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Barachiel

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Everything posted by Barachiel

  1. I don't have a TV (well, I *do*, but its a standard 1080p TV), I just use the LG 27" UHQ 4K monitor for my PC. I don't actually *have* the Nvidia Control Panel anymore. Somewhere along the way, a driver update removed it, and no matter how I reset or reinstall said drivers, it never comes back. It's all Geforce Experience, now.
  2. How'd you do that, if you don't mind my asking? My desktop is at 4K, with 200% scaling increase via Windows 10, with certain apps set to let the Application Control Scaling in the Compatibility tab. I run *most* games at 4K, and a fully modded Skyrim SE (TUCOGUIDE modlist + Enaison's Amazing Mods + Morrowloot Ultimate + Legacy of the Dragonborn SE) actually runs fairly smoothly, but I'm not using an ENB. GTA V, Witcher 3, and Fallout 4 are the big ones that take a performance hit at 4K. I'm only running a 1070 GTX with 8GB of VRAM. It didn't occur to me to check to be sure that was a powerful enough card for 4K gaming. It is, but barely.
  3. I have a 27" 3840x2160 LG monitor, 16:9 ratio. So far, so good. Though running at this is KILLING my FPS. I'd drop down to 1920x1080, but i love my borderless windowed mode. EDIT: Yeah, I dropped back down, and i shot up from 30-40 FPS back to 60.
  4. No. I've been considering the Cartographer's Map Markers mod, but I've not actually enabled it yet. HUDMenu.swf final version is from HUD Framework. I know I ran the app to make it compatible. I ran it again, and it STILL didn't work right. Then I noticed a pre-made DEF_UI compatibility file on HUDFramework's page. It was just a premade HUDMenu.swf. That works fine. Weird. No idea what I was doing wrong, generating my own.
  5. Thank you, sempai! Checking MO, the last files to overwrite those three files are from the MODWiki Core Patches. It's at the bottom of my MO mod order and should overwrite EVERYTHING else. According to the Conflicts tab, it's ovewriting the files from Valdacil's Item Sorting and Quest Tags EN. Tried hiding them, didn't fix anything.
  6. So I'm actually playing the game now. Returning problem of items on the HUD reading {Scrap}Coffee Mug [[[[[[Ceramic]]]]]] and worse the more parts it breaks down to. The only fix I've been able to find is to move the Valadicl's Item Sorting main ESP below *everything*, even the MODWiki Core patches, and that just changes it to {Scrap} Coffee Mug. Not exactly a game breaker.
  7. So I've done some Merges. Listing them here. Decided to start at the bottom and work my way up. Merged some of the secondary MODWiki patches, into "MODWiki Merged.esp". Core is untouched for obvious reasons, as are the custom "Bara" patches. Only the QuestTags patched is left, otherwise, due to errors when checking for issues. AI HotfixCraftingRedirectDoors-PatchModern Weapons PatchPower Armor PatchT-49 PatchWorkshop Rearranged PatchI'd love to merge all the LM esps into one, but a bunch are masters in the Modern Weapons Patch, so no joy there. Same for See-Through Scopes. Did decide to try merging True Storms esps, given how it's not actually part of the modlist. Compacted these mods into "TrueStormsMerged.esp" TS-Far HarborTS-Eearlier SunsetsTS-Eearlier Sunsets FHTS-Far Harbor Extra RadsTS-Glowing Sea Extra RadsTS-NukaWorld FH Compat
  8. Yeah, I know. I'm considering doing some Merge Plugins to lighten the load, but I'm trying to find what I can merge that isn't already in a Core Patch as a separate master. Ooo, really? How does that work? You wouldn't think NPCs and random ground clutter would overlap. EDIT: Thanks for the patch! How do you make these in FO4Edit? Is there a youtube video to learn how to do this, or do I need my PhD in modding?
  9. Yeah, I figured it out, and posted on my stupidity just before you posted. What fooled me was, MO2 doesn't notice if master files change mid-list, so you have to kill MO2 and re-open it for it realize that the ESP no longer requires a certain master. It's at the bottom of the last page if you want to marvel at my dim-ness.
