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Everything posted by Barachiel
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
I tried doing as you suggested. Went to Sanctuary, then to the interior of Diamond City. When I tried to exit DC, the game CTDed. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
I finally got done messing around with installation and spent some time checking the game out, smoothing out issues. I'm having the same probelm @dstansberry is having, with missing areas. I tried using the bUseCombinedObjects=1 edit, but that just makes the game freeze and have to be Alt+F4'ed when I reach those areas. For me, the first encountered area was outside Diamond City. One of the "in-set" areas on the outside of the wall doesn't exist. If you step into it, the world itself goes 95% empty until you can find your way out of it again. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
I don't think vids are strictly necessary, unless it's something you're getting asked about a zillion times, so it's worth it to just make the video, and whenever someone asks again, you can just drop the link on them, and go back to sipping your coffee. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Thanks! My only remaining pertinent question was brought up in Rayhne's notes. Should we be discarding Subtle ENB for Photorealistic Commonwealth? Same for Vivid Weathers. Because going over things, it looks like the intention is to discard Subtle ENB and VW and Darker Nights for PhotoComm. That's how I have mine set up at the moment, at any rate. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Are you using Lexington Interiors? -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
@baronaatista Thanks for the info! @rayhn Cool I'll be sure to add those changes myself if work even lets me go home. *sighs* -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
What INI change did you make? -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
That's a pretty good assumption. I'm used to other modlists missing things and having to fill in on my own. Great, now I've got to go back through and figure out what i added that I don't actually need, then go from there. So it sounds like I don't need extra AE or VIS patches for anything included in the guide, and SKE is also in the Core patch. Did I get that right? Thanks for that pastebin, btw. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
It is? Is there somewhere I can go to find what's included in the MODWiki patches? I see so many, but I have no idea what any of them do. There are all these compatiblity files out there that this guide seems to need, but I don't know which ones are included in what, and which I actually need to provide myself. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
That is one helluva comprehensive list. Might want to add, Workshop Rearranged specifically states if you want Homemaker to work with it without issue, you need to install Settlement Keywords Expanded, but this isn't used in the modlist. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
*blinku* I can do that? Um... *looks around nervously* How? -
Does anyone want a new, up to date Oblivion pack?
Barachiel replied to mpjbay's topic in Step Skyrim LE Packs (retired)
*raises hand* I'd love one! Yes I'm late to the party. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Sorry, sorry, I know if I keep doing this, I'll get thwapped on the head, but I had one more question I just remembered, but I can't edit the last post anymore. I want to use Scrap Everything, and I see earlier in the thread you recommended the Clean Greenhouse Scrap Everything patch to fix the purple texture issue. Problem is, that patch isn't compatible with the current Scrap Everything. I tried renaming the file, but that just breaks the SE DLC esps instead. Is there another way around this? I'd personally rather just remove Clean Greenhouses entirely, but that breaks MODWiki Core.esp. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Alright, I'll stick with CW for the moment then. So I don't even need the third party DLC patches? MODWiki Core has it handled? This leads me to another question i've been meaning to ask for a while. I noticed several mods (Dogmeat's Backpack for one), you don't mention the Armorsmith Extended patches for on the AE page. Same for mods with VIS patches like Raiders Overhaul, Super Mutants Redux, and Synth. Is this because they (or at least your own equivalent) are included in the MODWiki Core patch? If not, is it safe to go ahead and use those patches, or would I be breaking something? I'm just not sure what any of the MODWiki patches contain, and I've not found anywhere that tells me. EDIT: Screw it, I guess I'll get all my questions out in one place, since I'm stuck at work and can't actually work on anything until later tonight. Lastly, do you have any recommended guidelines on adding onto MODWiki? I've got a few questmods like "Fusion City" and "Maxwell's World" i'd to try, as well as a legion of extra settlement mods I would like to plug in. Even a couple players homes. Would any of this stuff be likely to break your patch? And would I be adding them above the MODWiki patches or after? Sorry for all the questions. I'm used to using Wrye Bash to do a bashed patch and sort out any issues I have, but that feature seems to be sadly lacking in the current version. I've tried FO4Edit's Merged Patch feature, but I've never used it before and now sure how to manually sort conflicts properly. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Hey, got a question for you. While digging around for DLC patches for Crafting Workbenches, I noticed that one of the authors I'd gotten them from had done up his own version of Crafting Workbenches and made it more fully featured than the current version. https://www.nexusmods.com/fallout4/mods/17849/? Have you heard of this one? If so, do you think it might be worth swapping out Crafting Workbenches for, given how it's not been updated in ages? Or do you think the third party compatibility patches are good enough? -
Still having this issue. Was hoping maybe someone had found out what was wrong and had a fix for it. EDIT: Nevermind, I finally found it. Deleted the logs folder and the ini file, and that did the trick.
