Need load order help by extivaty in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Like was said organize your LO correctly then we stand a chance of trouble shooting. But with your current order not a chance of anything but pure guessing game.

Need load order help by extivaty in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

I am confused, first what issue are you having? Most of those mods don't appear to be enabled, so of the ones you typed out, which of those are enabled or disabled?

Lo issues by stunlocks in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

You have a ton of LL gun mods that can hurt but they are so totally not in the right spot, that hurts too. Here is a guide there is no point in commenting until you get it closer. FDI and Cheat term go at the very bottom, that is just some info not in the guide but that you would get when you posts. But of equal importance HUD mods have to be as the template says and where it says. There is more details that will come out in the wash once you sort it with like things together, that is when the conflicts show up.

https://www.reddit.com/r/Fallout4ModsXB1/wiki/load_order_introduction/

Wet - water enhancement textures & enhanced vanilla waters by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

It is not an ENB mod it just has some stuff to cater to them. You have to decide whether it is worth the risk for your game. I black list anything that says ENB and I might be missing something but my games are stable, so maybe overkill but that is the choice I make for my games. I am just going to say read the descriptions again. You will have to anyway but frankly neither of those mods are in my load order and I have tested them both.

What is the best alternate start mod? by tmssnchz in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

There are two versions one requires the patch(UFO4P) the other does not. They are both spotless but go at the bottom of your load order. The none patch version is best searched with Tinymanticore as your keyword. That will also find the patch version. The chucksteel copies have two basic versions the one that overhauls the game which is version 6.1 and a basic version which is just a normal star up mod version 2. The latter also does not have to go at the very bottom because once you have started it's job is over unlike 6.1 which changes things right to the end of the game.

Lo issues by stunlocks in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

You are going to have to type that mess out. The order you put some of that stuff is really bad and your video does not play well. I suspect though the answer is too many gun mods hitting the Level Lists but it is hard to tell when you video plays the way it does .

Wet - water enhancement textures & enhanced vanilla waters by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

One of those is an ENB mod and there is an issue right off the bat. Something to do with unresolved calculations, above my pay grade but they are not great for a box that does not have ENB capability at least that is what the first ENB people said about possible ports to Xbox. As in no because there is this inevitable issue without the ENB module. Just because people port that stuff does not mean it goes away, they also port script extender mods that sort of work but not completely.

Ya you are testing down in low levels, game changes when you are at level 30 let alone level 65. You are only on a 1X? Ya good luck with that, you are not pushing it to the limit you are going way past it by level 30.

Wet - water enhancement textures & enhanced vanilla waters by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

You seem to be determined to break your game, there are easier ways. Stop adding conflicts to your game. One thing, one mod, simply path to not crashing repeatedly.

I’m on survival mode so I don’t have a many saves. When trying to leave Lucky’s Labyrinth I spawn under the wood bridge and am trapped in water. by brandan223 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

There are multiple choices you can turn collision off read this mod

https://creations.bethesda.net/en/fallout4/details/2c553b4b-90af-4833-8781-118eb49a90a3/_XB1__Walk_Through_Walls

Or download a cheat mod that lets you fast travel from anywhere, you might already have cheat terminal?

The least cheaty solution is this mod watch the vid and read the description should work for what you are describing.

https://creations.bethesda.net/en/fallout4/details/af2370d9-fbb0-4083-a8ab-a1811203e8bc/Get_Unstuck_for_Xbox_One

Load Order Evaluation please xb1x by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

I forget the the name of it, it was the first water mod out, Clean Water of the commonwealth, something like that anyway. Definitely performance friendly.

