
LordKee
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Sounds good. Having a blast in this quarry I haven't fought at before...balance seems to be pretty perfect at the moment (lv 17, 1,5x damage for both npc and pc, with not too modified weapons) Noticed an item called "MFC Granade" doesn't sort to explosives nor does it have an icon. Not a biggie :) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Noticed that the navmesh patch has subwayrunnerdynamic as master (I'm using nondynamic for some reason). So, something to consider for the guide (believe it is set as an optional install at the moment) Generally, I think personally you are doing some uber fantastic work with the patches and I hope the mod authors recognizes that as well. If nothing else, you could release (if permissions etc are ok) the worldspace patch as a compatibility patch, similar what nexus is littered with? Maintenance etc would be an issue of course when new releases are done to the mods.... Is the fuse box generator mod OK to install? -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
That fusebox mod seems fine. I'll try out the patch when I have the chance :) Keep up the good work! -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Didn't feel like playing yesterday but before that I did a fairly long session with test2 v6 and that reduced flame patch. Didn't crash at all. I did remove the bPreCulledObjectsEnabled=0 as the slowdowns especially when walking through Concord were rather annoying. I didn't have glitches etc either. Regarding those navmesh edits, is this the reason why when entering some buildings in Concord companions don't follow inside? (i.e doors that loads a new area type of buildings). Not an important issue actually, places I have looted have been just OK to do "solo". Sad about the power generator, I was planning on building up my char with enough perks to get to those bigger generators, I'd hate to have to litter the settlements with several small ones. If at all possible, some way to keep those big output generators would be good, or have some option to tweak the settings. Just make the cost to build one reasonably high... -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
What I ment was to install them (not a English is my 3rd language :) ) But as Gernash explained, all sorted out with the plugin anyhow... -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Got WOTC but turned off spawns in the settings (I'm a wuss). Right, no more barrel sets...never tried them out as in early game I couldn't afford them. Just had another crash, this time I think I went too nut with Scrap Everything...was cleaning up Starlight drive and inside found some cig packs that was marked red...which was peculiar. Stolen one of those and tried to pick up something else, and crashed :) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Added bPreCulledObjectsEnabled=0 to my customs.ini...and I'm taking quite a severe performance hit when entering Concord. Several what I presume you call miniloads (one taking 10 secs, then few other ones less severe). I can live with that. Another crash though, coming west towards Concord on the road that passes some cabin with a cellar..Gorski Cabin. Had the ammo type switch in my sniper for some reason, pretty sure nothing changed over night as I didn't do anyting else than install the Functional displays...(was 7-xx Swish something, now .308) I might have carried .308 with me the whole time and the change occured when I installed 2.0.3...actually pretty sure that is the case...need to dump that weapon anyway, pathetic damage I got hard time to decipher "...also disable Functional Displays the ball and claw nif" but I can wait until you get it put into the guide proper ;) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Regarding the Functional Displays update, I went and installed it. Ticked off the DLC's Val's sorting, Mojave imports. Install order before Dog Bed for Dogmeat (old location) and plugin right after MojaveImports and WastelandImports. Then I went and hide hid the mesh for the Pipboy stand in FalconOil mod as it was over writing the one from Functional Displays. So, sounds about right? -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Managed some 5-6h on the latest patch, and only two CTD's. One I wrote about earlier and another one was at the boathouse settlement when first time fighting the monsies there....re-load and no issues so nothing to really pinpoint down. So all seems good at the moment and enjoying myself, actually playing the game :) Codsworth is a bit OP, that flame attack of his is basically an instakill (1.5 damage for npcs and for the player with the modified damage values from core patch). Xbow seems a bit OP, got some 80+ damage with that thing (modded, heavy string etc). Especially with cyro ammo, quite deadly as you get plenty of time to react etc with the baddies frozen stiff for a while. Lead shipments would be cool, in small quantities for bullets. Kind of hard to keep a decent ammo supply (I guess you can dismantle bullets you don't need? Have to check tomorrow) 4 am, so time for some Zzz's :) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Welcome Trokhon. The FO4 Hotkey manager is under misc/game settings and can be used from