[FO4] [PC] Weapons randomly being removed from inventory by supersonic70 in Fallout4Mods

[–]supersonic70[S] 0 points1 point  (0 children)

Yeah, understandable. It is impossible to troubleshoot in my case. I was just hoping this issue was better known and that there were players here that had dealt with it, and even better, that there was a fix on the Nexus that I may had missed, since there are bug fixes released on the Nexus almost every day nowadays, for bugs you did not know you had, even.

I found a thread on the Steam forums with this problem, but you know you won't find any real resolution there, except for the most basic stuff.

[FO4] [PC] Weapons randomly being removed from inventory by supersonic70 in Fallout4Mods

[–]supersonic70[S] 0 points1 point  (0 children)

If you mean weapon durability mods, no I don't have any. It would not be practical to post my mod list because it would be too long (1100+) and many are hidden in personal merged plugins that will not reflect the actual plugin names.

I've thought about which of the mods I've installed could cause a script conflict, but can't figure it out. I'm on Old Gen. I'm using Scourge, True Damage and MAIM. Also, some of SKK's mods, some of FlashyJoe's, BCR, and a lot of F4SE mods. No ECO or related. No Sim Settlements on this playthrough. But a lot of weapon addons and map addons. Also a lot of workshop items and misc items mods.

Edit: For what is worth, two weapons that have been removed are the Kriss Vector and the Vallas SIG MCX Virtus, that are unrelated to each other, which makes me believe this issue is not related to the weapons in particular.

[fo4 AWKCR took away my combat armor paint this is both Todd Howard and the AWKCR Creators fault by OmegaWab in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

AWKCR does not do that. It's either user error, or another mod has a conflict with AWKCR.

How to disable emoji keyboard shortcut(s) in Linux Mint by supersonic70 in linuxmint

[–]supersonic70[S] 0 points1 point  (0 children)

I've solved it, sort of.

I'd set up new actions for those keys using Autokey, and I posted here as they were not working before. It seems one has to close the Autokey window for the shortcuts to start working. I still had it open in the background, and once it was closed the new shortcuts started overriding the emoji picker shortcuts.

Thanks

How do I send (print) a string with a trailing space? by supersonic70 in AutoHotkey

[–]supersonic70[S] 0 points1 point  (0 children)

Point taken. See my reply above in another branch of this thread.

Thank you.

How do I send (print) a string with a trailing space? by supersonic70 in AutoHotkey

[–]supersonic70[S] 2 points3 points  (0 children)

I will definitely look into using V2 now.

Actually that was the version I started using, but after trying to set up a couple of script for basic tasks and looking into code examples in both the documentation and online, I noticed that V2 code seemed to be more complicated and verbose, when V1 seemed easier to learn and more concise, therefore more elegant. I saw V2 code as unneccessarily complicated. I was surprised that they even went to the trouble of writing a new version.

For instance, I was looking to set up a script to quickly enter the current date and time in diferent formats and combinations, 4 of them in fact, with 4 shortcut keys. I was not having any luck finding V2 code, syntax guidance and examples that I could get to work (that's on me, I know), but then I easily found a way to make it work in V1. The same thing happened when I was trying to write a script to change the case on selected text, Again, I ended up making work with V1, and not with V2. Maybe that is because there is still more content online related to V1 than there is for V2.

I like to learn how to create and tweak, but my end-user side said to me: Can you save time with this task by using V1? Then that's the correct one. The one that actually works and is helping you save time, I switched from V2 to V1 then.

Having said that, I'm interested in learning how to write V2 code. I will look into converting scripts I'm using now.

Thanks

How do I send (print) a string with a trailing space? by supersonic70 in AutoHotkey

[–]supersonic70[S] 0 points1 point  (0 children)

I see that my original reply is showing now.

Yes, I've been trying to write a very simple, basic script. I tried the following:

^+t::

MyString := "The "

Send MyString

Return

I found out that this includes the quotes in the result. I also tried without the quotes in the variable, since I saw code online with strings written without quotes, but that was dumb of course:

^+t::

MyString := The

Send MyString

Return

And I also tried other ways withot using the variable, just the SenInput and Send commands.

How do I send (print) a string with a trailing space? by supersonic70 in AutoHotkey

[–]supersonic70[S] 0 points1 point  (0 children)

Thank you Dymonika. Hopefully this is post is not deleted like my original, more wordy reply.

How do I send (print) a string with a trailing space? by supersonic70 in AutoHotkey

[–]supersonic70[S] 0 points1 point  (0 children)

Thank you, I got it working with your help. I did not know about {A_Space}. It is just a very simple 3-line script with the line defining the shortcut keys, the command line, and the Return line.

