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LordKee

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Everything posted by LordKee

  1. 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 :)
  2. 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?
  3. That fusebox mod seems fine. I'll try out the patch when I have the chance :) Keep up the good work!
  4. 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...
  5. 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...
  6. 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 :)
  7. 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 ;)
  8. 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?
  9. 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 :)
  10. 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...
  11. 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 :)
  12. 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?
  13. 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 :)
  14. 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...
  15. 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.
  16. I went through the guide pretty carefully and noticed quite a few updates etc...lemme see if I can remember what I did new unofficial fallout 3 patch (beta) OCDecorator was updated a while back Under Landscape Texture and LOD replacements, quite a few instructions to hide textures, and Vivid Fallout -Roads and Bridges was updated a while back. Some instructions were a bit cryptic (missing which folder etc but you should be able to figure it out. Sent a PM with a list to Gernash so it'll be fixed at some point :) ) Misc Item Textures, also some hiding of files White and Carbon power armor frame moved to this section (stuck it before Street Signs Retexture, but shouldn't matter as long as 4k HD textures - Power Armors is installed higher up on the list If you went with modern weapons plugin, Weaponsmith had two new files, Weaponsmith Extended 2 Plugin v2.362 and Weaponsmith Bundled Assets Pack v2.4 v8 DEagle Correction (just merged those to the old installed mod) Cut Weapons Mods Restored v 2.8.1 (I had old version for some odd reason, without all the DLC supported) Wasteland Imports - new mod (both esps installed) Then I installed Scrap Everything (the manual download, extracted the DLC eps manually to the mods folder in Windows Explorer) From the forum downloaded and installed MODWiki - ScrapEverything - Patch, the MODWiki Concord test (test2.esp I believe), new MODWiki Core... Spent ages to sort the load order Hope I didn't forget anything... mind you, I don't use ENB nor that dynamic shadow boost thingie...:)
  17. Should be fixed in 2.0.3, in 2.0.2 raiders below level 10 or something like that got all those xbows. I'm now level 15 or so and not a problem anymore...
  18. Right, 3-4h with 2.0.3c + the custom patches from the forum....and not a single crash. Went all the way through the subway to Cambridge (and promptly died when I stepped outside from a horde of ghouls...) Seems stable to me :) And all this on old save from 2.0.2 :) I did drop Search and destroy mod as I have Arbitration installed with picked options...seems good at the moment. My load order for reference:
  19. Had to drag myself to work today but will tackle the update this evening for sure, looking good based on the page history (you'll update the update section I hope? :) ) Got some 8-10 hours on 2.0.2 yesterday with only a couple of crashes, starting to feel pretty solid and feature wise pretty much perfect IMHO.
  20. Sounds good :) For what's it worth...much stable for me now. (old save which might be buggered) Entered 4-5 buildings in Concord before first CTD. I can live with that. Checked through quite a few esps with FO4Edit....and there are reported errors. Should those be cleaned in someway at some point?
  21. I think it was from this one: https://www.nexusmods.com/fallout4/mods/16404/?
  22. Right, so did install all the clothes mods, latest scrap everything last in load order and a quick 30 min test run, no issues. Didn't enter any houses though yet. Gernash, there was this settings holotape located under the Red Rocket station in the cave below that should be moved to the misc settings section :) Something about granade launcher? No idea where that came from. a certain weapon there as well....(don't want to spoil it for others)
  23. Yeah, saw those clothing mods. Are those just for the player or also NPCs? A bit skimppy some of them (which I like :) ) So, what you are saying, uninstall "Scrap everything" and start using the Spring Cleaning instead? Sure, I can try that.
  24. Down with the flu today so time to tinker with mods :) Anything brewing for the guide in the near future Gernash? i.e like within the next few hours? If I get the new stuff in the guide installed, remove WOTC, Plenty'o'Exploration, No Combat Boundaries would that affect current patches you have made? I'm considering re-starting the game from scratch as well :)
  25. Oh, there has been some update to the Scrap Everything....I think I use a previous version that included DLC support. I'm pretty sure I have bUseCombinedObjects=0 as I wasn't interested in scrapping anything than at the settlements.... The scrapping has worked fine for me, cleaned up Sanctuary quite nicely. My savegame might just be messed up (using Survival Options to let me save in survival mode btw). I don't mind starting from scratch, might as well do that and see if it has any effect. No Combat Boundaries creates an issue I think...I was walking towards that Abernathy farm when the npcs there decided to hunt some radstags....in the end, one of them ended all the way in the center of Concord before killing the stag. She started walking south towards the museum, no idea if the game would recover from that and had a crash just a moment later... I think I have seen a mod that makes followers ignore non-agro animals....wonder if there are a mod that would make that universal to all NPCs? Another effect of this No boundaries mod...in the subway runner, when you move from one tunnel to the next through a zone door, if you left enemies in the area you are leaving, they follow. Had to drop a few mines instantly when leaving once and sprint away as 10 ghouls were chasing me....two bloody glowing ones as well. NPC shotgun blasts looks a bit weird with all the pellets getting the tracer effect.... So, I think I'll re-start my playthrough and drop WOTC and Plenty'o'Interiors...and move scrap everything to the bottom of my load order...and see if things become more stable :) Edit: Also there was this hatch entrance somewhere close to Concord, on the way towards Abernathy farm. Activation prompt said Detonate, but nothing happened other than the animation that opens the latch a bit. I didn't have anything that goes boom in my inventory so might be the reason...
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