
LordKee
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wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Note to myself...turn off the WOTC spawns before surfacing from the vault at start. That was brutal :) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Thanks, just wanted to make sure :) Looks like might finally get to play the darn game again tonight. Awesome :) Going to insert my notes regarding the installation, typoes questions and clarifications etc...feel free to ignore, nothing major as far as I can tell, just nitpicking (I'm an test engineer by trade so comes naturally to me :) ) [spoiler=Notes I took]Unofficial Fallout 4 Patch Manual install: unselect Docs folder Settlement Resources Rebalanced Manual installation: Merge ADDITIONAL No Crafting and Settlement Building Experience to main mod NSO - New Snap Order - snap points for furniture and decor Manual installation: Select proper data directory Snap'n Build Manual installation: Select proper data directory CWSS Redux - Craftable Working Showers Sinks Baths Toilets Urinals etc Manual installation: Select proper data directory Simply Modular Housing - SMH Manual installation: Select proper data directory unselect Changelog.txt Settlement Objects Expansion Pack Fomods installation: Also select Auto Doors Patch Version 1.5.6 installation package shows to be version 1.5.5 when installed. Manually correct it to 1.5.6 Place Everywhere Manual installation: Select proper data directory Optional download Place.ini - togglable Manual installation: Select proper data directory Merge to main mod Reason: F8 toggles the place anywhere mode on and off Renovated Furniture Manual installation: Select proper data directory Auto Doors Fomod installation instructions, select English, Far Harbour, Homemaker - Expanded Settlements and Snap'n Build Auto Doors Vault-Tec Unofficial Patch Could be merged to Auto Doors mod? Change category in MO2 (could be just me, says Factions after installation) Workshop Rearranged Merge the additional and optional file to main mod Manually update the version from 0.51 to 0.5.1 (if you merge) Tookie's Textures-Grass and Plants Manual installation: Select proper data directory Rationale required for the OPTIONAL FILES - ElmAtlas and LOD When would this be good to install regarding the core and the plugins? Vivid Fallouts - Landscapes Vivid Fallouts - Landscapes - 2.2 - by Hein84 Version 2.2 misleading as the main download is version 2.1 and only after update it'll become 2.2 Manual installation: Select proper data directory Update: Manual installation: Select proper data directory. Merge to the main mod Vivid Fallouts - Rocks Manual installation: Select proper data directory Change category in MO2 (could be just me, says cheat after installation) Vivid Fallouts - Trees Manual installation: Select proper data directory Vivid Fallout - Roads and Bridges Manual installation: Select proper data directory Haul'd Out 4K Merge ADDITIONAL mod to main mod Change category in MO2 (could be just me, says Gameplay after installation) Better Quarry Sites Manual installation: Select proper data directory Delightful Ivy - HD Vine Retexture - a natural and realistic green and brown plant overhaul Is also in the Plugin section, some explanation regarding reinstallation etc if required would be good or just remove it from the plugin section? If selecting anything other than the mixed color version of the mod, version information is not the latest. I'd argue one could just manually change the version to 1.2 to not have a red version number staring at you...or just use the ignore version feature. PLUGIN: Landscape Texture and LOD Replacements - Original Landscape Texture and LOD Replacements A blurb regarding the possibility to just install what you fancy perhaps? I installed only WET mod and skipped the rest. As I assume these are mostly textures, it shouldn't matter that much? WET - Water Enhancement Textures Fomod installation instructions missing. I chose WET Clearer (I assume WET Rain optional is handled better with vivid weathers mod?) Rationale for the Clearer option, irradiated water doesn't exactly team with microbes and such which tends to make the water less murky. Misc Item Textures: TYPO: Falloutcustom.ini should be Fallout4Custom.ini You want bUseCombinedObjects=0 to both Fallout4.ini and Fallout4Custom.ini. Shouldn't just the one entry in Fallout4Custom.ini be sufficient (I assume it overrides the settings in the Fallout4.ini) I suggest you gather all the ini edits to one place as well Langleys HD Textures Workshop Manual installation: Select proper data directory Hide instructions. Path missing architecture, should be \textures\architecture\Shacks AND textures\architecture\unique Instead of saying all, hide the unique folder it self as with Trashbin, hide whole folder FlaconOil's HD ReTexture Project in 4k 2k - Made from Scratch Fomod installer - Main part 1 of 2: Select all but PipBoy (will be overwritten anyhow later) Fomod installer - Main part 2 of 2: Select