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Everything posted by Aeradom
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wip-fallout-4-using-modorganizer-2
Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Well hell, I redownloaded the game and did all the ini fixes and it's still happening. Here's something else that I've noticed in the beginning: https://postimg.org/image/4vimtj02b/ With how bright the skin seems to be, and the fact that the screen is hidden, I gotta think it's some sort of lighting thing but for the life of me I don't know what to do with it at this point. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Oh you're right about the cleaning! I had forgotten about that since the last time I did this! Gratned it's not a huge issue, verifying cache will take care of that one simple enough (which is why I didn't worry about it in the first place to be honest). But yeah I just checked the FO4edit page and it would seem to not do it. It seems like there isn't any harm pers ay, and you are suppose to check for deleted navmeshes though. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I didn't even know you could make bashed patches right now with Fallout 4 -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Quick aside, I was going to start testing somet things but thought it was best to get a vanilla (well ENB + F4SE + Cleaned Master Files) save and start from there. Unfortunately the lighting is off, and seeing as how I don't believe I'd installed lighting mods up this point, it must be an ini change. Got any ideas what could cause this? (hair) https://postimg.cc/image/dc59w3u6v/ (how dark the pipboy screen is) https://postimg.cc/image/3w3wjff1b/ Worse case scenario I can start from scratch no problems, just cuirous if there's a quick fix before I do. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I suppose that is correct. It's just that I know that there are a lot of textures that are apparently way bigger than they need to be. But I saw some of the texture mods resolve it anyways as well as making it look better. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm curious, if you optimize the textures, and then download texture mods afterwards, doesn't that negate the work done when those textures replace the optimized ones? -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
No problem, once I'm finish getting my mods setup I'll be able to provide input on that sort of thing. So a few more observations I'll just put here when you get around to it: 1) FAR has been taken down, and I'm curious if you've noticed? It says it'll be back moderately soon but just not sure when this was done. Might be nothing, could be back up in a few hours all I know. 2) At what point in the process of all this should people use the Texture Optimization Project? 3) Another question is about mods created prior to the CK that never received an update. For mods like NX Pro Farming, I just wouldn't take that chance; not only do you have to worry about incompatibilities, but as it hasn't been properly structured that can cause issues. But with texture mods, I don't really know if there is such a problem in those cases. I'm curious if you know of any performance issues using an pre-CK texture mod as opposed to one build with it. 4) Clean Waters of the Commonwealth has been taken down as well. WET has an option in there for cleaner looking waters though. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Something that we are far away from but I think would be good to keep in mind is that once a list is finalized, we could resolve most of those conflicts ourselves correct? Like by fixing them in FO4 Edit and making that into a mod that can be downloaded by others? I like the list you've got up right now. The only two additions would be the aforementioned Snapable Junk Fences as well as the Do It Yourshelf mod. Because nothing is more frustrating (well other than getting those junk fences lined up) then trying to put stuff on all those empty shelves! Edit: There is one I think that should be kept an eye on, but probably not added to the list right now and that is Conquest. It's a really neat idea in that you can set up temporary settlements around the wasteland. It's not to a point I'd recommend everyone doing it, but it's to a state that I'm going to test it. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Something I can't believe I forgot is that you need something to raise settlement budget. I'm going to use this one: But if you do add something like this (there are others, but you have to use console commands which I'd rather limit) then a warning that the budget is there for a reason and can worsen performance. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I get with older saves you don't want to be removing or changing mods, but I don't think this setup should be for people with current saves, but ones starting new games (like myself). I'm pretty sure with STEP and SRLE the whole point of those big overhaul setups is to be done with a new game and clean install. That's how I came across the list was looking for new mods to install. And for people like me, I shouldn't be installing Alternate Settlements. It's your setup of course, and you should do what you think is best, it's just I don't think that's what the average person who finds this list is going to be thinking. As far as the cell issues are concerned, I'd be curious what you mean by that. I looked over Scrap Everything's front page, the bug page, and even the posts section and wasn't finding people complaining of a major issue. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