  10. Gack, nevermind I'm a bloody idiot. There's a Master Plan patch for WR, and it overwrites the ESP. That's the damn problem. *uninstalls*
  11. By the way, I've noticed that "The Master Plan" is actually a required master for Workshop Rearranged, but the guide makes no mention of installing it. Also, missed a couple of mods because I grabbed them while setting up the main modlist. Sim Settlements: Industrial Revolution - from kinggath himself. Crafting Workbenches - Far Harbor DLC - adds Far Harbor items to Crafting Workbences Crafting Workbenches - Nuka World Support - from same author, for Nuka World items
  12. Cool, so I'm deactivating Settlement Resources Rebalanced, and Vanilla Extensions. I'll leave The Master Plan active for now, since I may want some if its other tileset mods later. The Core Patches really need a Readme that outlines what the different patches bring to the table. I never would have known that if you hadn't told me.
  13. So, Vanilla Extensions can be ditched, then, it seems. Settlement Resources Rebalanced is also my primary Build Limit surpasser. If I ditch that, do you have a better one to recommend? I used to use DDProductions3's Increased Build Limit mod, but given it's age and the fact that he stormed off in a huff, I've been loathe to continue using it.
  14. @Gernash I use the Zephyr Power Armor sub-page, and the Modern Weapons one as well, *usually* without Weaponsmith Extended. However, I was feeling adventurous today, and installed WE too. OH, and there was one other mistake on the main guide. "LooksMenu Compendium" apparently no longer exists. EDIT: I should clarify, the second point of the list was just to see if you already knew if any of those mods were bad news, not to prompt you into laborious testing just for moi. I would love to know if "Welcome to Goodneighbor" is viable with this modlist, if anyone's tried it. I've been eyeing that mod for some time, but haven't worked up the nerve to try it.
  15. Part Two - Everything Else Weather True Storms - never play without it.Lighting Enhanced Light and FX - love what it does to lightingBrighter Settlements Lights - what it says; I take the "softer" option to brighten the radius without making it harshVault-Tec SimuSun Lighting - fixes the godawful Vault-Tec Workshop lighting.Player Mods Face Preset - Ethan - my favorite male face preset. Use it as the baseline for all my characters.Crafting Compact Crafting - smaller crafting station for those cramped, lived-in builds.Armor & Clothing - everything but Black Widow and Real Leather use Armorsmith Extended Replacer patches and have their original ESPs moved into the Optional section. Real Leather HD - visual improvement to the leather armor pieces.Adventurer Outfit - DX's excellent wasteland wanderer armor set.Armored General - armor suited for the General of the Minutemen, by Hothtrooper.Black Widow Armor - great thematic armor for female characters.Proto Vault Suit - better looking and unique Vault Suit designs; I personally use the new "Blue" design as a Replacer for the standard vault suit.Proto Vault Suit Lining - makes it moddable, lets you craft the different style options.True Reporter - give Piper a better outfit AND craft one for yourself.Weapons The Widow Shotgun - awesome unique shotgun with cool little backstoryI also use the Black Widow Armor's retexture for this mod to make it blend in with the armor.Companions Heather Casdin - new voiced companion mod from the creator of Willow for New Vegas. Heather Casdin Assorted Patches - compatibility patches for the above.Unlimited Companion Framework - I use this in place of "Everyone's Best Friend", due to issues that mod has with "Give Me That Bottle."Quests And Adventures Tales of the Commonwealth - the story addon part of Atomic Radio, from the Interesting NPCs team that gave us that mod for Skyrim.House & Zone Overhaul -Lighting Series- All in One - replace the lighting mods listed on the sub-page with this one, which adds in Illuminated BillboardsNuka World Lighting - same mod series as above, but for Nuka WorldRadioactive Signs - same mod series, for large business signsImmersive Windows - same mod series, but adds better lit windows to the urban areas.Goodneighbor Apartment - nice little mod that adds a "Home Plate-esque" home with limited workbench.Sanctuary Bunker Player Home - great home mod from Elianora for a fully stocked basement shelter in Sanctuary; must-have for avoiding early rad storms in Survival Mode. Also has a secondary mod that adds a full perimeter junk fence to