@Badclamz83GaMinG I appreciate that and you for sure my friend! I def don't like the idea that I'm leading people to spending hard to come by time matching my load order- just to be frustrated with the audio issues. Thats no fun, and def a bummer lol. But I can own the fact that what I'm presenting has flaws. Well work to fix it and be back up and running! 🔥🙏💯💪🤙🫡
I'll have to load up your order bro and take a look for you and see if I can help out! It definitely sounds like it is do to Mods not being updated but since I mod myself I'm hoping I can figure something out for ya. It sounds like its gonna be a culling like your other Commenter said but lets take a look! I do know for a fact that none of my Mods effect Audio in anyway
@Badclamz83GaMinG right on right on brother thank you! I know with the community working together on this well figure it out. I suspect from what I'm learning is the Beacon may still be good- but the crew command and zero cost specifically is the issues. I'm hoping to confirm that definitively today. If that's the case, I'll purge those 2, make a few more edits, and see if that works and keeps the sound going! 🙏💯💪🤙🫡
Hey @madth , just wanted to share something with you quickly and I suspect your issue is a bug caused by your load order. The other day I downloaded Bards outpost beacon & he's crew command mod. Straight away I started having audio issues... Lost audio and everything sounded muffled if I could get any audio at all, I also lost the main menu audio this was a big red flag I'm told that something isn't right. Anyway I deactivated the command mod and left the recruitment beacon and my audio bug seems to have gone away. I'm not blaming the mod author at all just stating some mods might not work well with other mods causing this, unfortunately I think it's a case of finding the offending mod and adjusting your load order. Good luck dude! 👊🏽
Bard's mods are fairly old and use .ini files that are missing g sone if the newer LOD entries (some) but since not updated do not align with current game version. If a mod was last updated say January '24, the game has had 2-3 major updates & file structure changes (for instance a lot of pre-june '24 mods that use "nifs" need to be run manually through nifscope as the mods are not updated (obv if the last update was 6+ months). I cant address audio as I've not had an audio issue. Fir instance outpost beacon to generate settlers will likely generate them on the 'ground' level, not the 'surface' kevel..sense starxstuff you'll see a dozen about 10 ft under. 0 cost space crew generates an ini that use missing 2 critical LODs and you'll see a bunch of "glowing white' structures beyond your 'hand reach' distance. Mods are great, but if they turn stale/abandoned we have to manually tweak them ourselves or cull them out of current load orders.
@dannyrambojun4388 I def suspect you're correct. I've got several sources now that have sited bards mods as being potential conflicts. Bard themself has addressed the issue on Reddit even. I think the Beacon is still usable but that the problem is specifically the crew command and the zero cost. I'm going to do some more specific testing today and see what I can confirm. I appreciate your time and insight my friend for sure! Well def get this figured out! 🙏💯💪🤙🫡
@Doc...Vanguard.Warship.Voyager spot on the money my friend. I'm going to test to confirm for myself- and I'm hoping by simply removing the crew command and zero cost we might be good to go. This information and analysis is spot on tho. Thank you for your time to provide more info and context! 🙏💯💪🤙🫡
5:42 Dont stress it brother all we have to do is Switch up our load orders its not a Big deal! If your use to using Mods this kind of stuff can happen
@Badclamz83GaMinG very fair for sure. Good words of wisdom homie. Well get this fixed in one way or another in no time! 🤙🫡
Great Video either way bro with the info
@Badclamz83GaMinG I appreciate that and you for sure my friend! I def don't like the idea that I'm leading people to spending hard to come by time matching my load order- just to be frustrated with the audio issues. Thats no fun, and def a bummer lol. But I can own the fact that what I'm presenting has flaws. Well work to fix it and be back up and running! 🔥🙏💯💪🤙🫡
I'll have to load up your order bro and take a look for you and see if I can help out! It definitely sounds like it is do to Mods not being updated but since I mod myself I'm hoping I can figure something out for ya. It sounds like its gonna be a culling like your other Commenter said but lets take a look! I do know for a fact that none of my Mods effect Audio in anyway
@Badclamz83GaMinG right on right on brother thank you! I know with the community working together on this well figure it out. I suspect from what I'm learning is the Beacon may still be good- but the crew command and zero cost specifically is the issues. I'm hoping to confirm that definitively today. If that's the case, I'll purge those 2, make a few more edits, and see if that works and keeps the sound going! 🙏💯💪🤙🫡
Hey @madth , just wanted to share something with you quickly and I suspect your issue is a bug caused by your load order. The other day I downloaded Bards outpost beacon & he's crew command mod. Straight away I started having audio issues... Lost audio and everything sounded muffled if I could get any audio at all, I also lost the main menu audio this was a big red flag I'm told that something isn't right. Anyway I deactivated the command mod and left the recruitment beacon and my audio bug seems to have gone away. I'm not blaming the mod author at all just stating some mods might not work well with other mods causing this, unfortunately I think it's a case of finding the offending mod and adjusting your load order. Good luck dude! 👊🏽
Bard's mods are fairly old and use .ini files that are missing g sone if the newer LOD entries (some) but since not updated do not align with current game version. If a mod was last updated say January '24, the game has had 2-3 major updates & file structure changes (for instance a lot of pre-june '24 mods that use "nifs" need to be run manually through nifscope as the mods are not updated (obv if the last update was 6+ months). I cant address audio as I've not had an audio issue.
Fir instance outpost beacon to generate settlers will likely generate them on the 'ground' level, not the 'surface' kevel..sense starxstuff you'll see a dozen about 10 ft under.
0 cost space crew generates an ini that use missing 2 critical LODs and you'll see a bunch of "glowing white' structures beyond your 'hand reach' distance.
Mods are great, but if they turn stale/abandoned we have to manually tweak them ourselves or cull them out of current load orders.
@dannyrambojun4388 I def suspect you're correct. I've got several sources now that have sited bards mods as being potential conflicts. Bard themself has addressed the issue on Reddit even.
I think the Beacon is still usable but that the problem is specifically the crew command and the zero cost. I'm going to do some more specific testing today and see what I can confirm. I appreciate your time and insight my friend for sure! Well def get this figured out! 🙏💯💪🤙🫡
@Doc...Vanguard.Warship.Voyager spot on the money my friend. I'm going to test to confirm for myself- and I'm hoping by simply removing the crew command and zero cost we might be good to go.
This information and analysis is spot on tho. Thank you for your time to provide more info and context! 🙏💯💪🤙🫡
so if i understand the issue its a sound one that isnt there from a mod itself but vanilla and somehow the load orders causing the issue ?
also is this only an issue when using console ? or does the same thing happen with pc version ? curiousity and more questions as always haha