So a couple of things; to start off with don't use Alternate Settlements. If you check the front page for that mod, you'll see that it's no longer supported (for that matter, drop Modular Kitchen as it was a part of Alternate Settlements so not sure why you had it in the first place). If you want something like that, go with SMH On second thought, You have Snap n' Build which does something very similar so run with it. And #2, as someone who was into and am into the idea of building settlements, there are two must have mods before any others because they fix the two most damn annoying things about the base game. 1) Scrap Everything. Now I could have sworn you had Spring Cleaning, but I guess you didn't. For someone like me that works so damn long on making a fantastic settlement, to see all this junk just laying around pisses me off. It's like seriously you lazy ass settlers! Is no one going to clean it up! You have no idea how much an annoyance that is. 2) Snappable Junk Fences. This one boggles my mind why it wasn't something already in the game. Look, it might just be me being a stickler, but what the hell is the point of building a wall for defense around your settlement and leave big gaping holes for bad guys to shoot you through!?!? Like did no one think this stuff? Those two plus Place Everywhere are essential mods because they fix huge annoyances that exist even if you are just playing vanilla. The rest to me are entirely optional honestly because they just add more stuff. Don't get me wrong; I'm still looking through them and will probably use about half a dozen more mods, but that's probably it. The last point I'd make is installed Settlement Keywords Expanded second to last (last being Scrap Everything). That way it can properly patch everything that has already been installed. I don't know for sure if it makes a difference, just makes sense is all. In the current Beta state that MO2 is in, I almost think it's necessary to wipe clean and start from scratch. Importing NMM mods over to MO was a bit of a trick in and of itself but here... I know he has instructions, but it's better to just start from scratch in my opinion. Less overall headaches in my opinion. In the current Beta state that MO2 is in, I almost think it's necessary to wipe clean and start from scratch. Importing NMM mods over to MO was a bit of a trick in and of itself but here... I know he has instructions, but it's better to just start from scratch in my opinion. Less overall headaches in my opinion. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Did you see my note about Spring Cleaning and Scrap Everything? -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
That's what I'm trying to help you do :P Something that I'm curious about with Place Everywhere, in the instructions it talks about making sure you have a /Data/F4SE/Plugins and that place.dll is there. I have neither of those things and wondering if you do... and if you do, where do I get those? -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Wow, you've been busy! Been busy the past couple of days so sorry for not getting back to you. As to that issue, I'm surprised the console command for just deleting whatever it is you are aiming at doesn't work. Granted I haven't had that issue before so I haven't had to deal with it. I would recommend going with Scrap Everything instead of Spring Cleaning by the way. Although it would seem that Spring Cleaning does work for some, enough people are saying it doesn't work with DLCs that I don't see a reason going with it over Scrap Everything. Not to mention which Spring Cleaning hasn't been updated for some time whereas Scrap Everything is still very much active. In fact, the last update was in January which means the mod hasn't received an update since the CK came out. One important note with that mod is that the author says to put it at the end of the load order so probably install last (or just make sure it's at the end of load order when complete). -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I think you might have too many settlement mods. I don't know it's just, that's gonna add a lot of stuff that as a builder myself, I would just get overwhelmed by. The ones that add stuff I'd stick to only a couple. I just realized that this isn't a helpful post, I'll edit this (or create new one if you respond) with recommendations and why. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Woops! Got that the other way around! AWKCR now no longer requires the UF4P Patch. Here's from the 3.0 changelog: -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Well now that I have Deus Ex out of my system thought I'd come back to this. First change I've noticed since I was gone is that there is no longer an UFO4P for AWKCR. The updated AWKCR no longer requires one from what I gathered from the change log. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
To the first point, no and sadly I don't have the common sense to come to that conclusion. It really should be a disability... At any rate, I know what profiles are, but I thought they weren't working properly with MO2. If that's the case, then why do people need to "convert" to your wiki when they could just create a new profile? Oh nevermind, again lack of common sense. Just for laughs though at my expense, I noticed under the Unofficial Fallout Patch section where it said not to unpack the BA2 assets. I only just figured out that it was referring to the mod itself, not in general. My bad. And speaking of no common sense, I looked through the settlement mods but didn't see a scapping one. I consider that essential to remove those unsightly trash around settlements. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