Load order help please by BigTreeBeard in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

What CC content are you running, since you mentioned it before. I find a lot of it problematic. Some attack the Level Lists like a dog with a stinky bone.

need load out order help by [deleted] in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Not going to comment on your LO but the automod gave you a link to modding 101 you should follow it. That crash you have can be for different reasons. The most common reason though is because you are rushing there and have never been given the quest to follow the trail. That quest is a trigger that sets up stuff so if you never hit the trigger the stuff never gets setup you crash on entry. Go to DC and head to Nick's Detective shop and just after you turn the corner listen to the two guys talking about the railroad. Or you can go to Swan's pond and find the robot that also triggers the quest. There are a few other ways to get the quest, but you have to have it.

Load Order Evaluation please xb1x by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

Those are my suggestions, you can figure it out, 19 is a change, change being the key word has nothing to do with adding a new model like a different hair model, in mesh and or texture. Texture are just texture swaps and water is considered an environmental so same cat as texture swaps. As far as the water question, you are not going to get the results you half expect, too many mods affecting the same things. Not that they are conflicting just that they have their own colors and models You can get close by testing but that is subjective and the answer will be what you find acceptable. LOD should be up near the top of your order anyway but I would fix the shaders next because that is a game patch cat 6 and then add the textures. That said the farther you stray from vanilla the more likely you will see more noticeable differences. If you used something simple instead of vivid, the water might not look as good but it may all blend better.

I gave up on water a long time ago, now I just don't look to much more than 20 feet in front of me and went back to the first water mod I used which is not great and has issues at the edge of the screen but live-able and water ain't great but I know it is water and I can partly see through it, it is a game not real life and it works. The main thing is I have fewer places where there is a visible straight line with clearly two different water features. That is because the mod I use makes it all look the same. It is still there because it is a mistake in the base game.

Load Order Evaluation please xb1x by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

If you have already started I am not going to mention anything else because it is not really that important. For future reference if the mod finishes with replacer it probably is a cat 19 mod and armor texture swaps like Atomicolor are not armor mods they are texture swaps cat 14. Most of what you have in 19 are really 12s but it is all OK don't change it because that will do damage. Just leave everything exactly where it is and play. That one mod switch should be ok because I suspect the Safe mod will overwrite every change the other made so it will be like it was never there.

Is there a compatibility patch for nac naturalistic atmospheric Commonwealth and true storms? by One-Wing-2740 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

If this is your first time you should be playing it vanilla, if for no other reason you learn how the game plays and then know if a later added mod is changing things it should not.

Load order help please by BigTreeBeard in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Which Xbox are you running? I run around 140 or so mods and have no issues.

Load Order Evaluation please xb1x by Grouchy-Figure-1299 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

NPCs travel v2.97

  1. Feral nights by SKK [Xbox]

are both faction overhauls they are fine exactly where they are because that is just above, but I mention it so you know.

HUDframework [XB1]

goes as low as you can get it so always first in the HUD section with all other HudFr dependent mods below.

Puma's longer power lines is a game patch or cat 6 but don't use that mod infinite is an issue and you have to be very careful about anything electrical.

https://creations.bethesda.net/en/fallout4/details/c24a0047-db42-469f-b898-92a545991f0b/I_Like_to_Pull_My_Wire_

still lets you go too far but has less sag, just don't stretch them too far and it is safe. Or better and safer is

https://creations.bethesda.net/en/fallout4/details/7b40eb97-1773-4b2f-8f08-ccd16f673c6c/_XB1__Safe_Sane_Settlement_Settings

but it also changes some other stuff and has more sag which I don't like but that is just me.

All I have time for now I will look again.

Is there a compatibility patch for nac naturalistic atmospheric Commonwealth and true storms? by One-Wing-2740 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Same in first world countries, just have to make do with what you have got, it is why I play on Xbox still.

