

Hope this helps. Take care!

Posted
3 hours ago, rubber_duck said:

 

Yes, you can check the currently skimpy rating with SAKR itself. Go to its MCM and there you'll find an option to display the current skimpy rating popup. You can also set a hotkey for that same popup if you so wish.

 

Hope this helps. Take care!

 

Thanks, I should have checked the MCM -- I didn't realize it installed one.

  • 4 weeks later...
Posted

Hey @rubber_duck i'm trying to add some keywords to CCO Replacer versions, from what i understand i need to choose armors inside Fallout4.esm since they are replacers.
But there are a shit ton of stuff here from mole rat skins, bloodbug stuff to power armor parts hats armor pieces etc.
Is there a way to show like clothing only in fo4edit or something can you help me about this please ?
 

Spoiler

Screenshot2024-10-20012506.png.b6a7f26fcb4d45075f16247ab79a8f10.pngScreenshot2024-10-20012621.png.80d20bcf17d49a4bc59cb8dc65d2bcfa.pngScreenshot2024-10-20012614.png.5b0102487a3ee7891295dd4da5210511.png


Like the only thing i can edit in these ~37 entries is the postman uniform it'd take me years to pick the clothes.

Posted
27 minutes ago, KKSSL said:

Hey @rubber_duck i'm trying to add some keywords to CCO Replacer versions, from what i understand i need to choose armors inside Fallout4.esm since they are replacers.
But there are a shit ton of stuff here from mole rat skins, bloodbug stuff to power armor parts hats armor pieces etc.
Is there a way to show like clothing only in fo4edit or something can you help me about this please ?
 

  Hide contents

Screenshot2024-10-20012506.png.b6a7f26fcb4d45075f16247ab79a8f10.pngScreenshot2024-10-20012621.png.80d20bcf17d49a4bc59cb8dc65d2bcfa.pngScreenshot2024-10-20012614.png.5b0102487a3ee7891295dd4da5210511.png


Like the only thing i can edit in these ~37 entries is the postman uniform it'd take me years to pick the clothes.

 

While in xEdit, you can click on EditorID column to sort items alphabetically by their EditorID. I think, though I'm not sure, that all the clothes in base game start with Clothers - just like your Postman Uniform example.

 

Other than that, I don't know... I've already covered the base game in this Repository (as well as DLCs), and they seem to be working fine. I too use CCO replacers, but my character rarely wears those items. I could write you a script (Python/PowerShell/Bash) that reads the desired ini file (patch) and then it creates a CSV file out of it so you can use it with SAKR/RCP tool.

Posted (edited)
17 minutes ago, rubber_duck said:

While in xEdit, you can click on EditorID column to sort items alphabetically by their EditorID. I think, though I'm not sure, that all the clothes in base game start with Clothers

Oooh that makes so much sense i was sorting by names my bad.
 

17 minutes ago, rubber_duck said:

I too use CCO replacers, but my character rarely wears those items.

Did you make the base game one with CCO in mind ?
 

17 minutes ago, rubber_duck said:

I could write you a script (Python/PowerShell/Bash) that reads the desired ini file (patch) and then it creates a CSV file out of it so you can use it with SAKR/RCP tool.

That would be so cool if it won't take much of your time. If it would be too much work i can sort with the EditorID it's fine

Edited by KKSSL
Posted
11 hours ago, KKSSL said:

Did you make the base game one with CCO in mind ?

 

I think it was before CCO; not sure, I'll have to check.

 

11 hours ago, KKSSL said:

That would be so cool if it won't take much of your time. If it would be too much work i can sort with the EditorID it's fine

 

Try sorting first. If that fails, for some reason, reach out and I'll write you the script. I'm busy with work-related projects at the moment, but I can definitely write a small script for comrade in need 😉

Posted (edited)
1 hour ago, rubber_duck said:

Try sorting first.

Okay so i think i got 99% if not all of them.
But could you explain to me which boxes do i choose for an armor/clothing like this ?

