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dreadflopp

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Everything posted by dreadflopp

  1. Fun discussion, I love the STEP forums. I don't have much to add, I'm an atheist in the sense that I have never seen anything that even indicates that supernatural beings or creators exists and I can therefore not believe in them. But, this discussion reminds me so much of this awesome song, which is why I had to jump in and post it: Sorry for being a little off topic.
  2. The only way is to extract all files in the ba2 archive. Check the guide's instructions for workshop rearranged: https://wiki.step-project.com/User:Gernash/MODWiki#Workshop_Rearranged @gernash Armosrsmith has an odd file that I discovered since I use Wrye Bash: Armorsmith Extended\zalteredbeastz\Knife sheath (shoulder & back).zip (a zip file !?) Do you know anything about that? Is it a file that should be unpacked and moved to the data-folder (of the mod)?
  3. Some friendly feedback on the realism mods: Horizon rebalances a lot in a great way. It does cause incompatibilities though. I have personally removed mods that has issues with Horizon, which is a great mod. * Wasteland Imports - I removed it because its recipes needs to be rebalanced. A large part of Horizon is gathering water, food, ammo and stuff to heal you, which are a lot harder to find. Stimpacks no longer heal. They are renamed to adrenaline injectors and are used to heal companions. * New recipes - I removed it because it contains recipes that stills thirst and heals. These are too easy to make and water should no longer heal with Horizon. New recipes can make food too easy to craft. The skill survivalist unlocks new recipes in Horizon. Adding another mod that adds a lot of recipes doesn't make sense. * Synth Ovehaul - Synths, which you will meet in the first Brotherhood mission, drops a lot of Synth armor. They even drop heavy synth armor. This unbalances the game which is bad when you use an overhaul with the purpose to rebalance the game. * Weapon mods - Horizon introduces a new system where many weapons will be broken and you have to use weapon parts to craft new weapons. This system will not work with new weapon mods if these aren't patched. * Salvage beacons - I removed it since Horizon has a system, that I haven't tried, with cargo bots that are supposed to do the same thing * Settlement resources rebalanced and other settlement mods - I removed all but Homemaker, since Horizon has a patch for it. Horizon rebalances settlements and the water purifying system. This makes it incompatible with other mods that does this, if they aren't rebalanced the same way as Horizon is. Many of the settlement mods can be used, I just don't personally build much in my settlements. Horizon also makes crops unpickable. I think this needs to be forwarded into your realism patch (not sure if you have done this, I don't think you have). * Ephla's Unique Chems - New Chems - Unbalances Horizon. I removed it. * Arbitration - Load before Horizon. I do not use the damage modifiers. Horizon makes the game hard enough, imo.
  4. Wrye Bash is a mod manager that can be used instead of MO. It has a steeper learning curve but it works as it should. It doesn't have download manager, neither can it check if a mod is updated. What I do: Install MO on a mechanic drive. When all mods are installed, batch convert all mod folders to archives. Install these archives using Wrye Bash. Wrye doesn't use a virtual file system, all mods are installed to the data folder and can be removed with Wrye.
  5. You could, in order, copy and paste all the content from the texture mods with conflicts into a new mod. After you've done that, backup and delete all the content except meta.ini from the original mods. You have saved space but will still get a notification if a mod is updated. If it is, you will need to restore all mods and repeat. An alternative, use Wrye Bash or wait for the new NMM, which might solve this. Sent from my Nexus 6P using Tapatalk
  6. A third thing. In Horizon, most water you get is dirty water. Horizon introduces sanitized water which still gives you radiation but is clean from illness. It is crafted with: Antiseptic (1) Wood (10) Dirty Water (8) Cloth (1 ) Clean bottle (4) To create purified water you need a water filter, 9 bottles of dirty water and 3 clean bottles. Your realism patch changes that to: Dirty water (3) Cloth(1) Antiseptic(1) This means purified water is much easier to craft than sanitized water. Maybe 101cooking and 101chemistry should be removed in favor of Horizon? I fear they may unbalance stuff from Horizon. Imo Horizon adds enough stuff.
  7. HD Project Revised is a master to the latest worldspace patch. Is this on purpose? Edit: Another thing. With the realism mods, I'm guessing Horizon, the sorting doesn't work with a lot of stuff. Are you planning to fix the sorting of the realism/Horizon stuff or should we just remove Valdacil's Item Sorting for Horizon, since it claims to have it's own sorting?
  8. I completely agree and I'm planning too â˜ºï¸ The next update to the packs will be for Skyrim SE and will be collections on Mod Picker.
