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Verenios

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Everything posted by Verenios

  1. Also @Gernash. Weaponsmith Extended Realistic Guns and Bullets Overhaul - 2.362 - by guidaye Files to download : MAIN FILES - Weaponsmith Bundled Assets Pack v2.4 v8UPDATES - Weaponsmith Extended 2 Plugin v2.362 (2.4 Beta 28)ADDITIONAL1 - Crafting Workbenches Ammo Loading AWKCR-WSE-NC-VIS version 1.01ADDITIONAL2 - Weaponsmith v2 - Super Mutant Redux v1.4 Compatibility PatchADDITIONAL3 - Weaponsmith v2 - Armorsmith - Synth Overhaul v2.2 Compatibility PatchADDITIONAL4 - WeaponSmith Extended 2 - Survival Ammo Weight PatchADDITIONAL5 - Weaponsmith Bundled Assets Pack v2.4 v8 DEagle Combat Scope Mesh Fix - Overwrite loose filesDescription : Weaponsmith Extended:- hmmm it's more then what's written on the box. Information : Follow the Video in the Description page. Recommend: Don't Pack the Sound and Sounds folders Don't Pack Materials\Weapons\mjp or Meshes\mjp (has Japanese symbols and can't archive) You have RGBO in there next to Core. :)
  2. Woops scrap what i said that is for CreationKit derp. @Gilgamesh2k5 this is the correct way i was trying to say haha.
  3. If that doesn't work couldn't you also check in the Logs Folder maybe in... Steam\steamapps\common\Fallout 4\Logs\Scripts\EditorPapyrus.log
  4. It's best to set to "Mama's Boy" for the first 10 Levels, Then set to the new Preset for each 10 Levels, But around 40+ you prob would have to manually edit it to your liking. And yeah best to set to Mama's Boy before leaving are decrease the Spawns cause to begin with the Counter is 1000 so when you leave Vault 111 there is like 30 Spawns which are x6 Radroaches, x6 Molerats, x6 Feral Ghouls, x6 Something (Super Mutants kill them. lol) then x4-6 Super Mutants (Depending if they all survive the previous assault) So on some systems can be intense.
  5. You probably speaking of the txt file which is found in "C:\Users\YOURUSERNAME\AppData\Local\Fallout4" in there is a DLCList.txt and Plugins.txt. Usually for Patches, Bugfixes, and Mods you want to overwrite another mod can be tricky most use LOOT and set Global Priorities or set a Load After MetaData Rule, So all Patches such as set Global Priority to ex. 990001 then 990002 etc etc then let the rest do it's own but since FO4 is still very new least to the modding world etc LOOT isn't always accurate since it relies on people's statistics and data etc so yet again thanks a heap for the load list Gernash that helps a lot of people. I remember back in Skyrim i would sort out my orders and then run TES5Edit and run down the list and make sure the right mods were overwritten the correct mods etc etc and think to myself.... "Can i play this game now please..." lmao
  6. Hey Gernash, I would and in my opinion take your time by example post down your new patches, mods etc when you feel it's ready to be placed up, No need to have people rush you or anything. By that maybe have something like "Future Changes" or "Upcoming Changes" i don't know just example on what you are working on so that people can check it out and know what will and possibly will be coming to the table of the WIKI and know when you post it up they feel it's posted up cause you feel it's ready or you feel comfortable with it being up etc. Like i said this is my opinion :P Just want things to be easy on you and i and i am sure many here appreciate the hard work and dedication you put into this work you are doing with making all these brilliant mods work with one another and give people options for their personal gameplay style which you have taken into consideration for many gameplay styles.
  7. LMAO! I done that myself a while back was greeted to the new world by 6 Radroaches to the right then to the left 6 Molerats who mind you had mines attached to them, Once they were defeated was introduced to 6 Feral Ghouls which i barely survived since a Glowing One jumped out of nowhere and on the way to see Codsworth i get snipped down by a Patrol of Super Mutants....
  8. Ah i mean that is what i love about MO it doesn't touch your Game Directory so you muck up a mod or something then no big deal, NMM i felt if i mucked up and uninstalled it i always have that uneasy feeling something may of not gone back correctly and i probably be slapped with it later on which usually something did go wrong. Meh well Tannin did mention he don't mind anyone picking up on MO so guess we just have to wait and see, I know 2.0.7 seems fine though least for me so far. With that said i am off, Tired... Sleepy....
  9. *CoughLoversLabCough* Yup them sloots and toilets etc... lol And interesting just read on Nexus and in case you didn't see it.. https://www.nexusmods.com/fallout4/news/12905/? Tannin42 joined them and NMM is over there will be a new mod manager it seems, Hopefully same as MO with it's virtual data etc.
  10. Oh right yeah i haven't played since around the time you started introducing Better Settlers so have some mods to DL. Also been poking around seems there is quite a lot of modders around for FO4 it's just majority of them are trying to dig in deep with the Animations department for FO4 so i guess once you get more people who figure that out and get the hang of it etc you prob see more and more mods appear hopefully.