all but Terminals Wall FR Also got this: (redownloaded the mod, still issues) failed to extract FlaconOil Mod 3.5 part 2\1 - Main\29 - BuildingFoundation\data\Textures\Architecture\Buildings to Textures\Architecture\Buildings: 29 - BuildingFoundation\data\Textures\Architecture\... HD Retexture Pack - Miscellaneous Props Manual installation: Select proper data directory UPDATES - Version 2.1 pre-relese Manual installation: Select proper data directory. Merge with main mod Darker Nights ADDITIONAL: Darker Nights No Fog Glow Fix for Far Harbor DLC Seems like a good addition, merge to main mod? Manual installation: unselect fomod directory Change category in MO2 (could be just me, says Cheats after installation) Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul) Distance 200%(shadows) perhaps a better selection, pretty darn dark else. Change category in MO2 (could be just me, says Animations after installation) Dynamic Interior Fog Removal MAIN FILES - Dynamic Interior Fog Removal - Main Files -> DIFR - Main Files ADDITIONAL - Dynamic Interior Fog Removal - VIS Patch -> DIFR - VIS Patch Merge DIFR - VIS Patch to main mod Change category in MO2 (could be just me, says Cheats after installation) Fallout 4 Enhanced Color Correction -> removed DEF_UI TYPO: Add as executable HUDMenuSet.exe mane as DEF_UI UI -> ...name... Better Mod Descriptions Seems to have a lot of optional files that fits what is listed in the guide...sure we don't benefit from installing them? QuickTrade) TYPO: an extra ) in the name Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) Update files not marked with ADDITIONAL flair as other mods have Manually set the version to Beta 12 in MO2 after merge Wasteland Salon - Hair Texture Improvement Mod Manual installation: unselect Readme.txt LooksMenu Customization Compendium Manual installation: Select proper data directory Enhanced Vanilla Bodies Manual installation: Select proper data directory The Eyes Of Beauty Fallout Edition Manual installation: unselect fomods folder The Eyes Of Beauty Fallout Edition After installation change version to 2.3.0.0 in MO2. File installed is version 2.4.0.0 Armorsmith Extended Manual installation: Select proper data directory Merge the additional mod to main mod Shell Rain Manual installation: Select proper data directory Power Armor Animation Changes Wrong category in MO2 Live Dismemberment Manual installation: Only select Live Dismemberment - RegularNoHeadshots.esp Concealed Armor for Far Harbor and Nuka World DLC Manual installation: Select proper data directory Wearable Backpacks and Pouches Manual installation: UPDATES. Will warn about data directory as just materials folder. Can be ignored and merged to main mod Fix version information in MO2 to 1.4b after merge White and carbon power armor frame Wrong category in MO2 Consistent Power Armor Overhaul Wrong category in MO2 Operation Anchorage Power Armor V4 Wrong category in MO2 ZephyrWarrior's F4 Power Armor Overhaul - Update In Progress - Extensive and Lore Friendly Manual installation texture pack. Correct the version in MO2 to 0.9.7.3 CONFUSED: Installation:install the main plugin into "ZW's F4 Power Armor Overhaul" merge the other 3 files over the top. Choose a texture pack either low, standard or high and extract/merger into a new folder "ZW's F4 Power Armor Overhaul-Textures" this folder is lower on the mod list and gets overwritten by "ZW's F4 Power Armor Overhaul" Doesn't the texture pack overwrite the overhaul? ZephyrWarrior's PA Overhaul - Nuka World Patch Manual installation: unselect the Readme.txt ZephyrWarrior's PA Overhaul - MegaPatch Manual installation: unselect the Readme.txt FO4 War Tags Merge the leveled list to main mod Wrong category Modern Scope Reticles - Scope reticle overhaul Manual installation: Select proper data directory Shouldn't one basically choose either MAIN FILES or OPTIONAL FILES, not both ever? Clarification maybe needed? Raider Overhaul Restored Content I Super Mutant Redux patch Change version in MO2 to 1.7a Raider Overhaul - AE patch v11.x needed? See-Through Combat Scopes - 4x Magnification Nothing selected in addons? New Calibers Merge all to main mod Extended weapon mods Manual installation: Select proper data directory Legendary Modification - DLC (Automatron) (Far Harbor) (Nuka World) and Additional Fixes MAIN FILES should be Legendary Modification - DLC and Additional Fixes (ENG) and not Legendary Modification - DLC (Automatron) (Far Harbor) (Nuka World) and Additional Fixes (ENG) which is older version of the mod Crossbows of the Commonwealth Manual installation: unselect ReadMe_1_4.txt Weaponsmith Extended Crafting Workbenches Ammo Loading AWKCR-WSE-NC-VIS version 1.01 Manual installation: Select proper data directory Weaponsmith Extended 2 Plugin v2.345 (2.4 Beta 22) new update Weaponsmith Extended 2 Plugin v2.360 (2.4 Beta 26) Weaponsmith v2 - Super Mutant Redux v1.4 Compatibility Patch Manual installation: Select proper data directory and merge with main mod Weaponsmith v2 - Armorsmith - Synth Overhaul v2.2 Compatibility Patch Manual installation: Select proper data directory and merge with main mod Realistic Guns and Bullets Overhaul Manual Installation: unselect readme.txt Intense Realistic Gun Sounds Overhaul (IRGSO) - Energy Weapons Update Manual Installation: Select proper data directory Wrong category in MO2, says NPCs for me Atomic Radio and Tales from the Commonwealth A blurp about custom songs included version available to download from another source. Additional installation info a bit vague....clarification in order? OLD WORLD RADIO - BOSTON Missing fomod instructions Nuka World Radio (The Nuka-Cola Broadcast System) Manual Installation: Select proper data directory P.A.M.S - Power Armor Movement Sounds 4PAMS Light version 1.2 available Manual Installation: Select proper data directory Wrong category in MO2, says Cities for me Version mismatch with Nexus, 1.1 apparently latest while the downloaded mod is version 1.2. Ignore version in MO2 to be applied? Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack) Manual installation: unselect EveryonesBestFriend.readme.txt Immersive Vendors Manual installation: unselect fomod folder, Banner.jpg, readme.rtf and readme.txt Don't Call Me Settler(Names-Jobs-Tools) Install with hotkeys Rename mod in MO2 (just looks better without version and date info) Better Settlers Merge all to main mod Wrong category in MO2, says Locations for me Version info wrong in MO2 after merge, manually edit to 1.1beta GENERAL CLOTHES ADDON (Better Settlers) Better information where to install these in the load order. I assume to Armor and Clothes and Items section Apocalypse Attire - CBBE Manual Installation: Select proper data directory Apocalypse Accessories - Glasses - Scarves - Bags Manual Installation: Select proper data directory Eli's Rugged Outfits - CBBE Manual Installation: Select proper data directory Eli's Armour Collection Remade - Vanilla and CBBE Version number wrong in MO2, manually set it to 3.4K Ponytail Hairstyles by Azar v2.0 Guidance to where in load order to install this. I assume under Player Mods before Wasteland Salon mod? Armorsmith Extended Patch I Do not merge with Armorsmith mod but keep it separated? Armorsmith Extended Patch II Do not merge with Armorsmith mod but keep it separated? Manual Installation: Select proper data directory Version in MO2 wrong, manually set it to 3.200% GENERAL CLOTHES ADDON (Better Settlers) Which patch to install? Raider Overhaul WIP TYPO: [Core] Raider Overhaul WIP - V11.4a - by MadMAX713 should be version V11.4c Synth Overhaul - C.A.S.T (Retexture - 4k 2k) Merge update to main mod Search and Destroy - Extended Combat Range and Stealth Searches and Arbitration mod have a lot of overlapping features. Some clarification needed for the settings... FO4 Hotkeys Manual Installation: Select proper data directory Suggestion: OPTIONAL: Misc - Toggle Radio Hotkeys.ini edit: L=cgf "Radio.Toggle" V.A.F.S. - VaultTec Accelerated Focus System - Manual Criticals AND Bullet Time Manual installation: Merge ADDITIONAL files to main mod Hotkeys.ini edits. E.g use the hotkeys settings holotape to assign focus and crit to hotkeys slots 1 and 2. Edit Hotkeys.ini Z=hot 1 and G=hot 2 to what suites you best, e.g. X=hot 1 and C=hot 2 Prydwen 2K Textures Manual Installation: Select proper data directory Really Red Rocket Manual Installation: Select proper data directory Beantown Interiors Project Manual Installation: Select proper data directory and unselect Beantown interiors Project v8.4.1.rtf Achievements Fails to install correctly from MO2. MO2 hangs and has to be killed. Folder structure is created by the dll is 0 size. Solution is to copy the achievements.dll from the downloaded archive manually to the mod folder. -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Almost sorted my plugin order...but what the heck are these: Compatibility patch - AWKCR - RGBO.esp CWMR-FH-Patch-BetterArmorandWeaponNaming-FarHarbour.esp CWMR-FH-Patch-ValdacilsItemSorting-DLCFarHarbor.esp and do I need them? :) Guess I'll go to sauna and finish up later... -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Some more texture things: FlaconOil's HD ReTexture Project, in part 1, kind of useless to install the Pipboy texture as we'll overwrite it later? In part 2, only choose one of the Terminals Wall textures, if all are selected we'll end up with Terminals Wall FR with a pretty funky keyboard layout (I assume, not seen it in game yet :) ) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
A comprehensive guide to set the environment up (including free tools needed etc) and how to get it to compile would be great to have. Been 15 years since I did any programming professionally though... Hopefully I'll get to play today so I can start to give feedback regarding the guide :) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
