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c0c0c0

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Everything posted by c0c0c0

  1. So this patches "No Comabt Boundaries" so that settlers will quit after they've run off an attacker but ... do please explain the "waves of mobs" thing.
  2. Ah. I bet this was intended to make fights more realistic by making antagonists not give up on fighting the *player* just because he went through a door but we also get this unfortunate side-effect of settlers chasing raiders to the ends of the Earth.
  3. I wish mine would stay in the settlements. I build walls and turrets to keep them alive and they chase raiders and bloat flys off into the woods to die alone? WTF?
  4. TBH, I'm not sure there is anything *you* can do to resolve it. It's just that you can't really progress the quest without going aggro on the entire faction, which kinda defeats the entire purpose of the mod. Yes, shooting a Gunner "helps" but then what's the point? I'm guessing that, as someone who is pursuing the Minuteman ending, our detente will eventually come to an end, and I can finish this then. It's just that, obviously, Bethesda was working under the assumption that they would *always* red dots.
  5. Heads up: Gunner's Overhaul kinda screws up Vault 75, pretty much in all the ways you might think it would. Not sure how it could've been done differently, but it's kinda awkward.
  6. That's exactly what I thought when I saw that. On one hand, yay! Immersive and trouble free. On the other, that's not where I would have put that...
  7. I have not kept up with all the patches and updates flying out this week, but I wanted to share that I *am* running "Eli's Armour Compendium" and I'm really liking it. It's added a lot of new outfits that are showing up on mobs throughout the game, including on settlers. Not sure how it's "a bit of a monster", but adding it was plug'n'play from my end. Some of it is a little too trendy my personal aesthetics, but it seems like an easy way to add a lot of nice variety to NPC outfits. FWIW, I am *not* running MODWiki-BettersettlersClothing-Patch. That whole process was just more work than I wanted to put into it, especially after Eli moved so much of it to her "junkyard".
  8. Where is "Scrap Override Patch.esp" coming from? I don't see it on the ModWiki downloads page. Is that part of Scrap Everything?
  9. Bad news, dude - this thing is "live" as hell. There are literally NO other solid build guilds, and certainly nothing using MO2. Every time I see someone on Reddit asking for a way to get started with a truly modded FO4, I send them your way. I get that you aren't comfortable with its current level of imperfection, but build guides are *always* going to be a moving target. Every time you finish your patch set, someone goes and updates their core mod. Take solace in the fact that, at it's worse, your build guide will never be as buggy as the original game was. ;-) I appreciate the obscene amounts of work you are putting into this and have absolutely no expectation of a "flawless" gaming experience. Just a better one.
  10. Last night, I was running through Cambridge on the 4.4 Worldspace patch, and I noticed a house just down the street from Kendall Hospital with the occlusion/flickering issue. Dunno if that's already addressed in the 4.5 patch (I'm downloading that now), but I haven't seen much mention of the Cambridge area so I thought I'd bring it up, anyway. Out of curiosity, what does "Gunrunners" do that needs to be patched? A final thought - your Nexus page is titled "Preset Dividers for ModOrganiser". That has got to be the *least* important thing on that page. [EDIT] Even more final- Where's the "Scrap" patch you mentioned?
  11. It's out. It's v4.4 of the Worldspace patch at the bottom of his files page. Mentioned this thread. Kinda low-key since its still in testing. The "v4.4" version of the patch, yes. And Lexington Interiors is no longer being patched in that version.
  12. How safe is it to remove LI, mid-game? Gunner's Overhaul looks like the kind of mod that should have been in the base game.
  13. Is that the one that put stacks of mats + gold and aluminum bars in a Nuka-Cola bottler? Where the protectrons running the place killed most of the ghouls for me? Yeah, that's a little OP.
  14. Yeah, that's what I was talking about. BTW, I moved my load order around to look more like yours and the freeze-ups on entering Concord went away. Can't say which one did the trick, but it was plainly my load out, not yours. Every day it gets a little more stable. As long I can stop adding mods and salvaging landscape.
  15. There is virtually no way to stay ahead of stuff like this. Between sleep and your day job, I have no idea how you manage to be as responsive as you already are. Thanks for trying, anyway!
  16. Whoops there! I misinterpreted your point and updated right after I saw your post, That's going to be a problem for anyone just starting, or anyone who is more on top of updates than me. The older one isn't even available on the site. Luckily, I had a backup and I've reverted to it.
  17. I an NOT! Good catch. Let's see what that does for me...
  18. My last three esps are:MODWiki - Core - Patch.espMODWIKI OCD.esp (you made that one custom for me)MODWiiki-WorldspaceV3-Patch (from v3.5) Those are my only MODWiki patches. Nothing after them. Spring Cleaning is up at position 50. I'm already running with the latter. None that I am aware of. Not a catastrophe, in any case, so don't worry about it too much.
  19. TBH, I don't know for sure that this guide was responsible for any "unplayability". And that was your term - I was just saying that the stability issues I had playing without patches was just about the same as when I had the various issues I posted up a couple days ago that you felt were related to Worldspace conflict and my penchant for indiscriminate scrapping. In any case, I had a few mods installed that were not on your list, so any of them could have been (and could still be) the source of my various issues. I just started with the modwiki. In any case, I have some feedback on the latest worldspace patch (3.5). I ran into culling issues in Concord at the 2d building on the right when you enter Concord coming from Red Rocket. The one with a couple Radroaches in it. That seems new as it wasn't there in a couple previous run-thrus. Culling issues I had on the other side in town in previous runs was now all good. I also got a couple transition CTDs entering Concord from internal cells, although I know you said that was still going to happen occasionally, so it;s probably not a real issue. I also still got frozen for a couple seconds every time I get near Concord. Framerates are in the 60s.
  20. It was already unplayable. This way had the added benefit of me at least knowing why.
  21. Well, now that I know which way you're going to jump, I'm adding it to the load. It's certainly gonna have to be better than running without any of the patches at all, which is what I've been doing the past two days.
  22. Version 3: This is a test patch Read Forums Includes all SWR/3DNPC Zones Confusion ensues. I thought you were pulling 3DNPC from your recommendations. I've started my current game without it, as well as your core patch, in the expectation that 3DNPC will not be compatible with the "new way". Have you found a way to make it work?
  23. That's actually part of Spring Cleaning, itself. I drug it up top with its parent. Good catch! Thanks for the review.
  24. I can't even imagine what the Google search criteria would be to figure out how to "patch that out" myself, so I'll have to simulate patience. Hopefully, you'll have no "real life" this weekend. ;-)
  25. Errr....Both the Navmesh patch AND the CORE patch require 3DNPC_FO4. Here's my current mod list. Still working on the order. https://pastebin.com/NAZniteY
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