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Kal

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Everything posted by Kal

  1. There is some seriously weird random stuff in there. Core Gunner patch *and* the MW Gunner patchVarious Workshop Rearranged patches that aren't listed in the guideAn extra file for Raider Overhaul? (Installed as per the guide, I have AE Restored Content and AE Restored Content VIS but I've no idea where the AE patch file is coming from in your list)Eli_ArmourCollection.esp when the guide says to hide that file?A file for Functional Displays that has -WI in the filename?Is this just because it's a work in progress and you have weird random things in your load order at the moment or is something going wrong?
  2. Honestly I'll be quite glad to see the back of Lexington Interiors. It's very cool, don't get me wrong, but I find the interiors are way too cramped (especially if you have a companion, even just Dogmeat) and it's way, way, way OP. You get enough materials to last you another 30 levels and what, like half a dozen additional stat points from the "I'm S.P.E.C.I.A.L." books? I know I could just not pick it all up, but then why bother keeping the mod? If it wasn't a master on some of the existing MODWiki patches I'd have got rid of it already to be honest. Had a good run around the NW quadrant of the map from the Vault in the NW to Lexington in the SE going in and out of random doors all over and haven't had a CTD yet so its looking good to me so far!
  3. My friends have all been hassling me to play GR:W with them this weekend so haven't had much time for FO4 :) I have a dude parked at Lexington at the moment so I can make a run around that whole NW corner square and see how things play hopefully later today.
  4. Those patches have several mods as masters that aren't mentioned anywhere in the guide (Bright Starlight, Gunner Overhaul, Enhanced Lights and FX)
  5. I've got a little lost following the conversation about the worldspace/navmesh related bugs and crashing, could I get you to summarise where we are now? If I've understood correctly at present to get the minimum possible crashing I should: Disable Fallout 4 HD Reworked Project Disable 3dNPC (I think this is Tales from the Commonwealth?) Disable Stumble Upon Interiors (this might well be wrong as CORE has this as a master) Disable Lexington Interiors Plenty O' Exploration, Subway Runner, and Beantown Interiors Project are ok to keep using with your new V3 Worldspace patch, though you haven't finished SWR and BTI apart from Concord yet. Is that about right?
  6. LMSE Far Harbor for Better Settlers with Mortal Option: https://www.nexusmods.com/fallout4/ajax/downloadfile?id=90815 LMSE Far Harbor for Varied Raiders: https://www.nexusmods.com/fallout4/ajax/downloadfile?id=90676 They are a way down the list in the Misc section (11th and 12th ones on the list.) The link to the LMSE Nexus page still points to https://www.nexusmods.com/fallout4/mods/11005/? (Vanilla Patrolman Sunglasses replacement) instead of https://www.nexusmods.com/fallout4/mods/17343/? (Lots More Settlers and Enemies) btw :)
  7. No problem - I'm working through it now so it's easy to pick these up as I go :) One more - the link to "Lots more Settlers and Enemies" is broken - it actually links to the patrolman sunglasses replacement. A question about LMSE - we're installing the LMSE main file and the LMSE far harbor file, and I see we have the LMSE patches for Better Settlers and Varied Raiders - but what about the patches for LMSE Far Harbor with Better Settlers and Varied Raiders?
  8. New instructions for AutoPatcher on HUDFramework has you patching the version of HUDMenu.swf from DEF_UI and then copy it back over, however the instructions for DEF_UI have you hide that file.
  9. Also a very, very minor niggle - the changelog page still thinks it's January (and has all of February's updates listed under January.)
  10. Likewise in Concord. I also get a lot of "takes forever to load the non-LOD textures" around Concord, but that seems to be the only area where it happens.
  11. Yep, just to back this up so it's not a single error report, merging the Millenia additional weapons exactly as described in the guide results in an ILS at the main menu. The game runs fine without them being merged and none have any errors (though of course this puts you over the .esp limit.) I'm going to try merging them with the new standalone tool later to see if that makes any difference, and if not I'll try doing them in batches to see if I can pin down which one(s?) cause the problem. EDIT: Can confirm, merging with the standalone tool works fine where the FNVEdit plugin results in an ILS at launch. Thanks for the heads up raycrios!
  12. Wonderful, thank you for that Astakos, that had been bothering me as well. The two worst places I'd found so far were Jorrvaskr living quarters in the area where Kodlak sits, and in Radiant Raiment up by the counter, and those are the first two mentioned in skysan4298's fix. Brilliant.
  13. Yeah, I gave Morskom a spin. There are some pretty severe conflicts, not just navmeshes. It would certainly need a patch.
