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c0c0c0

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Everything posted by c0c0c0

  1. I'm being blind. Where should I be seeing "OCDecorator" on my build menu? Does something in this guide move it to a non-standard location?
  2. I'm playing with "Start Me Up". Totally changes the tenor of the game, not being tied up in Nate's parental drama. I like the one where you play another resident of vault 111 because the normal dialog still makes sense. The mod author does a good job of remixing the in-game audio to handle things like Codsworth's initial greeting (Codsworth stays the same but you plainly suspect he's damaged).
  3. Looks like F4SE breaks a couple other dependencies, like Shadowboost. Luckily, I made a copy of my exe before I attempted the upgrade, so I was able to fail-back gracefully. BTW, do you have any thoughts on the Official HD Upgrade? The specs on that seem ridiculous, like it's all 4k or something.
  4. Found out that my issues with Place Everywhere was caused by the ini file. It was working, but all of the keys and toggles are disabled by the ini file suggested by this guide. All you get with that package is the removal of most collisions. If you don't install an ini at all, you get the full functionality. Not exactly what you would expect.
  5. Are you asking to see if FOSE is running? It is - it's displayed on the Settings page, and it's creating a log file. I've posted this up on the "Place Everywhere" forum at this point. Maybe I have some strange conflict with the 10 or so "extra" mods I'm running. One doesn't usually have problems like that with an FOSE plug-in, but I'm clutching at straws.
  6. "togglable"? Yeah. It came that way. If you remove the semicolon from in front of the messages do the messages appear when F key is pressed? Nope. What *is* interesting is that none of my F keys work when assigned as hotkeys. Same with NUMPAD. Makes me think this is still taking ownership of those keys, just like the instructions say. But they don't do anything at all. I'm going to do a delete, redownload, and re-install to see if that helps, if not, I can live without it. My settlements will be a little uglier but, hey, that's life in the post-apocalypse.
  7. I need some troubleshooting tips for why I can't seem to use Place Everywhere. I'm launching the game from F4SE, so that's working. According to MO2, place.dll & place.ini are in F4SE\Plugins\. Toggling is set to "2" in the ini, which is completely unchanged from the suggested installation instructions. It is active in my left panel, although there is no esp associated with this. My problem is that I can't seem to do anything to make the mod look like it's active. In build mode, I've tried selecting and hovering over objects and hitting all my numpad and directional keys, as well as the associated function keys. I get no messages and no movement. Any suggestions on how I might troubleshoot this? At this point, I'll humbly accept "Is it plugged in?" -type suggestions, since this does not appear to be a problem most people have. I have plainly done something unwise.
  8. What is "MODWiki-CraftingRedirect-Patch" for? Is that for Core or for an Add-on package?
  9. I started looking at that Weaponsmith Expanded, thinking it would be kinda like Armorsmith Expanded. Unh uh. That suggested video is like an hour long? You know what isn't on the description page? A description. I'm still not sure what it does. Some kind of framework to add a lot of weapons? The weapons packs I'm used to on other Bethesda games, like FNV or Skyrim, are pretty plug-n-play: Just an esp and large archive file. This thing is, literally, mind-boggling. Luckily, I don't really have a burning need for variety on my first play-through, but I'm looking forward to some enterprising modder coming up with something more along the lines of Weapons of the New Millenia.
  10. Are those patches for all users, or are they related only to certain plugin "packs"? BTW, started my first real game last night and it's looking good, so far. I definitely agree that, after 200 years, we should see a bit more plant overgrowth (e.g. AFTER THE FALLOUT). It's only been 30 years since Chernobyl and that place is a jungle now.
  11. I think so. I made sure to take ownership of every folder listed in Smash configuration. Did you see he was working on a new tool: https://www.reddit.com/r/skyrimmods/comments/5rcki9/starting_work_on_a_utility_to_clean_plugin_errors/ I guess that means my issues with Smash probably aren't going to get any better until MO2 or the new Tannin project become the actual "standard".
  12. Just started. So far, so good. Great idea, but it didn't work. Can't imagine why not. I'm running MO2 as an admin, too. Driving me nuts, especially since I know it works for you. But this isn't supported so it shouldn't be too shocked that it doesn't work for me.