That first part might as well been french to me, well maybe not that bad. I'm just not quite sure what ij is, or why I'd make a wiki profile and my testing profile lol. At any rate, what I wondering if this is related to what you were talking about: Optimized Vanilla Texture And no I didn't think so, it doesn't do it in regular mod organizer either. I do believe the author recommends running it outside of MO for Skyrim if I'm not mistaken. As for the rest, are you doing it from the archive or folder? Edit: Oh! I was reading over the UFO posts, I think you should just the first sticky, specifically #4. -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Two things: 1) Have you checked out ENB Organizer? It's a lot simpler to use than the manager listed, I do believe that SRLE has already switched over to it. 2) I'm wondering if I installed the dividers correctly because they show up on the mod list pane. I've never used MO to sort mods in this manner so I'm just curious is this is normal. As to your last post, I'll be honest it's a bit over my head. But I remember these sorts of mods when the game first launched the reduced the size of the texture files. Is this doing something similar? -
I "finished" No Man's Sky today, and by that I mean I found out what was at the center of the "universe". To give you a bit of background, I never followed any of the stuff concerning No Man's Sky. In fact, I didn't even realize what it was until I saw a friend playing it on his PS4 and though that would be really cool and preordered it. The game was fun for the first ten or twenty hours as I was still taking everything in and seeing and experiencing all these new things. But once the new smell went away, that is I'd done everything there was to really do, all that was left was a game with boring gameplay, one of the worst UI's I've ever had to deal with, and an exploration feature that was underwhelming as the planets I visited just didn't feel that different from one another. Still, there was that big mystery as to what was at the center of the universe that everyone was talking about and with something that built up, I figured it had to be something amazing. So I downloaded a mod to allow me to jump farther to get to the center and see what was there. And what was it I found? [spoiler= No Man's Sky Ending] After you jump to the center, the screen starts to pull back through the stars you traveled through while this Assasin's Creed-esque music plays, trying to make the moment really feel epic. After I pulled away from the galaxy so much that there was only darkness left, the music stopped. As the screen came back, I realized that I was back at the beginning of the game and having to do the tutorial at the beginning, only it was in a different galaxy and I kept my ship. But that was it, just a reset and you can do it all over again... yay... Now, like I said I hadn't been following the game really so I wasn't invested in it. But having stuck through this mediocre the game, I was still expecting some sort of payoff to wrap up the game experience and since that seemed to be a big selling point, I did have some expectations. Needless to say, I was quite Some time later after having talked about it with friends, I got to thinking about how this ending ranked among the worst of all time. For me, the ending to Mass Effect 3 will always be at the top. But that has more to do with the fact that I have an emotional connection to it as well. Plus, at least that game was great up until that point. So I'm hoping if someone has seen both endings could chime in with a little objectivity and tell me which they thought was the worst? Or, if there's an ending you think surpasses those two, let me hear about that one too.
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
I usually put all those utilities into the main FO4 folder anyways, just because I like things neat and tidy. It was more of me being curious if the MOdata had to be in the same location as the MO file, or that sort of thing. As far as GPU goes, I'm running a GTX970 so probably won't achieve my dream of 60 FPS until I upgrade at the end of the year... oh well back I'll wait and see how it goes, but if the frames flucuate too much I think I may just lock it at 30 and hang with the console plebs. -
I was just thinking of how sad it was that I wasn't able to play this game. Now I just have to figure out where to get a copy of the game, as I've long since lost that disk... wasn't it tied into windows in some way?
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Safe to Use "The Rebel" in Current Load Order?
Aeradom posted a question in General Fallout 4 Support
Just before I stopped playing Fallout 4 earlier this year, I backed up my FO4 mods for when I wanted to go back to the game. I'm happy I did now as I guess some of the mods were pulled off the Nexus during that whole console modding fiasco that occurred. With that said, though, I'm wondering if it's still safe to insert it into my new game. I don't recall if there was some major bug that was fixed or anything of that sort. Is there any way to tell what version a mod is without using the Nexus, and are there any problems to look out for? -
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Aeradom replied to Gernash's topic in Unofficial Fallout 4 Guides
Is there a particular reason to why to install MO2 in the C: directory instead of in the FO4 folder as long as the FO4 folder isn't within the Program Files directory?