Spoiler

image.png.57150c45c06d10009beca5a52c972c60.png

Do i tick the armor ones ? Do i tick the Long for Pants and *CropTop as Top ? Why are there 2 thongs one in Pants and other in Panty ?
If we think logically there would be a panty underneath do i tick both Long Pants and Normal Panty or what if it's a Thong underneath do i tick that?
Kinda like Schrodinger's Box to be honest.
Do i not tick armor top or bottom and use pants and top instead ? Do i tick it all ? Am i thinking too much and should just tick every single box ? Pls help

Edited by KKSSL
Posted
3 hours ago, KKSSL said:

Okay so i think i got 99% if not all of them.
But could you explain to me which boxes do i choose for an armor/clothing like this ?

  Hide contents

image.png.57150c45c06d10009beca5a52c972c60.png

Do i tick the armor ones ? Do i tick the Long for Pants and *CropTop as Top ? Why are there 2 thongs one in Pants and other in Panty ?
If we think logically there would be a panty underneath do i tick both Long Pants and Normal Panty or what if it's a Thong underneath do i tick that?
Kinda like Schrodinger's Box to be honest.
Do i not tick armor top or bottom and use pants and top instead ? Do i tick it all ? Am i thinking too much and should just tick every single box ? Pls help

 

It's up to you. Though, I'd tick the following:

Armor Top - Breast

Bra - any or none

Panty - any or none

Pants - Long

Top - Full, crop top

Stockings - none

Heels - none

 

It's very modular, so you can tweak it to your own liking.

Posted
50 minutes ago, rubber_duck said:

Armor Top - Breast

If i'm using Armor Top why not use Armor bottom ?
If i don't tick Panty or Bra will it affect the rating or will it not since those parts are already covered regardless of panties or bras.

Like i just want to know what counts as Armor Top : Full and what counts as Top : Full.

Posted
1 hour ago, KKSSL said:

If i'm using Armor Top why not use Armor bottom ?
If i don't tick Panty or Bra will it affect the rating or will it not since those parts are already covered regardless of panties or bras.

Like i just want to know what counts as Armor Top : Full and what counts as Top : Full.

 

I don't know exactly, but check SAKR Framework's docs - everything is well explained and documented there.

Posted
33 minutes ago, rubber_duck said:

but check SAKR Framework's docs

Makes sense actually i should be asking these there. Sorry for bugging you. Thanks for the patcher.

  • 1 month later...
Posted

I'm using RD_SAKR_Repository_v300723.1 But, when I wear default vaultsuit(TWB vault suit, only bodyslide files that ovewrites the default vaultsuit.nif file), SAKR states I'm naked with 100 skimpy score which I'm sure isn't correct.  But when i look into the repo file, I see 
// "Vault 111 Jumpsuit"
filterByArmors=Fallout4.esm|01EED7:keywordsToAdd=SkimpyArmorKeywordResource.esm|000821,SkimpyArmorKeywordResource.esm|00081A,SkimpyArmorKeywordResource.esm|000812,SkimpyArmorKeywordResource.esm|00080E
Seeing that the repo has vault suit keyword in place, I didn't feel the need to add the keyword myself either via manually through FO4Edit or the patcher script that generates ini file.


Theoretically, it should be full top and full bottom... 

I'm on 1.10.194 FO4, I have Robco 4.0.3 and SAKR1.1.2

Not sure if something isn't working or I'm doing anything wrong. 

Posted
2 hours ago, MarcusHalberstram said:

I'm using RD_SAKR_Repository_v300723.1 But, when I wear default vaultsuit(TWB vault suit, only bodyslide files that ovewrites the default vaultsuit.nif file), SAKR states I'm naked with 100 skimpy score which I'm sure isn't correct.  But when i look into the repo file, I see 
// "Vault 111 Jumpsuit"
filterByArmors=Fallout4.esm|01EED7:keywordsToAdd=SkimpyArmorKeywordResource.esm|000821,SkimpyArmorKeywordResource.esm|00081A,SkimpyArmorKeywordResource.esm|000812,SkimpyArmorKeywordResource.esm|00080E
Seeing that the repo has vault suit keyword in place, I didn't feel the need to add the keyword myself either via manually through FO4Edit or the patcher script that generates ini file.


Theoretically, it should be full top and full bottom... 

I'm on 1.10.194 FO4, I have Robco 4.0.3 and SAKR1.1.2

Not sure if something isn't working or I'm doing anything wrong. 

My bad.. turns out Robco Patcher only works for 1.10.163... Bethesda.... why..... pepecryface

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