  11. God damnit! See it's late lmao Probably crash it in a sec and check out and update the mods and give it a whirl, Never really find any bugs with your WIKI so far... Which is good. :D Well i do have to say at least you placed a "Modified" Tag on your updated FOMOD Installer Mods... I remember bashing my head one time on SRLE thinking "What do you want from ME" and realize the FOMOD installation was changed haha.
  12. Wow forgive my blindness... See this is what i get for playing around on the computer late at night past midnight i get a fuzzy head...
  13. That been there the whole time? Or you just do that? lol
  14. Oh god yes haha used SMC i soon left my chair.... But yeah what i meant was how they did their history and how you can compare revisions but i dunno if that is a program or hand typed down if hand typed then could be a lot of work :S
  15. Oh yeah also just if you ever feel you need to polish up your page (I mean it is fine as it is) but i always found these two guys ways pretty easy when it came to updates on there pages Neovalen: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition Dark_mathias: https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn Dark seems to be more like yours but what i mean is and i dunno if it requires more work or so but they have a changelog thing like this... Neovalen: https://wiki.step-project.com/index.php?title=User:Neovalen/Skyrim_Revisited_-_Legendary_Edition&action=history Dark_marthias: https://wiki.step-project.com/index.php?title=User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn&action=history Usually when i am away for a week you can toggle the date and work your way up on the changes cause takes that little sneaky bugger to change a FOMOD installation and you pull your hair out thinking what is up then realize "Oh!" lol
  16. Okay i think i should be back now to play around and test your WIKI out :) Just finished updating all of my Skyrim Mods.... 707 Mods later..... Well not all needed update but yeah flickering and making patches and merges and all that sufferable pain i am sure you know of Gernash haha hence why i threw it out the window for FO4 i was like "Oh hell no" haha. Edit: Oh did i mention Australian Internet... Weaponsmith Extended 2.1GB yipee 2hrs later... ZOMG! 94.7% complete... ·_·
  17. Holy crap basically have every mod i have now and more in there that is sweet. :D
  18. Haha it's looking good, Heads up... Synth Overhaul - C.A.S.T (Retexture - 4k 2k)NEW Update for Version 2.0 CORE Synth Overhaul - C.A.S.T (Retexture - 4k 2k) - 2.2 - by MaaroTakai Files to download : MAIN FILES - Synth Overhaul 2.0 - 2k - CK UPDATES - Synth Overhaul 2.2 update Description : This mod aims to give every Synth a unique look by using multiple retextures for every Synth armor piece, weapon and uniform Takes you too Auto Doors website.
  19. Woah missed a lot haha, Been busy this week and was updating some Skyrim Mods of mine ready for the new 64-Bit version which i know most mods wont work till SKSE is made for the new one but ay they were a year old haha. Well time to flick through the page and see whats up. :D
  20. Hmm that is odd, Been using USA and has no issues, Only issue that there is and has been posted in the Bugs Section as well as the Post section of the Mod is after that patch you can no longer re-active Survival within the game, The Work around was to go to the main menu and do it there then load your game up and good to go. But yeah SMSA probably is the safe bet since it's more up to date.
  21. Elianora is at it again :P Looks good for Survival, Immersive Coffee Mod 9000 GTX French Toast
  22. Ah is okay as i speak F4SE 0.2.7 just released for FO4 Game Version 1.7.22 :D
  23. I have tested WSE before with no issues but not alongside your MODWiki Core and i can't get into the game right now till F4SE updates due to F4SE being 0.2.6 which is for 1.7.19 and my version is 1.7.22 right now. I know i can get in without F4SE haha but some mods went spazzo mode haha.
  24. Yeah i usually stick to Loose if i can, Bethesda did say that BA2 Files are loaded upon start of the game so that your games performance won't be hindered while playing but umm... "Bethesda" Loose it may affect some people with slower drives maybe, Since Loose loads upon cell entry or when you are that said object what not etc with Fallout 4, Is okay for me due to i have all my stuff on my SSD which is a Intel SSD 750 Series and that Reads at 2.5GBps and Writes at 1.2GBps so loading times hasn't been an issue so far. But then again having BA2 Files start at the start of your game i did notice a longer start up timing when running on my normal HDD with mods when opening the game then the rest of the way was fine after. Edit: MO is still in Beta too so in the near future Tannin may release a Plugin in MO that will extract BA2 Files and recognize dummy files etc like in FO3/NV and TES etc.
  25. He says to not pack the Materials\Weapons\mjp or Meshes\mjp etc so basically... Pack Everything! Exclude: Materials\Weapons\mjp Meshes\mjp Sound Sounds So in your folder will be: ---------- Materials - Inside that Folder will be \Weapons\mjp Meshes - Inside that folder will be \mjp Sound Sounds ---------- Your New.ba2 ---------- Weaponsmith esm files (I forget if it has any esm but if it does then yeah) ---------- Weaponsmith esp files
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