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c0c0c0

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Everything posted by c0c0c0

  1. I'm installing MO2 on Windows 10. Downloading the 2.1.6 version from Nexus, both the exe and archive versions are triggering a Defender virus alert: https://www.microsoft.com/en-us/wdsi/threats/malware-encyclopedia-description?Name=Trojan:Win32/Cloxer.D!cl I downloaded the 2.1.2 version from github, which worked fine. Then I used the in-app "Update Available" version to get the latest, and that method also failed. This time, it downloaded, and then could run the install steps, probably because the files(s) had already been quarentined. Not sure if this is a false alarm or what, but some guidance on what this is all about would be appreciated. Thanks!
  2. Can't believe you guys are still making this thing better! Great work!
  3. Thanks for the clarification. I now realize that I'm confusing xLODGen with DynDOLOD, primarily because a search for the latter led me to posts for the former. And you were involved with both. Is there a DynDOLOD equivalent for FO4? If I create a dummy ESP to load an archive of the files I created, will this give me the same general effect as DynDOLOD? Do I leave the resourse ESPs active? Thanks, again!
  4. I feel like I've missed something from the readme or other posts. I've used previous versions of LODGen so I thought I was skilled enough for this one, but now I'm wondering if maybe I'm supposed to wait for a later version. The key piece (or at least the first piece) I'm missing involves usage of the files at the end. I'm using MO2 so I ran it from within that, and then generated a bunch of textures and meshes. I think I recall getting a generated esp in the past, and I only have here the esps in the resource folder. And I'm reading here that that I should be archiving these loose files into a BA2 but doesn't that require an esp that'll read it? Where's GamerPoet when you need him?
  5. Is this something that the current maintainers are working on? This is a bit of a PITA, and I've found it to not work perfectly. For instance, my ignorable quests list hasn't been updating.
  6. Huge thanks to LePresidente, Helidoc and Silarn (and all the testers) for keeping the fires burning for MO2. This is *still* best way to manage mods and I don't see that changing anytime soon.
  7. I just realized that I'm loading "No Combat Boundaries.esp" dead last for some reason. I'll make sure your patch loads after and see if that helps. I do use "Arbitration" and "Search & Destroy (lite).
  8. So the issue where settlers chase ... everything ... far outside of the settlement bounds seems to still be a thing: https://imgur.com/YpaujcZ That's a cap of Finch Farm settlers chasing some bug all the way to the river. They went further even than this picture. I caught the same bunch fighting the Mr. Gutsy on the road leading there from County Crossroads, too. These folk are adventurous! TBH, if this is an unavoidable consequence of "No Combat Boundaries", I'm inclined to play without it.
  9. I'm having a number of clutter items, boxes and fires, for instance, showing up (or not) as invisible. I only know they are there when I stumble over them in build mode. I'm guessing I've got a texture replacer loaded too high. Any guesses which one it might be?
  10. Necro of a two-day old post. Yes, I was. I changed it back when I removed the patch, which was messing up my favorite settlement. That fixed the return of several deleted objects, but I'm still getting a lot of occlusion issues with unedited cells, like the tower at Overland Pass and that collapsed raider spawn point mentioned earlier. All of it seems to be in that stretch from Oberland to Hangman's. So many things have changed so it's hard to pin down the cause of the issue - certainly not the Spring Cleaning patch since it is no longer loaded, but it's more data for your research. I should add that toggling occlusion always fixes missing buildings.
  11. Does anyone know where the red awning is hiding in the build menu? Not the Bunker Hill Caravan center, but just the awning. I know I've used it before but I wasted a half hour looking for it last night.
  12. I just tried the Spring Cleaning patch on a save where I happened to be in the Fens on the way to Hangman's. The building I was in, the one that's a raider spawn point between the railroad bridge and Hangman's, loaded invisible. I had to toggle occlusion to be able to see it. When I got to Hangman's, several items I had already scrapped were back and now unscrappable and un-delete-able. Things like a big shack in the middle of the alley. This may just be something you can't load in the middle of a game.
  13. Sooooooo, if I'm using bUseCombinedObjects=0, and your new Spring Cleaning patch, can I just ignore all that?
  14. I'll need it eventually. I assume. Won't everyone using Spring Cleaning need it? Or at least want it? I assume that just takes more time and you were hoping that your Spring Cleaning users were too cheap to spring for the full Season Pass. ;-)
  15. Not sure what I wrote to convince you I believed otherwise but, in the interest of clarity, let me note that I do not. I have offered some feedback and Gernash is, obviously, free to do with it what he pleases. I'm sure we are all looking for something that is as fun, widely accessible, and maintainable as possible.