So I finally got through the guide, went to sleep, woke up and now I'll have to go through all the changes that happened during the night....and I'm loving it :) But damn about that NMM news and MO2 development ending. While I'm not a programmer (just dabble in a bit now and then) I did already take a quick look at the source code ;) But what features are missing really that is essential? Feels to me like the current version is good enough for what we need....profile sharing would be awesome though...load order, plugin order and patches with prompts to download required mods... -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
I had it working on previous installation, but I did naturally modify the hotkeys.ini manually. As the file is the same one in both mods the virtual file system is not going to solve it and just overwrite it with which ever mod you have installed later. Edit: PAMS Light been updated to version 1.2 (1.1 in the guide) Reverb and Ambiance Overhaul update to 1.6e (1.6d in the guide) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
There is a new update to Weaponsmith Extended 2 Plugin (in guide v2.345 (2.4 Beta 22) and the new one is v2.360 (2.4 Beta 26)) 1) OK to install or will it require modifications to core patches? 2) what would be a smart way to handle these kinds of updates regarding MO2 and merged mods? Usually I tend to merge main mod with updates and additional files if any. This time around I also rename the mod in MO2 with (mark them (Merge)) so I know to take steps in case some mod is updated so I don't mess up (such as replace the darn mod and forget additional files...) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Legendary Modification - DLC and Additional Fixes, the file stated is not the latest one (version 2.80 in guide but there is a 2.92 available (Legendary Modification - DLC and Additional Fixes (ENG)) Any reason why older file should be used? -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Better Mod Description seems to have a lot of options that fits what is included in the guide. Sure we shouldn't pick some of them? -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Started to do a proper re-installation and following the guide as closely I could, took notes but those are at home. There were a couple of small issues but nothing major. Keep up the good work! -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Settlement Objects Expansion Pack has a patch included for Auto Doors. I assume it would be OK to install it as we have the Auto Doors mod in the list? -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Great job Gernash! I'll probably do a complete reinstall. Just don't know if I go for modern weapons or survival. Tempted to do a play through attempt with modern weapons on survival actually. Is the loadorder updated? Installation order might also be worth adding? (or can one just trust going through the list from top to bottom is close enough?) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Yeah, I like that. The subway one sounds really good. The thing is, if you keep getting the defend settlements tasks as in vanilla, it just becomes impossible to reach the settlements in time as you have to fight through the warzone. Is there a mod where you could assign minutemen squads to said settlements for defence? Be a general for real? :) There is this Immersive Fast Travel mod that could fit the bill for vertibird taxi? -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Sounds good and please take your time, no need to stress. The 6:1 time, there were warnings regarding that for vivid weathers. So far I haven't seen anything strange but good to keep in mind I guess. Does time also affect fast travel? (personally not going to use it other than if enabled through the subway mod or similar) Oh, and more durable vertibirds probably also required to be installed. -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Doesn't the WOTC mod come with its own settings so you can turn spawns etc off when you start a new game and enable them when you feel it starts to become too easy and slowly make things more difficult (and fun :)) One thing I think needs addressing is the melee damage. Yesterday on survival I had very enjoyable moments taking out raiders with my 10mm first gun but a horde of ghauls just were too quick for me to take out, and one touch just killed me instantly. Mind you, a single headshot can kill you as well, which is perfectly fine. Seems fights has become much more long range than before, taking cover and a more tactical approach is needed, which is just awesome. Thoughts regarding survival mode playing with my limited experience and personal preferences: Some sort of save mod is pretty much needed, just way too annoying to have to reload from a bed. I installed that survival options mod and put it to the bottom of my load order, seemed to work. The default requirement to drink, seems to be a bit too harsh, had to use two purified waters (1-2 simpacks used) already when I arrived to the red rocket. Mind you, might be due to survival options mod. I'm planning on playing a complete survival game with focus on settlements, so I think that beacon mod (settlers go and collect stashed junk) and settlement surplus would make that more enjoyable. Back to work....:) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