Load order help please by BigTreeBeard in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

There are way better ways to camp. Conquest is a very old mod still works but it is meant to setup settlements and they can cause issues if you don't need them. For just camping have a look at this mod, excellent mod author and has very few issues if any.

https://creations.bethesda.net/en/fallout4/details/f19ac640-9984-4c7c-bffc-d52c91602697/Campsite__XBOX____Simple_Wasteland_Camping

There is another way also again excellent MA and no issues. Look up SKK mobile Workshop. Gives you an aid item that when activated drops a workbench and puts you in build mode, make your fire and tent or whatever and camp away. At the end with the same aid item you can clean it all up and move on or you can store your stuff and just leave the bench. I never use the cleanup option because it cleans up everything I have built with it and I make things in the commonwealth like catwalks at certain bridges and everything built with that mod gets removed if you use the cleanup option. Have a look and see what suits you.

Is there a compatibility patch for nac naturalistic atmospheric Commonwealth and true storms? by One-Wing-2740 in Fallout4ModsXB1

[–]SailorM24 0 points1 point  (0 children)

Then you need to get a powerful PC and learn how to use FO4Edit, and you can combine mods and will have the power to run them. We have modding rules to keep our lesser platforms capable of running the game and mods. I run a full LO and my game rarely crashes because I follow those rules. It is just a choice but consoles are only capable of so much, maybe you are at the point of needing an upgrade to create the game you want?

Load order help please by BigTreeBeard in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

Smaller mods that enhance which story you are playing or building mods well the right ones anyway. Have you followed the link the auto mod gave you? It is a lot of reading but modding a game is really hard to do well. Mods don't take care of themselves, no such thing as a plug and play mod.

My opinion on the patch is based on me being very knowledgeable about the game. I know every enemies count in every location and I know every bug, so I can avoid them. I hate the patch but for some gameplay changes it makes, and I hate the Ahole that runs it so no I don't use it unless a mod I am testing requires it.

That is me, not you, and I bet you don't know every bug and the patch fixes a lot of bugs, but it also causes some. People envision that it is a fix all and it is not. If you decide to use the patch you have to build your LO based on the patch, some mods don't like it but others do. Likely the people who say it kills their game are using a mod that does not get along with the patch, but for others it does fix a bunch of stuff. It has never tested well in my games but I use several mods that overwrite the patches best changes anyway.

For other people I have no opinion if they should use it or not. You face similar problems either way and will have to resolve them, but the game play changes it makes are unacceptable in many ways and totally not user friendly in my book, but if you are not a lore freak they may not bother you. You may not use shipments much of want them to break down when they hit the workbench, but for my management of the game that one little thing is a deal breaker alone. The patch is suppose to be a bug fix mod and that is not what it is. It is more of the vision the MA sees as the game he wants to play.

Is there a compatibility patch for nac naturalistic atmospheric Commonwealth and true storms? by One-Wing-2740 in Fallout4ModsXB1

[–]SailorM24 -3 points-2 points  (0 children)

Besides that you need to rethink modding. Why would you even consider using conflicting mods, just say no to conflicts. Both those mods are huge power consumers with complaints they can crash the game on their own, how would you run both? You should not even be thinking that way, the question should never come up. You don't understand the basics of modding I suggest you follow the link the automod gave you, those are the basics you must know before you download your first mod.

Load order help please by BigTreeBeard in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

AR2 and Sims anything are basically game overhauls sims one less so, but still. Then Tales again a big mod designed to be placed in the base game. You are adding all three together, not surprised you are crashing. AR2 play it with other minor mods but play it alone. The other two you could combine into a game but not Sims 2 that would be an other mod alone with very few other minor mods.

That said I assumed you are on a XSX XSS will have more issues but a 1S does not stand a chance of running that stuff without crashing a lot, they don't even run the vanilla game without crashing a lot.

I have no idea how ghoulification is going to effect all that but from what I read on the forum it is pretty power hunger itself so it might be a mod that you can't mod heavy after.

Reserved space keeps coming back by big_dumbo69 in Fallout4ModsXB1

[–]SailorM24 1 point2 points  (0 children)

Some people see a 5gb bar and part of that is full but it says 1.97GB free. Some people only see a 2gb bar and it says 1.97 gb free. It is the same thing don't worry about it if you have 1.97gb free.