Jump to content

ceilingrat

Citizen
  • Posts

    35
  • Joined

  • Last visited

Everything posted by ceilingrat

  1. Usual way - install FO4Edit to Fallout4 main folder, and add executable in MO2 pointing to that.
  2. Ah, gotcha. I do tend to overhelp sometimes. The list of differences was more for me putting it somewhere, in case my PC dies. Wasn't expecting you to do anything, just an FYI. I miss words in sentences sometimes, and I won't see it until someone points it out. Thanks for the explanation though. So I will restrict my helpfulness to broken/incorrect links, typos, the like and of course testing. Now, FO4Edit. I've followed the instructions to use FO4Edit through MO2 (see attached images). When I install FO4Edit the usual way, it works, reads the virtual file system, all good. The guide, no go. If I have to do it a different way, cool. You seem to have a better idea about how MO2 works than I do.
  3. Updated mods Homemaker at v1.4. Valdicil's Item Sorting now at v7.5.0. LooksMenu now at v1.1 Settlement mods Settlement Keywords Expanded - No Far Harbour option in fomod. I'm under the impression that all DLC support is included in the main file (v1.4). Misc Textures Alternate Desk Fan is repeated. User Interface Valdicil's Item Sorting - Val's Picks DLC Vanilla Weight has the separate Far Harbour and Automatron plugins integrated (according to LOOT). Also, how in the world does one get FO4Edit to work - executables binary is pointing to ModOrganizer2Data\Tool\FO4Edit\FO4Edit.exe - but when I run FO4Edit thorugh MO2, it can't find the ini file. Is there something stupid I'm missing? Differences from guide as written. No CBBE or any of the related mods. (Can't stand them) Full Dialogue Interface over NewDialog. (FDI has been updated for Vault-Tec Workshop) Vanilla Main Menu over The Wanderer. (Prefer looking at snazzy armour, than some J Random guy) Plus a bunch of other mods installed afterwards to fix pet peeves.
  4. Un-Portabling MO2 guide works! Currently going through main guide again. Please wait...................................................
  5. Thanks for the very quick reply. I'll try that. I'm also obviously blind, as I didn't see the portable thing.
  6. I've got a problem. Finished installing everything, ran the game, seems to work, except the inventory sorting rollup and icons don't display anymore. Nor does a custom HUD work, all I get is the default. Custom HUD is in E:\Games\Steam\steamapps\common\Fallout 4\ModOrganizer2\mods\DEF_UI\interface\DEF_CONF, so it's the right place. DEFUI is before Val's Item Sorting, checked with FO4Edit, tags all still there. Ini's are correct. This is driving me up the wall and across the ceiling. PS. Atomic Radio and Tales from the Commonwealth throw a whole bunch of errors in FO4Edit.
  7. More on the editing front. Lighting Dynamic Interior Fog Removal - incorrectly links to Pip-Boy Flashlight nexusid 10840 - should be 15552 https://www.nexusmods.com/fallout4/mods/15552/?
  8. There's more............ Misc Item Textures Pre-War Retextures - link goes to Improved Wood Textures nexusid 10387- should be 1351 https://www.nexusmods.com/fallout4/mods/1351/? And with that, turning in will prevent head smashing keyboard.
  9. Incorrect links, typos, bits I noticed (by the by, you're awesome!) Setttlement mods Alternate Settlements - link goes to Snap'n'Build nexusid 7393 - should be 5118 https://www.nexusmods.com/fallout4/mods/5118/? Working Food Planters - link goes to Snap'n'Build nexusid 7393 - should be 1490 https://www.nexusmods.com/fallout4/mods/1490/? Texture Replacers After the Fallout - link goes to New Roads Enhanced nexusid 1954 - should be 7803 https://www.nexusmods.com/fallout4/mods/7803/? NPC and Monster Overhauls (typo on the and in 'NPC ans Monster overhauls') Synth Overhaul is repeated House and zone overhaul Evil Institute HD - link goes to D.E.C.A.Y Ghouls nexusid 2500 - should be 9537 https://www.nexusmods.com/fallout4/mods/9537/? About all I could find for now. Cheers.
  10. Hello from brand spiffy new person! Unfortunately, I'm having the same issues as Oreobacon. Running LOOT through MO, it crashes after trying to sort plugins or edit metadata. Run LOOT outside MO, perfectly fine. TESVEdit will immediately crash upon launch. Outside, perfectly fine. Wrye Bash works both in and out of MO. SKSE and Skyrim itself work. User Permissions are Full Control, I've done the %LOCALAPPDATA% thing for LOOT, reinstalled MO, LOOT, TESVEdit. Moved Skyrim out of Program Files to Games. Still happens. I thought maybe uninstalling all mods would work because of bad or corrupt plugin. Checked the Skyrim folders, no rogue bsa's I can find. A possible workaround would be install things via NMM, run TESVEdit on things that need it, run LOOT to add metadata rules, then shift things to MO's mods folder? Am I barking up the utterly wrong tree? Am I going mad?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.