Sanctuary (optional; i save for later).I also have the full suite of player home mods from Elianora and RedRocketTV, but not enabled. I intend to try them out one at a time later on in my playthrough. Just want to see them in-game, won't keep most active.Worldspace Beantown Interiors - the only worldspace mod I can't live without. Added WR patch. Trash Removal Scrap Everything - what I use to scrap a lot of garbage and annoying plants. I use the Ultimate version + fix, and keep it at the bottom of my load order.Survival Mode - new category I added, for mods that go with Survival Mode. Survival Options - Holotape/MCM menu that lets you customize Survival Mode to your tastes. MUST HAVE, as far as I'm concerned. Also grab the compatibility patch for Give Me That Bottle (see below).Unlimited Survival Mode - similar to above, MCM menu, some overlap but both do things the other doesn't.Give Me That Bottle - lets you re-use bottles that you fill up in Survival Mode, rather than have them magically vanish after use. Lone Wanderer Fast Travel - lets you repair and even upgrade a (non-ridable) motorcycle that has its own special list of fast travel stop points, including Far Harbor and Nuka World. Runs on fuel, and can still only go to points you find on foot first. Makes Survival a bit less ridiculous.The Red Wave Reloaded - similar to above, but a boat that doubles as a player home AND another fast travel source, hitting the various docks and ports around the Commonwealth, including Far Harbor.Cheats Cheat Terminal - great replacement for debug console in Survival Mode; and generally good to experiment with without burning precious resources.Patches Workshop Rearranged Beta Patches - many of the above mods have compatibility patches for WR located in its FOMOD installer.
  16. So let the FOMOD do its job and take its recommendations, except for Atomic Radio? Okay. This is going to be Part One of a two-part post, listing the mods I add to your wonderful list. This is to serve as a suggestions list, and a request for "Um, don't use that, it breaks things" check. Part One - Settlements (because this half my additional load order right here) Master Plan + Vanilla Extension - adds more snapping points and expands pieces to include vanilla options not unlocked in workshopSnappy House Kit + Snappy DLC Kitstilesets - adds many new tile sets and decos associated with said tilesets.Thematic and Practical - scavenger and raider themed furniture; new outdoor shop standsCrafting Fury 9000 - weapon and armor stands from ElianoraWarehouse Shelves - like Do It Yourshelf but for warehouse shelvesXNJGuy's Filled Mods All-in-One - same as above, but for things like cafeteria trays and other surfacesRebuild - Modular Sanctuary Homes - build new homes in the Pre-War Sanctuary style. General Dave's Wasteland Walls - adds a brand new wall type that looks wasteland-y without being junk fencesMinutemen Morale Pack - adds lots of custom minutemen propaganda itemsConquest - Build New Settlements & Camping - make new settlements + camping, all in one.All Settlements Extended - extends the buildable area of vanilla settlements, minus Bunker HillAll Settlements Extended - Far Harbor - same as above, but for Far HarborLore Friendly Posters - exactly what it saysBasement Living - add basement interior cells to any home. Multiple styles.Settlement Resources Rebalanced - collection of tweaks, increasing resource generators by a mild amount, range of electrical items, etc.G2M Workshop - adds new pieces for vanilla tile sets that blend in seamless with original designGruffydd's Signs and Posters - just what it saysGruffydd's Signs of the Times - adds business signs and the like.Vault Workshop Specific Mods Vault 88 - More Vault Rooms - adds more vault room types, giving your vault a greater visual varietyVault 88 Room Corners Plus - adds corner modules with doors and windows, increasing room layout options.Craftable Vault Elevator for DLC - why take the stairs everywhere?Craftable Vault Cage Elevator - more industrial styleElevator Buttons Fix - fixes that thrice-damned elevator button glitch Bethesda is too lazy to fix.
  17. Okay thanks! My last remaining question is: I remember Atomic Radio tells me to grab the WR patch if I use it. I'm assuming it means the one from the Beta Patch FOMOD. Standard or Replacer version? I'm also using a few extra mods that have patches for that. I assume if I do use the FOMOD installer, I don't install patches for anything already covered by MODWiki, as that's what the Core Patches are for, yes?
