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Everything posted by apheX

  1. I tried my best, but with limited knowledge of english (and with a help of google translate) it's not that easy. Anyway, glad you understand me. And yea, this is not good, I doubt that timestamps for many users are in right order. Oh, and I would like to ask again, cause I didn't get any answers last time. How bad is it if DLC's loads in wrong order? Could this lead to broken quest\missing stuff? And how it affects USSEP for example? Does all fixes be still intact or it will be all messed up?
  2. Thing is - your timestamps is also in right order, as you said. So, I see no reason why load order should be wrong. They could fix that "users made esm's bug", but official esm's might still be loading in wrong order (regardless of plugins.txt) if timestamps are wrong aswell. At least that's how I see it. And that's why I asked you/other users to check that.
  3. I've read your previous post about it, that timestamps has no effect on game and only affect CK. As I said - with latest beta my load order was wrong again even tho I have listed official esm's in plugins.txt, I also tried to list only mods in there and in both cases load order was wrong (checked in console and opened save file with txt editor). But after changing timestamps it was fixed, really, no point for me to lie about it. Maybe someone else who doesn't have right timestamps can confirm that load order is fine/not fine now or you can try it yourself if you have time/will. And a little offtop, seems like my Fallout 4 plugins.txt is also ignored by game and official esm's loads as they want, not the way listed in plugins.txt (Far Harbor, for example, loads as 05, but in plugins.txt it's in 3rd place). Dunno, perhaps is something wrong on my side. Tried it again, just to be sure myself and effect of changing timestamps is pretty clear. I do not know what else to say. Right timestamps And wrong Plugins.txt is the same for both cases of course and look like that.
  4. https://www.reddit.com/r/skyrimmods/comments/5c8xdw/important_solution_how_to_fix_esm_load_order_bug/ this is actually helped. –°hanged timestamps on esm's and now they loads in right order, again..
  5. It was the same as now, I have backed up Skyrim_Default.ini from release day and it's sTestFile1=Dawnguard.esm sTestFile2=HearthFires.esm sTestFile3=Dragonborn.esm That's why I was surprised when finally realize that this load order bugs affects even official esm's (before that I thought it was only users made esm's thing).
  6. After latest beta that seems doesn't work for me. In plugins.txt I have listed all official esm's in right order, but game still load dawnguard as 04, hearthfire as 02, and dragonborn is 03 (if looking in console I mean). On 1.1.51 it was working fine and I didnt touch in-game mod menu or addons menu.
  7. Wait, I thought this all "load order bug" comes down to one thing - "user made ESM files load before the official DLC", but now I realize this also affect DLC files themselves and they load in wrong order. Does this affect USSEP for example or all bug fixes still intact? Does affect anything at all or it's fine to play that way? Cause now I start thinking it might be a good idea to wait for a couple months before starting a new game for a long run..
  8. So, with all this in mind how much do you think it will take to make USLEEP compatible with SSE?
  9. Having 5 unassigned settlers also won't stop recruitment? Sad, if so.
  10. Dunno how I overlooked it, thanks. Good to know it's been solved. For clarification - the only side effect of this is that radio station will continue to play no matter what? Or when beacon is build it will continue to recruit settlers and you can't stop this process? Slightly confused, sorry.
  11. Hey guys, last time i've read this forum I remember there was a nasty bug with settlers (randomly changing appearance/inventory reset/etc) - is it fixed now? Tried to find this thread, but I must be blind. Also heard something about settlers cannot be recruited via beacon and you cant assign them, but I guess it's all been fixed (I was away from a game for a while). And a question about unofficial patches for DLC - have you decided what to do with it? Will be there AIO patch (similar to USLEEP) or something different? Maybe even some ETA?
  12. Well, i'm not that new to modding beth games, so I have basic knowledge of files \ mechanics. As I said - it all starts from nexus UFO4P description. Particularly this: As you can see there is Fallout4.esm and DLC's specified and I didn't find these in my plugins.txt which leads to questions. I assume, that this discription comes from one of skyrim patches and it's not important, but again - wanna to be sure. That's it. And yes, of course I understand that fallout4.esm load by default, DLC.esm loads even if they not listed, I actually said that in above post, but that doesn't mean they shouldn't be in the file. Especially when installation requirements says so and hlp says they should be. All in all - I was slightly confused by this description, now it's clear. Thanks everyone Exactly. Fallout changed what listed in plugins.txt and I was come here to ask your advice, cause It's probably best place for that kind of questions.
  13. You confused me with this again After I set it through in-game menu there is only UFO4P line in plugins.txt and I was asking should it actually be filled with Fallout4.esm and/or DLC.esm's manually. According to hlp post - yes, I should specify them (and probably set to read only). IF I understand that correctly, of course. So it end up like that: Or I leave it with *Unofficial Fallout 4 Patch.esp line only < that I was think the right way leave it until I read hlp post. I'm sorry if that's kinda dumb questions here.
  14. Thing is - I don't use any mods but UFO4P, so there is no reason to have NMM or something like that. Just need a clarification on that. I assume that fallout loads dlc the same way as skyrim loads update.esm, so it's not necessarily to have them in plugins.txt, but again - wanna be sure.
  15. Have a question regarding load order. Description on nexus page says that general load order must be followed and all that, but my plugins.txt doesn't contain fallout4.esm and/or dlcs. Only warning about modify it and *ufo4p.esp line. Should I manually fill it? I guess not, but better to be sure.
  16. Got it. Thanks again to everyone who helped me figure it out.
  17. Okay then. Still I wonder why change log claims this - "Weapons will still appear to fall away from the bodies, but clicking on them will instead open the corpse's inventory where you can then loot it."
  18. Thanks for explanation. But this strange looking weapons is also normal and everyone who uses patch have same result, right?
  19. I got it. Actually, I do not care how weapons looks on dead bodies. The only thing I need to know is that UFO4P team aware of this and this is how it supposed to be. Because I was thinking this is some sort of bug with patch or my game since change log says weapons still drop from the bodies. By the way, I found strange that no one mention this on nexus or here, or pretty much elsewhere. I think people would notice such behavior weapons and it makes me think that this is not normal. But again, if this is how it works for everyone then I can be calm and continue playing.
  20. I have a question about bug #20197 (Weapons dropped by NPCs who have been killed are never removed from the game world etc). So, upon death npcs does not drop weapons on ground (or whatever), instead weapon "sticks" to the arm in a reloading state (i guess, looks wierd). I'm not sure if this is how it supposed to work, because change log says "Weapons will still appear to fall away from the bodies". This is confirmed by several people. Also, you can't move dead bodies unless weapons taken from them (not sure if this is because of patch, might be not). This is only with patch, no other mods, latest game version. How it looks in game (pic). Upd: nope, it's not even reloading, this is really wierd. Another pic. I didn't test much with other weapons, but pipe pistols have same issue, they "sticks" and do not drop.
  21. Not the answer I wanted to get, but I understand that without the presence of DLC on your hands you can not say for sure. Just all my saves already overwritten with the patch and remove it is not an option, as you said. Same goes for new game, don't wanna to start from scratch. Well, thanks anyway.
  22. I hope to get Far Harbor beta, so i wonder is it okay to play with UFO4P? Could there be a serious problems or it is relatively safe?
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