My botched installation had already created the folder structure for me...but I assume you can just create the folders by hand and restart MO to see it in the installed mod list on the left (same way as with the empty divider folders Gernash has created for us). But the location is in the mod folder where all the mods that are installed are unzipped to. -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
So, started a new playthough on survival with all the mods. Can't even get to the red rocket before I'm taken out....going to install some survival save game mod as this is ridiculous :) And I'm loving it! -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
I had issues with it as well. MO froze, and I found out it had installed a 0 sized file, which obviously didn't work. In the end I just extracted the achievements.dll to the correct folder under Mod Organizer. -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
I have no experience with these but quick search found: Complete Kitchen Overhaul (CKO) Wastelander's Cookbook Chemist's Cookbook Wasteland Imports - Goodies from all across the Wasteland... NX Pro Farming There are probably more and perhaps better ones. Edit: (couple more) ChemsPlus Commonwealth Chemistry Expanded -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Sorry for double post, wasn't able to add to the last one... Seeing that one needs to create a lot of these new ammunition for all the new guns, I took a look at the contraptions stuff, which I haven't touched before. Found a mod called New Calibers Contraptions DLC Patch which sort of fits the bill but I guess some heavy editing is needed to make it comply with the ammunition workbench way of creating them bullets. Almost tempted to do some modding on my own... -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Oh bloody hell. I died. Don't remember when I last did that (lv 48 on normal)...the combat is brutal but oh so freaking awesome. Was dark night when I met several raiders of all kind of new sorts. Some was flanking me, a small group of minutemen joined the fray just to be slaughtered down by something ugly lurking behind some trees.... Right, I think I seriously need to start to tinker about with armor and weapons and also put some clothes on my female companion ;) Think I got all installed correctly, everything ran smoothly. Some mods I have come across that looks interesting: Old World Radio - Boston Tried it out earlier, seems pretty nice, many hours of new radio content that fits the atmosphere Durable Vertibirds Seems the vertibirds could use some tougher armour, seen so many drop down during my vanilla gameplay Companion Command and Tactics Would fit nicely with the FO4 hotkeys mod And I seriously need some sort of scrapping mod...with so many options to build, I want to make it pretty as well :) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Awesome job Gernash! This rate I'll spend another evening just installing and never get to play :) I don't mind. One minor issue: Adventurer Outfit points to wrong mod (should be: https://www.nexusmods.com/fallout4/mods/8487/?) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
I think I got it installed correctly, at least I was able to play for a couple of hours and new weapons and ammo showed up. Basically, I unzipped all the stand alone weapons (11 of them, video older so some are already included) plus the Weaponsmith Bundled Assets Pack v2.4. Then I copied all the folders from these mods to a new empty folder as per instructions in the video. I made two BA2's like explained in the video but left as loose files Sound, Sounds folders and that one weapon, mjp, for which I created the folder structure. Then I just zipped them all up and copied to Mod Organizer 2's download folder. Then I installed all the Weaponsmith extended mods (Crafting Workbenches Ammo Loading..., Plugins 2 v2.340, survival ammo weight patch, super mutant redux v1.4 and the asset pack I zipped myself) and merged them all into one. Moved the installation order up below new calibers mod in weapons section, and moved the esp's somewhere between TakeCover.esp and BetterModDescriptions.CAS.esp. Anyhow, seems to work. Old weapons I had stored in a box are weak, e.g blasted some 20 rounds at a raider with my old shotgun and didn't really do much damage. Loads and loads of new ammo to be found, and monsies drop new weapons. I'll take a while to get used to and also need to figure out more about those different ammo....fun times :) -
wip-fallout-4-using-modorganizer-2
LordKee replied to Gernash's topic in Unofficial Fallout 4 Guides
Yeah, that 2 gig on is needed, just got to the end of the video and it is used in that as a base to which add the manually downloaded additional weapons. Nice 3 gig 7z file it made...