  18. Couple things: 1) Exotic Creature Workshop instructions do not indicate to download the Beast Master compatibility patch, but it's a master on the MODWiki Patches. 2) Simply Modular Housing is still a required master of the Core Patch, even though you have it listed as Optional. Again, I request to either remove it as a master or change SMH to "Core". I'd prefer the former, but that's just me. In reply to last comment: so the ModWiki-T49-Patch.esp is no longer necessary? Or the 1.1 changes are rolled into that? Don't want to use the wrong file/version and cause a fubar.
  19. Final stupid question: is the ADDON: ZephyrWarrior's F4 Power Armor Overhaul section updated and in the Core Patches, still? I ask because Armor of the Storyteller doesn't account for it's update.
  20. Oh, and a few mods to suggest for Settlement Building. Snappy House Kits > I use this now in place of Snap n Build, and I find it far more useful. Thematic and Practical > adds great "junky" items for a scavenger / wastelander feel. G2M Workshop > this guy adds a lot of much needed parts to the basic wood and metal sets that got left out. The Master Plan > a master mod for a bunch of smaller mods that add new tilesets to the game. Each set is broken into it's own mod so as to minimize overlap if you have a mod that already give something similar. Personally, I consider Vanilla Extensions to be the must-have one of the set, though a few of the others are nice.
  21. Same here! *Begins installing new modlist*
  22. It's a shame this pack has become unsupported. There have been enough updates now that the MODWiki patches aren't valid anymore.
  23. I'm having a very similar issue as a previous poster, with the area by the Red Rocket Station next to Megaton. The Station itself was visible at a distance, but as I approached, lots of Red-Exclamation-Points popped up, and the whole station went black. Oh, and the Nuka Cola machine is mistextured, and twisting like a Lovecraftian wall decoration. When this happens, I can no longer access the system menu (hitting ESC does nothing), and if I open my Pip-Boy, I have the same blue icons the OP mentioned. I can only exit by hitting Alt+F4. Deactivating the NMC texture pack seems to have fix the "station turns black" problem, but that's the only progress deactivating texture packs one at a time has helped. I should note that I got through the entirety of Vault 101 without a single visual hiccup. [spoiler=Load Order]# This file was automatically generated by Mod Organizer. Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm Advanced Recon Tech.esm aHUD.esm iHUD.esm Point Lookout Reborn.esm ArefuExpandedByAzar.esm DCInteriors_ComboEdition.esm AWorldOfPainFO3.esm Mothership Crew.esm Vault 101 Revisited.esm RiversideCafe.esm WastelandGuards01.esm CRAFT.esm FO3 Wanderers Edition - Main File.esm Project Beauty.esm EVE.esm GeorgetownExpansion.esm RH_IRONSIGHTS.esm Xepha's Dynamic Weather.esm Crowded Cities Redux.esm Detect Traps.esm tubrrCompound.esm Enhanced Weather - Rain and Snow.esm xCALIBR.esm UF3P - Exotic Caravans (Essential).esm DarNifiedUIF3.esp STDG.esp MetroCars.esp DC Moods.esp FortIndependenceRedesigned.esp FO3 Wanderers Edition - Main File.esp ArlingtonRestoration.esp Nat_Guard_Refurb.esp tubRRCompound.esp DCStreet - BS.esp Realistic Interior Lighting.esp Rivet City Realignment.esp Temple of the Union Overhaul.esp Another Interior Mod.esp DIFF.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp Blackened RH + FWE + EVE.