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DoubleYou

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Everything posted by DoubleYou

  1. You are not loading from the grass cache. The game is recreating the grass layout every time you visit. Fix your configuration to only load grass from the grass cache using Grass Cache Fixes.
  2. I just discovered that this mod is unnecessary for us, given that we use Workshop Framework. Workshop Framework adds a Manage option to the workshops that allows you to increase the settlement budget at will. Never knew about this feature until the other day. Therefore, I'm dropping this one.
  3. I think it would be best if we dropped this. I feel this is more a personal preference type of thing. I found this mod to be severely detrimental to my field of view, due to no transparency, despite my monitor being ultrawide. This mod looks good, but doesn't seem very playable IMHO. I myself prefer the HoloHUD, which makes it more bearable to use the PA.
  4. Removing this since it has been set to hidden.
  5. Discussion topic: Workbench Quick Exit by Elaarie Wiki Link May be worth keeping an eye on.
  6. Link to what? I included a link to the Step Mandate above already.
  7. The Fallout 4 Mods forum is for recommendations of individual mods using our header formatting. I have moved your post accordingly. I like the enthusiasm, but remember we have the Step Mandate, which requires us to adhere to some standards so that we don't get out of focus.
  8. Marked as Accepted for current dev 1.0 guide.
  9. Agreed. I'll keep my eye on it. Maybe he'll include a PRP patch at some point, or CannibalToast might add it to his compendium. Removed from testing.
  10. The vanilla vine textures are gross. Fallout 4 HD Overhaul's are nice looking, but deviate quite significantly from vanilla. OpTicTrukZ's is a very simple sharpen job (probably not going to accept that mod -- seems very low quality). Finer Vanilla Vines not only significantly restores detail/resolution, it also restores several vine stems that are otherwise not present. Targeted Textures includes this mod, so if we end up testing that mod, we can remove this one.
  11. Discussion topic: Finer Vanilla Vines 4K by MediAsylum Wiki Link Vanilla --> Fallout 4 HD Overhaul 2k --> OpTicTrukZ's Plants and Herbs Revamped --> Finer Vanilla Vines 4k
  12. Unfortunately, the previs seems to be borked for me with this enabled, most likely due to unresolved conflict with PRP. Tried to patch it, but didn't seem to work. Might have to try that precombine xEdit script to see if it says why it's killing the previs.
  13. There is typically very little patching needed to integrate the new land mods. Only big one is the Majestic Mountains patch for Bruma. Bruma also is a PITA for LOD, so you pretty much can't use LOD32 for the map unless you generate lod for it, which is missing significant lod assets. Personally I would skip Bruma and Falskaar. If you check the Requirements section of the mods, you can typically easily find any relevant patches.
  14. The issue here is specific to Subnautica. Typically basic issues can be resolved by following the System Setup Guide. https://stepmodifications.org/wiki/Guide:System_Setup_Guide#Mod_Organizer.28Forum.29
  15. A record is not necessarily a formid. I have tried to make it very clear that the limit is 2048 formids, not records. Also, as Greg says, overrides of previous masters utilize the master's formid, so they don't count toward the limit of 2048 formids.
  16. Rather than keep going on this, I'll just link you this xEdit script that should do what you're after: https://www.nexusmods.com/skyrimspecialedition/mods/42211
  17. The limit is 2048 formids. The reference cap is not related, and SSE Engine Fixes does not "fix" this, as it is a hard limitation.
  18. Don't make esl out of plugins that are required by other mods, or the formids will not match, unless you change them also to match. Compacting a mod's formids is changing the formids to be in FE space. This requires renumbering of any formids that are New records in the plugin. If all of a mod's records are overrides from previous masters, nothing will be changed. You have a limit of how many formids can be fit in FE space. See this thread for more information: https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/
  19. Discussion topic: Nuka-World Transit Center Settlement by Tenhats Wiki Link While I'm on a settlement kick, this mod popped up. It makes the Nuka World Transit Center into a settlement after you initially clear it. This makes wonderful sense from a role-playing perspective, as what a natural location for your raiders to want to setup shop in the Commonwealth than the actual Nuka World Transit Center! Navmeshed/precombined/scrappable.
  20. The crash logs don't provide anything readable that can be determined. I suggest removing the HideSkyUI mod.
  21. Discussion topic: KreatE by LonelyKitsuune Wiki Link This mod seems to have somewhat slipped under the radar, due to how difficult it is to currently gain the Nexus hot files. This mod allows you to tweak weather, the base weather, not the enb weather, in game. It was very instrumental in the creation of my ACMOS map weathers, as it would have been painstaking to find the correct colors without it. Anyone who wants to take their hand at weather creation should use this. You can also use it to set cell lighting in-game as well.
  22. You should never be using the in-game Mods menu.
  23. You should try to re-enable the missing mods.
  24. Discussion topic: Random Encounter Framework by Glitchfinder Wiki Link I think we should use this, if not for anything else, as a fix for the random encounters to not be so overtaken by Automatron robots.
  25. Typically there are no ini changes necessary when adding an enb preset for Fallout 4.
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