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rhodsey

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Everything posted by rhodsey

  1. HI That's correct. The dividers are basically dummy "mods" that just help you split the guide up so you know what section you are at. Essentially you install the mods from the guide then put the various section dividers between mods from each section. Screenshot from mine for an example: https://gyazo.com/b542fa84dae71075af8533e03870a192
  2. Nope at the moment it doens't use other mods but the guy who made it has make a toolkit to let others make theirs attachable. It's an ESM so doesn't conflict with anything at all. Workshop rearranged is fine. there's a VIS patch for it and the nly thing to remember is to place it after the HUDFramework esm. I've not seen any mod in guide that limits settlers?
  3. Yup doesn't stop you building at all. you just put down a plot and it builds only on that plot. It spawns in everything so you don't have to use your resources (also only the actual plot itself counts towards your settlement limit if you haven't disabled that).around it you can build whatever you like with no issues. He has also cleverly got around the fact Fallout 4 only lets you normall assign someone to one item at a time. IF you assign someone to a house then assign them to something else (another plot type or a Vanilla/non sims settlements settler job) a script runs a few seconds later and assigns them to both. There's a dynamics needs thing so the more you build or the more settlers you have and the higher tier their buildings are the more resources are needed. But literally everything in this mod is configurable so you can turn that off as well. They also pay you taxes (although at present it's pittance for me. Few caps a week). Oh one thing what the settlers or plots become is completely random idea being the settlers choose what to build not you but, if they build something you don't like or doesn't fit, you can just pick the plot up and put it down again and it will re-roll for something else (you also have the option to pickup and move the plot and it build the same thing). The plots themselves use a sensor you can craft but you at the place you get the mods holotape you get given something like 125 sensors for free so shouldn't run out anytime soon. there's other awesome features (like the VIP system) but it's best to just watch either Gophers vid or the mod authers. He actually does really good informative videos (he also brings out a video for every single patch he does showing what he's changed).
  4. Gotta Say Sim settlements is awesome: https://gyazo.com/8f840411923860293cfd029c7c29c8d9 ll I built in that was the walls which is another mod. It really just works then over time they improve themselves. As for the game got about 10-12 hours in now and a few observations: There are a HELL of a lot of types of ammo in this. I've not yet made an ammo bench so hoping I can break it all down into just what I'm using. Building experience is still on i'm afraid Gernash. Didn't realise at first but then suddenly dinged while building. I've had only one CTD which is a miracle for a game this modded so well done on stability. that CTD was near Diamond city. walked around a corner saw a dead super mutant and CTD. But reloaded and walked around same corner with no issue so i'm not concerned One thing I've noticed is, even with my draw distance set to 20000, sometimes I'll get landscape vanishing or popping in even when i'm quite close to it. For example there have been times i've tunred around in starlight drive-in and the screen has vanished for a few seconds (although I can still see clutter on top of it). Not major though it clears up quickly. FPS wise I'm on a stable 60fps. On top of your full guide all I've added is: After the fallout from landscape pluging (put before all other landscape stuff and let them overwrite) Water Enhanced at 4k. Sim Settlements Wedges of the commonwealth PCDug's Build a Wall (gave me those gib all walls and guard posts) Altairp's Animal Farm - Add-On for Sim Settlements SimSettlements AddOn Pack - JtBryant's Utilities Other than that it's your guide. All of the above have installed with no issues that I can tell Most are just addons for sim settlements and the wall one has correctly just integrated itself into the workshop menu with no issues.
  5. The guide lists we should set the draw distance at 3000? Should we have i at 20000 then or have you just done that for yourself?
  6. Theres a FPS limit in shadowboost.ini. It's suggested to put it a few FPS short of your target or whatever your FPs limit is (e.g. if you are going to 40fps put it to 38fps). Otherwise it's constantly redrawing as you're always at that.
  7. Yeah gernash used to have a modern weps plugin and also a more survival lore friendly one but that's pulled at the moment while he works on stuff (also things). I think LM was in both in the end.
  8. It's in the Modern Weapons plugin
  9. Yup there's a VIS patch to add it into the mod settings. I treally just works very very well done mod. Only thing to note is to ensure the ESM is placed before HUDFramework.esm. Other than that it's fine. As I say I've not checked the various addons for it yet but he has a toolkit they follow to do it so presumably they should work fine as well with minimum interruption.
  10. Morning Thanks I've amended NAC to turn off sunglasses. Will play with the night time brightnes later because it was most definitely pitch black on that first night. Other than that lighting is now about perfect although I had to get to a chem station to reset NAC since it didn't give me the holotape at start. One other quirk I've noticed (not a massive thing) is during the startup quests when you get the Power armour and Minigun the actual ammo you get (1200 rounds) is different to what the minigun itself takes so I very quickly ran out and had tor un around pew pewing with my tiny pistol :) other than that game seems very stable so far although I've only been to the museum and back so far. Also for those asking about Sim Settlements I've had a quick look with my very limited knowledge. It seems to just work without any tweaking. It's an ESM and the creator has been very careful to make it compatible with everything. The startup holotape and sensors are added with an injector script so there are no worldcell edits and he's put all the plots in a menu called "special" which seemed to just appear for me int he workshop. I've not checked any of the sims settlements addons yet though. Gernash - Is there anything I'm missing on checking? with it? I had a look at the workshop rearranged page and it said so long as any mods that add to the workshop menu use injectors instead of overwriting the menus themeselves they should work fine?