there right? Hmm, just noticed the VAFS stuff is there now as well, and when activating the focus from there, the item dissapeared from the list, but returned later when I switched it off (have it hotkeyed). I know there are some further work to get those all setting holotapes sorted out to one place and the "actions" put in its own category as well and we'll get it sorted out in the future. For now I'd suggest to use the hotkeys manager to set things up. And to do it manually in the ini file. This is how I have set it up: My Hotkeys.ini So, I have set up the X key with "X=hot 1" to correspond to the first slot in the hotkeys manager, and selected V.A.F.S focus to that. C key for VAFS crit. From Survival options mod (not part of the guide) shift+f8 and f9 for save and autosave. Page up and down for scope zoom up and down (you can craft an item in some of the workbenches which in turn can be added with hotkeys manager) Shift+R to switch to next ammo type (really sweet, does the reload anim as well...I guess because on the r key, not sure but works) That shift-mouse2 thing is for the cover mod, switches to cover mode on and off (I just couldn't use the auto cover stuff, was weird) L key silences the radio, handy if you want to actually listen to dialogue if you had the radio on... Then I got seperate keys for throwin nades and bashing guys....the ALT key does work as in vanilla still And P for entering workshop mode, I dislike those long presses on keys... Unless there are some new issues for when stating a new game I'm not aware of, things should work ok regarding those two mods... Had a quick try on this last patch....west side of Concord, outside of the buildings, didn't load the ground properly, haven't seen that one before at that place. Moving about a bit and it did load it up in the end. Had a CTD when moving eastwards from Concord, past the quarry on the road... -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
No more crashes for me, entered several houses in Concord etc and all was smooth without issues. You're a Rock star Gernash! I think you are onto something regarding the missing mesh for patrols to spawn to. Had not seen any monsies about Concord but now when I returned to Sanctuary the settlement was under attack from Supermutants. First time I had settler die on me...which was a bit sad. Fox, that was the name of the guy, had dutifully walked between Sanctuary and Red Rocket... One thing that I noticed, Scrap Everything doesn't recognize the new supermutants nor settlers, so not stright forward to just scrap the corpses away (and gain bones and whatnot). Standard ghouls work fine. I know there is this burn corpses from Don't Call me Settlers but need to figure out how to hotkey that command... What about the Functional displays mod? There was some update to it but if I recall correctly something we should not yet update as it'll break patches? I guess it is better to not use any of those displays yet....just that I picked up quite a few collectables and got an urge to actually display them in my house :) While I'm rambling on, those molotovs are just great now. You can take out several ghouls with a well placed throw....lovely stuff :) Edit: Burn! Baby! Burn! command works on all the corpses and actually easy to activate from misc/game settings/Don't call me Settler holotape. Great stuff :) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Installed all the latest patches etc and had a run about in Concord. Everything seems to work smoothly. No graphical issues or things flickering about. Got one CTD in the end, randomly when outside on the streets... But still, seems quite stable. One thing I noticed, you become over encumbered when tinkering with the PA, and on survival you take damage periodically. My gut feeling is that it is a base game issue? -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Just woke up so didn't read carefully. Didn't realize that hdreworkedprojectrevised.esp was from MODwiki patch :) I'll just do the suggested changes and report back if issues :) -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
I think I'll continue with the setup I got installed until I encounter issues....and then try the new patches to see how they effect. Couple of minor issues: Codsworth seems to have become a bit stuck for me in Sanctuary. He does respond to talk but just stays put in one place. Not a biggie, I'm sure if I switch companion I can get him to follow and "reset" him. I assume it is due to BetterSettlers mod and those issues it crates...but we can't loose Better Settlers, I refuse to play without that mod ;) Anyone else get any response when hitting E on the pipe by the church in Concord? That water hydrant (sp? not a native speaker so not sure what it is called :) ) Nothing happens to me, same thing with a cymbal monkey trap in the 2nd house on the right when you enter Concord (open building, on top of a fridge). Not a biggie but would suggest there is some load order or mismatch going on... -
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LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Managed some 3-4h session without any crashes on old save so seems stable. Really good in fact....can't think of anything lacking :) Hopefully you get it up and running ok.