  9. Saturated colours... :) May have been bloom, probably. Doesn't it work well with ENB? Giving this a try anyway, starting a new game with horizon and the other realism mods.
  10. I think my gamma settings are alright, I used photorealistic commonwealth. It's a little too saturated for me, but that's very subjective of course. I played the first Brotherhood mission where you go to a place with a lot of synths and a rocket lauch. It was bright indoors but the Brotherhood companion had his power armor light turned on which was too bright. Turning ENB off made it look better. When I reached the rocket launch area it was so bright the screen actually turned completely white. Again, turning ENB off fixed it. I didn't adjust brightness in-game. Latest version. But lighting mods can look very different depending on monitors, bloom effects etc. The nights weren't too dark :) I wasn't scared but had to use the pip-boy light to see. See this comment from fadingsignal regarding True Storms and colours etc: https://www.reddit.com/r/FalloutMods/comments/4qglv7/fo4_vivid_weathers_vs_true_storms/
  11. Regarding NAC, do you think it's worth it? I have decided to play without ENB, I wasn't really happy with some areas. The light was at times way too bright indoors, turning off ENB fixed it. I may try some other ENB, but I have decided to go with True Storms instead of NAC. True Storms is (as I'm sure you know) a pure weather enhancer mod and doesn't change colours and stuff, thus it works with most ENB's. Since you use ELFX and Ultra Interior Lighting (it seems fixed now btw) for indoors and can use ENB's for the outdoors, is there any use for NAC? It conflicts with so much and is a master to several of your patches. Going without it makes stuff so much easier imo. Another thing that seems good with True Storms is that it adds a radiation filter that can be added to your settlement buildings, allowing you to hide in your settlement buildings from radiation storms.
  12. Really. I've never heard of this in Skyrim, which is what I usually is patching. Are these links visible but unknow in FO4Edit or are they not shown at all?
  13. Correct. A hidden file is actually renamed, ".mohidden" is added to the filename. The game completely ignores all hidden files.
  14. I'm getting a before-main-menu-CTD with the new realism patch. This would usually mean that a master is missing or a plugin is loaded after it's master, which isn't the case. Loads fine it xEdit. Any ideas. Everything works without the patch.
  15. What load order are you using regarding your realism mods? Thought I'd try them out. Do you mimic the install order? Horizon conflicts quite a lot with chemistry 101 and some with cooking 101 too.
  16. I meant the masters to your patches. They are listed in the wrong order in the headers of your patches. I've seen people claim that this can cause issues but never seen any proof. I don't think it's an issue. Either way, Wrye Bash shows a warning and it is easily resolved. Right click the plugin in xEdit and choose sort masters. Sent from my Nexus 6P using Tapatalk
  17. I moved my installation from MO2 to Wrye Bash and I can launch F4SE again without it crashing. Nice! One thing I noticed is that the masters are in the wrong order in your patches. It probably doesn't matter at all, but you could sort them the next time you update them in xEdit. Looks nicer without the warnings...
  18. I updated the tool, I had uploaded an old version that failed to save the plugins file correctly, it works now. MO uses loadorder.txt and shouldn't have noticed any difference.
  19. Absolutely, upload as you wish.
  20. Haha forgot to put up a link, it's there now. And here: https://www.dropbox.com/s/f8252qbibwa5v93/lo_sort.7z?dl=0
  21. I made a super simple program that I use to sort my load order, if anyone wants to use it: https://forum.step-project.com/topic/11999-load-order-sort-lo-sort-simple-lo-sorter/ Instructions: * Copy and paste the load order that Gernash posted into a new text file and name it master.txt. * Place master.txt and my program, lo_sort.exe in the same folder as your loadorder.txt and plugins.txt files. If you followed Gernash instructions they will be in C:\ModOrganizer2Data\Fallout 4\profiles\{your profile name} * Backup loadorder.txt and plugins.txt if you want * Run lo_sort.exe Result: Your plugins will be sorted following the order from master.txt. Any plugins you have that are not in the master will be placed last in your load order. A report with data of missing plugins etc will be shown as well as saved as a text-file named lo_sort_report.txt.
  22. I've used it since it was released, no issues either. Sent from my Nexus 6P using Tapatalk
  23. I have a 2k monitor i guess, 2560x1440. I'll skip them then 👠Sent from my Nexus 6P using Tapatalk
  24. Are you using the official 4k textures, do you recommend them and would you say that the textures in the guide looks better than those? Sent from my Nexus 6P using Tapatalk
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