  16. I forgot to add: 7. Gunner's Overhaul I think this is a great idea, but it doesn't fit well with the rest of the game. Non-hostile gunners still attack my camps and vault 75 is just weird. But I notice it's part of your otherwise necessary worldspace patch, so I'm guessing that making it optional would create problems of some kind.
  17. Gernash, I have a couple unsolicited suggestions for the core mod-list. Take them for one man's opinion. I'm assuming that this guide is similar to the main Skyrim guide in that the aim is not to *change* the game, per se, but to create a better vanilla-ish experience. That, in turn, serves as a good base for each player to build the custom experience they want. That said, I think you can simplify the core list by removing a few mods that I, IMHO, don't think really fit that description: 1. Gold Kit for Color Pipboy -anti-Black and White Screen2. Updated ICONLIBS2 for DEF_UI I know these two aren't essential because I play without them and it works just fine. I know everyone has their own preferences, but I consider the vanilla green and black look to be a central part of the Fallout look & feel, and these mods make my Pip-boy look like an iPhone, which is just not quite as immersive. But many people like color, which is fine. I would suggest tagging them as "Optional". 3. CBBE4. BodySlide and Outfit Studio I think the latest Enhanced Vanilla Bodies looks pretty good. And CBBE comes with some silly undergarments. And while there ain't no wrong way to have fun, I don't see BodySlide as an essential part of an enhanced vanilla experience. I'm of the opinion that if you aren't looking for something that specifically requires these (and nothing in this guide does), it's probably best to leave them out. Way easier to add them in later than take them out. 5. V.A.F.S. - VaultTec Accelerated Focus System - Manual Criticals AND Bullet Time This is pretty slick, but I think it's an optional. That's mainly because I think that anything that *can* be optional probably *should* be. That way, people aren't downloading a bunch of stuff they'll never use, and you don't have to patch for it. Bug fixes and basic graphics improvements are one thing, but gameplay changes are another. 6. Lexington Interiors Didn't you say this one was creating worldspace patching problems? The two or three interiors I've encountered don't really feel like a seamless extension of the base game. They aren't horrible, but I don't know that the game is diminished without it. Side note: Per some earlier discussion we had, I've been using "Don't Call Me Settler" with my fingers crossed. I've been careful to *not* use any of the included scripts ("Summon Unassigned Settlers, Burn, Baby, Burn, etc.) and I haven't encountered any problems yet, through level 30. The value I get is in the named settlers, and damaged resources notifications. Don't kow if 30 levels is enough to call this mod "safe" for this specific usage, but I'm throwing the data point out there for anyone wondering. Just what I was fearing. Thanks for the warning.
  18. Update looks smallish. Work the trouble of all that?
  19. It does, but I'd be careful. If you scrap any of the ones that are still standing, you can get pre-culling issues where everything disappears when you enter the "box" because the game was told not to render anything outside of it.
  20. I looked at Scrap Everything, but if you go through the comments on both mods, you'll see that Spring Cleaning purposely avoids scrapping stuff that leads to navmesh crashes and similar issues. In other words, if Spring Cleaning doesn't let you scrap something, there may be a very good reason for that. Not that I haven't disabled the occasional annoying obstruction. But I try to not make a habit of it, and accept that there might be a cost.
  21. This seems in line with the general theme of STEP guides: Moddable Robot Settlers Compilation "Makes all the robots in Graygarden, the Drinkin Buddy, Professor Goodfeels in Sunshine Tidings co-op and Deezer in Covenant fully moddable as Automatrons. Also fixes multiple bugs like Codsworth not being moddable and Goodfeels' auto-disappearance." In short, it seems to make changes you would have expected to be in the core game.
  22. More feedback on Gunner's Overhaul - Last night, despite not being hostile, they attacked Tenpines. They were all marked as "friendly" in VATS - made targeting a bit of a challenge. TBH, I'm beginning to think that the default behavior will work best for most players, with the exception of those who don't build settlements and might be inclined to take a contract from them
  23. Best. Feature. Ever. I played with the settler boundaries patch last night, but not incursions occurred to validate it. Conversely, nothing bad happened either. I'll let you know when I know something, one way or the other.
  24. That sounds perfect! I assume that would only happen while I'm in the settlement anyway, so it sounds like a great way to get more loot. I'm adding it right now and will see how it works in-game tonight (EST). [EDIT] - This, btw, is something that people not using your ModWiki would still probably be interested in.
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