judge007 Posted April 24 Posted April 24 I haven't seen this anywhere so here goes : When Wrye Bash runs it's Plugin Checker scan (From the View Tab), sometimes it will report on HITME errors. The advice given is that only the mod author can fix these, best to not use them at all. HITME stands for something like Higher Index Than Master Entries, and can result in cyclical loops when sorting mods with LOOT etc. I have been loading those plugins in CK (with CKPE) and using the option to "Save and Push Plugin to PC" from the File menu. Plugins work in-game in both Fallout 4 old-gen & SkyRim AE, and no longer get reported as having HITME errors by Wrye Bash. Hope this helps someone
GammaCavy Posted July 13 Posted July 13 Thank you! I'd just gotten an alert in bash for my snow elf armor and weapon set, and i couldnt figure out how it'd ended up like that or how to fix it- and I was not willing to make it over again. 1
z1eref Posted Monday at 05:57 AM Posted Monday at 05:57 AM Something to be aware of is that there is actually a performance gain on PC for mid tier rigs and down. It's substantial. Without any performance mods, when I'm not busy crashing, I am sitting at 72 FPS everywhere on mostly ultra settings and extremely long LoD view ranges. That's on an I-5 9600K and RTX 2080S. If material swaps are fixed and Sim Settlements 2 moves future versions to the new patch, I can definitely see it forcing the modding scene to move over in conjunction with PRP and UFO4P making the move. I know I plan to stay on the next-gen update and have already moved my unreleased projects over.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now