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I've been having this issue since 2.0.8.1, though only if i try to run more than one executable. I get exactly one error free use of ANYTHING through MO2 (LOOT, Fallout4.exe, FO4Edit) but if i close that program and try to run it again, I get a cascade of errors, whining about ModOrganizer.ini not saving settings (which doesn't exist in the location it's searching for). If I just close MO2 after running a program, and reload it, the problem doesn't come up.
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Welp, turns out this problem is back. Dunno how or why. Can't load FO4 with F4SE running through MO2 again. *headscratch* Was having issues with Flawless Widescreen all of a sudden, too; it was rendering the UI invisible ( you can hear it when you run your mouse over where it SHOULD be but you dont' actually SEE anything). Found an alternative fix for my 21:9 monitor though. But it's the F4SE that's pretty much ruining my day.
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm having some strange issues, not fully related to this modlist, but I'm not sure where else to go. 1) When using F4SE with MO2, I get an error message "A component of Fallout 4 Script Extender has stopped working" when i try to run the client. If I close the error window fast enough, the game will load. If I don't, I get hung on a black screen. Also, i can only run ANY executable *once* when using MO2 in Fallout 4 mode. Any attempt to run another executable crashes MO2. Note, I do not have this issue with MO2 in Skyrim Special Edition mode. 2) I use a 2560x1080 21:9 Ultrawide monitor. For months now, I've used the program Flawless Widescreen to fix the UI issues that Fallout 4 has with this. When I converted to MO2 and this modlist, suddenly the UI is inivisible if I have FW on. If I turn it off, the UI is normal, but badly formatted and stretched. Anyone have any idea WTF is causing that? Why would it suddenly do this all of a sudden? -
It won't tell me exactly what's wrong, just that "A component has stopped working." If I close the error fast enough, Fallout 4 will load, but not with F4SE running. If I let it stay, the screen goes black and nothing happens until I kill the Fallout4.exe process. Fallout 4 will load just find through MO2 directly. F4SE runs fine outside of MO2. Not sure what to do here. EDIT: Nevermind, I thought I had the latest MO2 version, but I did not. Updating fixed the issue.
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
You asked for it. :p The first two are indispensable, in my opinion. Vault-Tec Workshop Overhaul This one fixes a lot of the lighting issues, adds better snap points, and is just a good general fix that every Vault DLC owner should use. More Vault Rooms Exactly what it says. Adds more vault room styles mainly in terms of wall paper and paint, but also a few overlooked (for some reason) tilesets Beth didn't give us. Again, I consider it essential. Next up is a choice of two, by the same author. Can't use both. Vault 88 Room Corners Plus This adds more room corners, allowing you to place windows and doors in the corners of rooms rather than dead center, like the unmodded DLC insisted for some reason. It's the quick and easy solution, sticking true to the original DLC's room building. OR Modular Vault 88 Rooms This does the same thing plus more, redoing the entire room building system into something more complex, but gives you more control over layout. It's also not 100% finished, but I have to admit, the tilesets it does work on, it's impressive. But it's a bit of a paradigm shift. Both mods have compatibility patches with More Vault Rooms. Next, a couple of quick additions. Craftable Vault Elevators lets your craft actual Vault-style elevators, a sorely lacking option. And lastly, Snappable Vault-Tec Floormats lets you align those little floormat squares easily. -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
*chuckles* Don't tell me that, or I'll hit you with the half-dozen+ mods I have for working over Vault-Tec Workshop. :p -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
If I may be so bold, might I suggest https://www.nexusmods.com/fallout4/mods/17849/? Crafting Workbenches DLC Alternatives for getting DLC support for Crafting Workbenches? I've been using it for a while now with no issues. The only compatibility question I have with it, is I think it's Ammo Crafting module has to be used in place of the main mods. Aside from that, the only other thing I noticed this list lacking was a section devoted to fixing and complementing Vault-Tec Workshop. Great job! I'm using it as a base for my new mod setup. :) -
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Barachiel replied to Gernash's topic in Unofficial Fallout 4 Guides
Just a heads up for your Patches, but Old World Boston Radio has integrated Nuka World Radio into itself as of version 6.0. So it's no longer needed as a master. -
Oh sorry, I forgot to update this. I fixed it. One of my BSAs got unchecked when I was doing LODGen.