  14. For what it's worth it's been mentioned by a couple of people in the comments on the Nexus, though not acknowledged/confirmed by the author yet. I haven't had a chance to nail down the exact circumstances where it occurs but I suspect it's something to do with fast travelling while overburdened while simultaneously having a lot of encumbrance altering effects already on the player (e.g. a full bandolier set and backpack.) I have several saves where I'm positioned to immediately reproduce the problem, reload, toggle the option off and fast travel again and prove it then doesn't happen. I may load up BFT in the CK tonight and take a look to see if I can work out exactly what it's doing and what's going wrong. Unless it sets your encumbrance to a really bizarre number it may not be immediately obvious that you've been struck by the bug - I only realised because I needed to completely unload my kit and noticed my current weight value was going negative!
  15. Don't know if you're already aware, but Better Fast Travel causes corruption of the player's encumbrance state when the "Disable Weight Limit" is checked. To clarify, it will permanently alter both current and maximum encumbrance values, which you will then need to fix with some deft maths and actor value console commands.
  16. I haven't had much time to play recently, but I'm using current SR with all mods kept up-to-date manually, though I'm a bit behind at the moment. I add quite a few things, let's see: Most things from Iroha's thread (SkyRe, ASIS, High Level Enemies, TK Hitstop, Immersive Weapons, I also add Immersive Armor.) My own additions are: Bookshelves Script SKSE Unread Books Glow (Dim runic setting, skill/quest/spell books only) Unknown Enchants Supreme and Volumetric Fog Morning Fogs Smaller Ice Spike and Ice Spear Faster Get Up Stand Up Animation Bergzore's Run Sprint and Jump Animations Nightingale Pride - Bow and Blade Reincarnation Dragonborn Ascendant ESF Companion's Guild & ESF Aela Helgen Reborn Vilja Obviously I patch these myself as necessary; I also combine all my patches into a single file, and DDSOpt a whole bunch of extra stuff.
  17. Balbor's ESP replacers still seem to work fine with 1.3.Good to hear! Need to check the stas.xml though in regards to 1.3 changes. Qotsafan's XML is being used in this guide, and it works with 1.3.So - is that a yes to phazer's original question? Are there any caveats to be aware of if updating? (Cheers William, always appreciate your help :) )
  18. I'm completely uninterested in the overarching S.T.E.P. project due to their glacial update pace and the cliff-like learning curve necessary to simply give feedback. (I've already been thoroughly dissuaded from offering any further mod suggestions by the insistence that only the One True Mod Suggestion Format be used, for instance.) I'm concerned with all the announcements going on that Neovalen's Skyrim Revisited is going to simply be absorbed into S.T.E.P. and that all it's charm and value will thus be lost. Reassure me, Obi Wan Neovalen-i, you're my only hope.
  19. I had no idea Damar was still going strong after all these years, that's awesome. One of my proudest moments in the TES modding community was earning a mention in MM after I helped him out with some-damn-thing-or-other way back when. Awesome. Nice work Iroha! EDIT: Oh. MM has a sticky up; for RL reasons Damar has quit modding (again), so MM may not be supported in the future. Not sure how much that matters given we're almost certainly on the "final" version of Skyrim now, but still. Dammit, now I feel like one of those damned memes where "first I was like :) then I was like :(" or something.
  20. I have never understood why mod authors sometimes do that; to me it seems completely barmy. Take it down for version control reasons, sure (though even that is a little barmy.) But taking it down while thinking things over? The people hurt worst are the people who most like your work! Bonkers doolally hatstand. Anyway... the file you mention on that russian site looks like the right file, though I'm pretty sure it's should only be meshes.
  21. I can't keep up with the mod updates without Neovalen's wonderful changelog.Â
  22. 1. SUM.esp replaces your other SkyProc patches. Â Because this includes ASIS.esp, you'll want SUM.esp to load after ASIS Dependency, but before ASIS PostPatch, and before the rest of the post-dynamic patches. Basically, sort it to where ASIS.esp would have sorted previously. 2. Yes, this is normal. ReproccerDragonborn is looking for the actual file Reproccer.esp to be present, but SUM replaces that with SUM.esp. You can use Wrye Bash to fix this, there are instructions in this thread I believe (tl;dr: load WB, look in esp list for files with delinquent masters, go to bottom right of WB to change missing master to SUM.esp instead.) 3. It doesn't matter, as long as they are sorted correctly. Duplicate EDIDs is a different problem and there's a FAQ on SUMs page itself about resolving this one. 4. Don't rename your patches manually, that is A Bad Idea.
  23. ...or offhand spells. This mod is amazing!
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