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Everything posted by dstansberry
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wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Aaaaand right now, I'm kinda intrigued by THIS one. Is that morbid? *LOL* In Skyrim, my character was always a sort of warrior / cleric that took the time to line up corpses and cremate them (sort of sending them on to the afterlife as it were). I've been looking for a post-apocalyptic equivalent, but the one above and THIS one are all I've found so far. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I've been tinkering around with THIS mod. It adds a boatload of content all neatly merged into an esp (and a few patches). It incorporates many of the mods found in this guide, so I've had to disable a few, and re-direct some masters, etc, but so far, most of (the very, very little) I've played around with seems to be working as advertised, but it was like getting a ton of free slots. Among the mods from this MODWiki incorporated: Extended Weapons Mods, New Calibers, Wearable Backpacks and Pouches, Button Lowered Weapon Animations, Gunners Overhaul, Auto Doors Among the mods with similar functions ("inspired by") mods in this MODWiki : Realistic Ragdolls and Force (Realistic Death Physics) Rain of Brass (Shell Rain) Armorsmith Extended More Ammo Craftable Armor Size Crafting Workbenches Concealed Armor And a bunch more I never knew existed. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Have you seen this one? https://www.nexusmods.com/fallout4/mods/20890/? -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Wow - so many changes! Thanks for all your hard work! I've a question about Functional Displays - namely, this part of the instructions: HideFunctionalDisplays-AID-VIS-WI; FunctionalDisplays-MISC-VIS; FunctionalDisplays-Patch-DLC-ALL-VIS It is done this way in case people want to Roll their own patches. I'm not at all sure I know what that means. Hiding is no problem - but does this mean that you've "rolled (your) own patches" and that this functionality is already included in one of the modwiki patches? -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm sorry to be a pain, and I know I've asked this before, but on the General Clothes Add-on (Better Settler) plugin page, it says "Notice:You need to install BetterSettlersCommunityClothingPack v 1.1b from Better Settlers" So... DO we need this esp? Or do we NOT need this esp? It appears to contain dependencies on multiple masters that we're instructed to hide elsewhere in the instructions. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I have a few more questions, when you have time. These things in your mod list that aren't in mine... I'm guessing some of these are just "personal preference" mods that you were using or testing, but some seem fairly important, so it's likely that I overlooked some instructions somewhere: Things in my mod list that aren't in yours... Some of these I think I understand why they're missing, but others I'm not certain about. In any case, I have no idea where they belong in the load order: I assume these are missing because they're "depricated in Version 2.2.0": Lastly, here are a couple of things I was just plain confused about: [Edit] It took me so long to type that Dreadflop beat me to it! (Parts of it, anyway). -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm a little confused about the Auto Doors DLC Unofficial Patch instructions. They say that we are to download the Main File: AD_Vaultec, which leaves us with AD_VaultTec.esp in our load order. However, when I compare my load order to yours (courtesy of a not-quite-ready-for-prime-time LOOT sorting), I see that you actually have AD_DLC.esp, which is the esp that gets downloaded with Main File: AD_DLC. You don't have AD_Vaultec.esp at all. Which should we have in our load order? -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Just to clarify - are we to put the "Tools" in the ModOrganizer2Data folder, or in the ModOrganizer2Data\Fallout 4 folder? In most places, it seems the former, but the path to the executable listed in the instructions for adding Merge Plugins to the Mod Organizer executables seems to imply the latter. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Do we not need the scripts folder that comes with F4SE? [Edit] Nope. A little additional reading reveals those aren't relevant - mods using F4SE will have their own scripts. Sorry for the interruption. Carry on. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Actually, through a little trial and error, I think I figured out the answer, which I believe is that Mod Organizer ignores the ini files in the profile directory, and uses the one in the My Games directory instead. I tried applying the console changes under the [Menu] heading mentioned in the guide to first the Fallout4Custom.ini, and then to the Fallout.ini files located in the profile directory, and launched the game through MO. In neither case were the console changes applied. I then made the changes in the My Games directory, and launched the game through MO, and the changes to the console were present in-game. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
This may be a stupid question (or three) but... 1) Does Mod Organizer 2 use the .ini files in the MO profile directory, or only the ones in the My Games directory? Which should I be editing? Will the other be safely ignored? 2) If I have a Fallout4Custom.ini file in the profile directory, Mod Organizer doesn't seem to "see" it for editing (at least, it doesn't show up in the ini editor window). Does that mean that the Fallout4Custom.ini in the profile directory will be ignored at game launch? Will it pay attention to the one in the My Games directory? Or does MO ignore the profile folder altogether? 3) I'll probably figure this out later, but does MO still unpack BSA's into loose files? I couldn't find any settings to allow or disallow this behavior, but I note that quite a few mods indicated that files should be "hidden." I apologize if I'm missing something obvious here. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Hey - nevermind (I think). I just discovered the "Plugins" were not just sections of the guides, but seperate pages containing much of what I was confused about! Boy, do I feel silly. I'm with the program now! Sorry for the interruption. Carry on. -
wip-fallout-4-using-modorganizer-2
dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Hi there! I've had a blast with Skyrim, and have decided to give Fallout 4 a go. I've been reading through much of your guide (thanks for that, by the way!), and while I haven't actually started yet, I found myself confused about a couple of things. I hope you can help me sort through them. The answers are likely to be in plain sight (and if so, I apologize for wasting your time!) 1) I noticed that a icon patch for Weaponsmith Extended is in the list, but Weaponsmith itself is not. I believe I read elsewhere in this forum that Weaponsmith Extended is actually included within the ModWikiCore patch. Am I understanding that correctly? The patch gives us all the new weapons and placements and whatnot as if we'd installed Weaponsmith independently? 2) Is there a list I can read somewhere that shows what other mods are included in the various patches? For example, I noted the changelog indicated that Varied Raiders and Lots More Settlers and Enemies (and a few others) are "for MODWiki-BettersettlersClothing-Patch V2.2.1", but I'm not sure I understand what that means. Are those complete mods included in the Better Settlers patch? Or does it just mean that if I choose to install Lots More Settlers and Enemies (for example), I won't have to have a patch to make it work with Better Settlers? I don't find any mention of them on the actual guide. 3) I did see the "Thanks" at the bottom of the page, addressed to some mods which were included in the patch, but the absence of others (like the ones mentioned in the changelog, and of course, Weaponsmith Extended) made me uncertain about what I needed to do regarding those. Thanks! And thanks for giving me a great place to start making the most of Fallout. I spent years playing around with mods in Skyrim on my own before I ever realized people like Neo and Darth existed and were so willing to share what they had learned. The guides made things sooo much easier, that I decided to start​ there. Maybe I'll even get to actually play this time around! -
SRLE Extended Mod Suggestions
dstansberry replied to Darth_mathias's topic in Skyrim Revisited (retired)
This looks promising - it's a modified version of JK's Whiterun designed to work with Immersive Citizens - by Shurah himself. Hopefully, if there's enough interest, the other cities will follow. -
SRLE Extended: Legacy of The Dragonborn
dstansberry replied to Darth_mathias's topic in Skyrim Revisited (retired)
It never occurred to me to order them alphabetically. I always place them in the same order as the mods they're patching. I think I have a deep-seated need to overcomplicate things. LOL -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I'm reinstalling, and just noticed that LOOT seems to have automatically added itself to MO (along with the Creation Kit, SKSE, etc). It may be something I did without realizing it, but I don't think so, as MO and LOOT are both newly reinstalled into different directories, and the executable is pointing to the correct (new) directory. You'll want to confirm, of course, but if I'm correct it may eliminate the need for the instructions in the guide to add it to MO's executable list - which is where I was in the guide when I realized it was already there. [Edit] Actually, I'd be curious as to how it's possible, since it isn't in the Skyrim directory, or MO's directory, either. -
I may be mistaken, but doesn't the patch require Skyrim Immersive Creatures - DLC2.esp as a master?
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Windows 10 and the 4GB vram limit
dstansberry replied to Quahogs's topic in Skyrim Revisited (retired)
When I created my dual boot system, I installed iReboot. It adds an icon to the system tray. Right-clicking on the icon allows you to choose the O/S you want to boot to (in my case, I set it up for Win10, Win10 Safe Mode, Win7 and Win7 Safe Mode). Simply selecting one from the menu shuts down the PC and reboots it into the chosen O/S. (I also used EasyBCD to create the start menu options). -
SRLE Extended Mod Suggestions
dstansberry replied to Darth_mathias's topic in Skyrim Revisited (retired)
I'm thinking about giving THIS one a try. -
SRLE Extended: Legacy of The Dragonborn
dstansberry replied to Darth_mathias's topic in Skyrim Revisited (retired)
Ah - thank you - now I get it! -
SRLE Extended: Legacy of The Dragonborn
dstansberry replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have a dumb question: What is RaceCompatibility for Skyrim and Dawnguard for (in terms of SRLE Extended: LotD)? Are there new races involved in this mod configuration? Or does RaceCompatibility do something else that I don't understand? -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Adding the [Archive] section back in appears to have resolved the issue with DynDOLD. -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I'm finally nearing the end of the SRLE installation - sloughed my way through the conflict resolution, thanks to some helpful tips offered from helpful forum members - and now I'm at the DynDOLOD section. The text gen part seemed to go without a hitch, but the world gen popped up a couple of messages I don't remember seeing last time. DynDOLOD says: Tamriel worldspace not found. When starting TES5Edit make sure Skyrim.esm is selected. Check TES5Edit options: right click -> Other -> Options, check Load BSA Check that...skyrim.ini is the default version and contains [Archive] (etc, etc) Well, I obviously messed up somewhere. :o( I used Spinini to organize / tweak my skyrim.ini, and (I'm assuming probably because it wasn't there already) the [Archive] section doesn't contain the resources at all. They're also not in the one in the documents directory. So... not being sure how they disappeared (I don't remember deleting them, but I'm not sure what I had for breakfast yesterday, either, so...) is the solution as simple as adding those lines back into the skyrim.ini inside of MO? -
ACCEPTED RUSTIC MONUMENTS and TOMBSTONES (by SparrowPrince and Gamwich)
dstansberry replied to rootsrat's topic in Skyrim LE Mods
Not that I have any sort of stake in this discussion, but I prefer the names to be readable. It's probably just me, but personally I'd read a few, think "wow - that's a nice touch!" and move on, never even noticing that there were duplicates. However, having something I should be able to read but can't? That I'd notice much more than the repeating texture. -
Can't change masters in Wrye Bash
dstansberry replied to dstansberry's question in Wrye Bash Support
Well, I've solved it myself (sort of) by reinstalling the 3.05 version, so now the option to change the master of a file is available again. I also have three Mopy* folders (Mopy305, Mopy306 and Mopy307) in my Skyrim directory. I'm playing around with 3.07, have 3.06 in another folder, and 3.05 for when I want to change masters. Depending on what I want to do, I just rename one of them to "Mopy" so the links all work.