  13. RE: With CORE I've tried to have mostly "Essential" mods that other mods piggy back off of. Out of curiosity which mods don't you use? Man, I wish the edit button hung around a little longer. That post was a mess. And the long thoughtful answer I wrote didn't seem to make it in. But that's (somewhat) okay because I was wrong. Maybe I was looking at an older version of the patch because the section I left off (the colored Pip-boy stuff) does not appear to be a master of your patch. So that means I get to use your patch and maybe have a quick cheat to get me past the oddities I'm experiencing with the tools. Heck, I might even get to play this week!
  14. Well, I did this and few other configuration changes, plus added a Docs folder under /Data, and now I can get Wrye to run without an error message. The patch is only 52k, which seems smallish, but I can drag it out of Data into Overwrite and it seems to work. So thanks for the "Take Ownership" suggestion. Sadly, that trick doesn't seem to work with MatorSmash. It's giving me "Failed to patch Smashed Patch, Access violation at address ..." right when it starts to build the patch. This actually seems like a read error, since it is able to create the patch folders. Sadly, I'm pretty sure Mator isn't going to support this on non-portable MO2 right now, so I look forward to your Smash guide when you get around to it. Hopefully, my Merge and Bash patches will get me over the hump until you get there. One thing this is doing is making me appreciate the work you guide folk and the tools folk go through to make this stuff easy(ish) for the rest of us. I was obviously spoiled over in the Skyrim world (What? No MCM?). As a long time MO user, I am not interested in trying to make do with NMM so this is the best path available to play FO4, right now. I'm sure we all look forward to the tools maturing a bit more.
  15. Well, that's disappointing. I wasn't really looking forward to that much work. Only 2-3 hundred, eh? I might have to learn to live with some bugs. I get the same thing with my Wrye Bash. Worse, after it writes the file, ti then says it can't write the file because it's "in use". I'm not sure if it's done or not. I'm probably gong to have to give up on Wrye Bash.
  16. This would be absolutely perfect for me. I use about 95% of the core mods, but I go my own way just enough to make your patch protest about missing masters. In the Skyrim Classic world, it was easy enough to create my own Merge Patch and Bashed Patch. Unfortunately, Wrye Bash complains about the file being "in use" in the FO4-on-MO2 environment, so I'm hoping Mator Smash can build a suitable replacement. It's just got a bit more of a learning curve. I was thinking the exact same thing. Taking a queue from F&LiNV, this needs something a bit snappier than "ModWiki". Something like "Boston Baked Mods" or "Barefoot in Fenway Park". Only better. How solid is LOOT in the FO4 world? When I was creating my merge patch, I noticed that the sorting mod item names were all being overwritten by Wasteland Imports. I pinned it to load after Imports to make that go away, but now I'm wondering if I should have just trusted LOOT and assumed it knew what it was doing.
  17. Is it safe to assume that it is not possible to build a bashed patch with Wrye Base and MO2, in its current state?
  18. I was sooooooooo close to starting my new game. :-) Looks like some cool new stuff on the list. And probably a lot of work. Well worth the wait.
  19. I keep thinking I'm going to catch you in an omission... What happens if I actually do use Weaponsmith Extended? Or is that not advised with this mod list?
  20. "Weaponsmith Extended - VIS Icons Patch" requires a bunch of masters not currently listed, not the least of which is "Weaponsmith Extended". They all look useful so I'm just adding them. Figuring out what the mod is called by the name of the ESM can be fun, tho.
  21. What do you think about using tis as a replacement for EVB? https://www.nexusmods.com/fallout4/mods/19141/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D19141&pUp=1
  22. Makes sense. Might want to add a note there - it looks like a typo and "clever" folk like me may want to "correct" it. So far, that has been the case in about 3 places. :-)
  23. The instructions for installing "Functional Displays - Display Your Collection (The Original Display DLC)" skip past installing the included patch for Wasteland Imports. I assume that's a typo?
  24. Hey - the instructions say to use the green MO skin, but I think the BOS one you made actually is a little easier on the eye-balls. Can I assume it is okay to use that one?
  25. In the "Merge Plugins" section, this line: "Within MO2 You will need to create an Executable it should point to C:\Users\{Your Usermname}\AppData\Local\ModOrganizer\Fallout 4\Tools\Merge Plugins\MergePlugins.exe" Should be: "C:\Users\{Your Usermname}\AppData\Local\ModOrganizer\Tools\Merge Plugins\MergePlugins.exe" ...because, in the "Modifying location of Base Directory" section, "Tools" was set up directly under "\ModOrganizer2Data". And I get that this is a Work-In-Progress. It's in the title. :-) Just trying to do my part to help.
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