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp UUF3P - FWE Patch.esp GlowingGhouls.esp PointLookout Moods.esp TiesThatBind.esp Laurens_Bathroom_poetry_V1.esp (TWPC) RIL-UUF3P-DM Patch.esp WeaponModKits.esp RH_WMK_Bridge.esp WeaponModKits - FWE Master Release.esp FO3 Wanderers Edition - DLC Point Lookout.esp (TWPC) DIFF3-UUF3P-FWE Patch.esp Blackened FWE + EVE + Project Beauty.esp 01AtM - Firefly Ranch.esp Xepha's Dynamic Weather - Main + DLC Merged.esp Lone Wanderer Theme DEFAULT.esp DCInt_ARoomWithAView.esp lexx_brahmin-variant-Fo3.esp ChopShopModv13.esp Advanced Recon Gear.esp Advanced Recon Tech.esp Advanced Recon Tech FWE.esp Advanced Recon Range Finder.esp Detect Traps Merged.esp Flashlight-LOS.esp JIP Selective-Fire.esp JIP Companions Command & Control.esp CASM.esp Overhead3PCamera.esp YearlingBooks.esp Confessor Cromwell has a Break_EV.esp CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp RubblePilesFix.esp Enhanced Weather - Weather Sounds in Interiors.esp Dynamic Weathers Merged.esp The Pitt Moods.esp FWEAlienWorkBenchFix.esp Bornagain Zeta Combat Armor Texture Patch.esp UrgeWashingtonBoS.esp Flora Overhaul.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp bzBodySuits.esp BeardsofFallout.esp K9Breeds.esp K9BreedsPatchDLCPitt.esp FeralGhoulTest.esp RagdollOverhaulFo3.esp Headwraps Galore.esp Real Radiation Suit FO3.esp Tribal_DX.esp Chems and Meds Re-Textures Pack.esp schematics2.esp GNR Enhanced.esp JIP CC&C - Amanda (Ties That Bind).esp MegatonClinicRefurb.esp EVE Grenade Explosion.esp WinterizedT51bDX.esp BornAgain Outcast v3.esp UniqueWeaponsRetextured.esp UniqueWeaponsRetextured_FWE.esp RH_FWE_Bridge.esp PlasmaRifleAwesomefiedWMK.esp Assaultrifle_replacers_WMK+RH+FWE.esp overhead.esp WeaponModKits - BrokenSteel.esp WeaponModKits - OperationAnchorage.esp GaryIterrogationHolo.esp DCRWAV-FWE Patch.esp WeaponModKits - ThePitt.esp WeaponModKits - Zeta.esp WeaponModKits - PointLookout.esp (TWPC) DM-UUF3P-DW Patch.esp MoreMapMarkers.esp BaileysCrossingMetro.esp BBBackpacks-v1-1.esp BauPetSupplies.esp Museum.esp K9BreedsMoreDogs.esp PotomacSteamworks.esp Dree Perks.esp CanterburyCommonsInteriors.esp Boulevard of Broken Dreams.esp Existence 2.0.esp ArefuExpandedByAzar-Radio.esp Monticello Park.esp Vault 101 Revisited James Room.esp AutoGates.esp DelaySteel.esp delayzeta.esp RockopolisRebuilt.esp safe_regulator_hq.esp PAL - MERGED.esp MTCBigTownRobotFix.esp Better RC Church.esp delaypl.esp DIM TYPE3clothesRETAIL.esp Exeter-Type3-armor.esp Conelrad 640-1240.esp Brahmin Dairy Products.esp megalight.esp Armor Repair Kits PL - FO3.esp DelayAnchorage.esp Stimpak Counter.esp krzymar-MoonSize_120%.esp (TWPC) BBD-FWE Patch.esp (TWPC) BFO-EVE-UUF3P-FWE Patch.esp (TWPC) WMK-UUF3P-FWE Patch.esp (TWPC) BBB-UUF3P-FWE Patch.esp (TWPC) BRCC-PB Patch.esp (TWPC) BVR-FWE Patch.esp (TWPC) CMRP-FWE Patch.esp (TWPC) GE-UUF3P Patch.esp (TWPC) RRE-PB-FWE Patch.esp (TWPC) WD-DIFF3-UUF3P-FWE Patch.esp (TWPC) K9B-UUF3P-FWE Patch.esp Bashed Patch, 0.esp FO3LODGen.esp
  24. Beta 7 doesn't have this issue. It's been working fine with Fo4 for months. This didn't start until I "upgraded" to Beta 8 update 3 so I could use it for SSE.
  25. Basically, if I run ANYTHING from LOOT, to SSE-Edit, to Wrye Bash, to SkryimSE.exe itself, MO2 will run it successfully, which is good. The problem is, after doing so, MO2 crashes if I try to do *anything* else with it. Hell, even trying to exit it causes a crash. Now for day-to-day playing, this isn't a major deal, but I'm trying to install mods again, and every time I need to run LOOT, or clean an ESP, or recompile a Bash Patch, I have 1) Do Task #1 2) Close MO2 3) Clear the Crash Popup 4) Reload MO2 5) Rinse-Repeat for Every Single Different Task. It's more than a little annoying. Any idea how to fix this?
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