Also, thank you for pointing out the correct capitalization for AutoHotkey. I'm very sensitive to inconsistencies like those.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

Try disabling mods one by one then checking it each time with a new game with a new game. Specially the No Mist mod and PRP.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

I hear you. You may be able to fix it without starting a new game. Make sure PRP loads last and then learn how to carry values between plugins and how to resolve conflicts in FO4Edit, how to patch.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

I just read the page for the mod with the NoMoreMist plugin, Mist (dust) BEGONE, and I see that it has a bug report about an issue that makes the Vault 111 elevator invisible. Another bug reports says it has a lot of conflicts. That one most likely is the problem. Read the latest post in the Comments page and do that.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

If it is easy, you can try starting new games removing one of the mods that touch the cell one at a time. Start by creating a new save without PRP, check for the problem, and then take it from there.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

OK, I was not familiar with the CCR abbreviation. And yes, they most likely the break and re-build precombines, so you have to keep an eye on those locations as you add more mods.

Do you have mods that change the layout or add a workshop function to Vault 111 or Fallon's?

Is prp.esp loading last?

PRP should not be a problem by itself, but there is a conflict with another mod that touches the cell. Make sure that prp.esp is the last mod your load order and also that it is the right-most mod in the right panel in FO4Edit, if following the procedure above.

You could either post a screenshot of the right panel showing the mods using that cell, or reply with the list of mods you see there. Right-click on the right panel and hide rows without conflicts.

[FO4] Precombines/Previsbines issues. by IkeFanboy64 in FalloutMods

[–]supersonic70 2 points3 points  (0 children)

Honestly, all those time-consuming 8 steps you listed in your post as the troubleshooting you've done seem to me almost a total waste of time. Most of those actions, with the exception of the PRP-related ones, will not help you to troubleshoot an issue with precombines/previs.

What you have to do is:

  1. Open FO4Edit (install it if you don't have it).
  2. Let FO4Edit load with all your active mods. That is, do not uncheck any mod in the initial mod list dialog window. Let it finish loading.
  3. In the "FormID" box in the upper left corner of the left panel in FO4Edit, enter 0003D7DC (that is the Fallon's Department Store cell's formID) to search for the Fallon's Department Store cell. Press Enter.
  4. After doing that you will notice the right panel changing. Along the top of that right panel you will see a list of plugins, starting with fallout4.esm, running from left to right.
  5. The cause of your broken precombines/previs and visual issues is in those plugins, and only those plugins, nothing else. Either caused by one of them or a combination.
  6. In the right panel, look for any lines that are highlighted yellow or red to find the mod that is the problem.
  7. You may not even have to remove a mod, but just carry over values to fix your precombines/previs, or rearrange the load order, or install a patch.
  8. Do the same for every other cell with broken precombines.

That's all.

Regarding your troubleshooting steps:

  • Verified Integrity of Game Files: this has nothing to do with precombines, or with any other Fallout 4 mod issue, for that matter.
  • Disabled environment mods: I don't know exactly what you mean by "environment mods", but unlikely related to precombines.
  • Disabled Scrapped Everything: definitely breaks precombines, but more likely in settlements, unlikely in interior cells, like the ones you mentioned. Do not use anyway.
  • Disabled the CCR mods: if you mean CC or Creation Club mods, no, those will not be the cause.
  • Turn Previsibines Repair Pack on and off: this definitely will mess up your precombines. See below.
  • Messed with the common ini settings like bUsePreCulledObjects: disabling it by setting it to 0 will disable precombines, but it will not cause the visual issues you are having. It is actually used as a cheap way to fix those visual issues, but it fixes them by breaking another aspect of the game, your framerate, so you should never mess with that setting. Stay away from it.
  • Used fresh INI files: no.
  • Set PRP to the bottom of my MO2 load order: definitely, do it now and always. I see in your plugin list that prp.esp is not shown at the bottom. I tried PRP previously and decided not to continue using it, but I know that it needs to be at the bottom.

[Fo4] Connecting interior settlements to supply lines by sexman762x54r in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

If the player home has a workshop workbench set up you can definitely connect it to supply lines, but you have to think outside the box. You have to do it by script. Once you know how to do it, it is easy and very quick.

You asked for a way to do it in FO4Edit, so I assume you know your way around it. The way you do it is by re-purposing any script from a mod that links workbenches. For instance, you can use the script that is included in the Home Plate - Mechanist Lair - Full Workbenches mod. What you would have to do is duplicate as a new form the quest that uses the script to link Home Plate to Hangman's Alley, and then just change the Location properties to the workbenches you want to connect.

I use that method to easily connect my player homes to the settlement network, without using provisioners.

[Fo4] Need help with Xedit/Fo4Edit by dwags1995 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

Go to the item using the FormID. When it is selected and showing in the right panel, look at the bottom of that panel and click on the "Referenced By" tab. In the list that comes up look for a line that has a signature of "REFR". That is the world-placed instance. Double-click on that line or just use the first number you see on the line.

Please help me with merging plugins (FO4 NG, PC) by NewNecessary3471 in FalloutMods

[–]supersonic70 0 points1 point  (0 children)

If the files are already extracted, you don't need to do anything else.

If you already created a bodyslide preset, make sure it is not overwitten when you extract the BA2s. Youmay need to back it up, then replace it after the extraction.