  11. any idea why night time looks like this in Power armour? https://gyazo.com/07026255c671023d18c24d7475f35b19
  12. I FINALLY have a working build of the game with decent lighting! Thankyou very much Gernahs. Now I can actually play this for the first time since vanilla launch. Never did quite complete it then. Game looking good too (yes I made a female. I don't usually but figured I better justify the sheer amount of clothing mods that get added because of better settlers) https://gyazo.com/ede2d760cb66ce3a93e00dbb3c60ed99 I'm going to play a bit then look at adding sims settlements once I've got to Diamond city and back. Oh for my pip boy I went back and reinstalled Def_ui and its iconslib just to be safe.
  13. Yeah my hudmenu.swf is from def_ui now and has definitely been patched by hid framework. But I'm at work now so don't worry will just go thorough and recheck all my interface mods incase I mentioned something. Re: sims settlements i thought you'd said you'd had a look at it and it was well made just needed icons forwarding in a patch to someone else asking about it. But you might have been replying to someone or something else :)
  14. Yeah my screwup. I patched Def_ui but forgot to hide the one from HUDframework so it was overwriting. But still getting the same plus this added weirdness now: https://gyazo.com/fd4668b2d756862f634c5149aa3f216d I think i'm going to have to go hrough my interfaces section when I get home and see what I missed. After that I think I might actually be able to play the game! You mentioned for Sims settlements that it's fairly robust only think would be to patch so that the icons appeear in the right menus? Have you got one of your famous videos made for that so I can attempt the patch myself? Might be useful for future as Sims Settlements is spawning a lot of plugins of it's own so might want to add more of them. Ahhh. I didn't actually redo the power armour section after reinstalling as thought it was static. will also add that in. If it helps here's a pastebin of my latest Lo_sort master. It includes the load order with FAR.esp etc where you suggested to put it and the mods you said remove removed. Only things missing are T49 and I've got the high -res DLC installed. simply because I'd already downloaded it before seeing you comment it wasn't worth it and figured might as well just leave it there as a base for everything else to overwrite. https://pastebin.com/2A1k0qnf
  15. Those you've marked as "Patched In" I've translated that as "you can hide this it's in my patches". If so best to amend relevant mod install instructions as they're currently included :) Gunners - I've removed then I'm keeping my guide as close to yours as possible to help with testing/support. Armorsith.esp - I've checked and checked again and It's not in your posted load order (including the new one) at all. Is it still necessary to make the copy and rename or a legacy instuction from the old guide? For now I'm just going to assume it needs to load just after Armorsmith.esp The T49 mod? I've not see anything about that on the guide so have left out for now (not even sure what it is just assuming some type of power armour!) Only other one Is the AI hotfix.esp from your patches isn't in your new load order. I'm just putting it at the bottom after all your existing patches.
  16. Hmmm... Just took a wile guess on the last few esp orders and patches. Game loads looks pretty but I've had a few issues. Firstly my pip boy looks like this and doesn't actually show any content: https://gyazo.com/f5347bcc198327abdd96a78e89916441 Secondly I'm getting pop -in from water. It also seems fairly bright but to be honest I'm a little confused if I have NAC on or off half the time :) I can definitely see a slight change but don't know which is which but need to goto a more shadowy area I guess. Anyone any Idea why my pip boy is throwing up it's version of a BSOD?
  17. And the ESP's not in your load order but in mine? Should they be there or should they be removed for some reaons? any specifics on placement etc? Also do I need to install Search and Destroy or is that just in yours because you forgot to remove it after dding on modern weapons?
  18. :) that's why I usually type long-lost in something else the copy them in. But might need a slightly longer answer as some of it isn't a yes/no question
  19. Last post of the morning. Now patches out I ran Lo_sort to run my load order from the list on the guide at present. Below are a few inconsistencies I found: *********************************************************************** PLUGINS THAT ARE PRESENT IN THE MASTER FILE ****** BUT NOT IN THE LOADORDER FILE ***********************************************************************Search and Destroy.esp - You say in guide if using MW pluging don't need this as arbitration covers it? STill valid or do we need this too?PowerArmorT49.esp - Guessing a patch you are testingMODWiki-T49-Patch.esp - guessing a patch you are testingMODWiki-WorldSpace-Patch.esp - no idea why it says couldn't see it. I have this so just manually placed at end of ModWiki patches Figured it out. Your patch as a upper case S the one posted on nexus has a lower case S (see below) The Below are all in my load order but not the one you've posted. I've gone back and checked the relevant mods and there is nothing to say disable the ESP's or not install them? Can you please check if these should be there and, if so, where? AnS Wearable Backpacks and Pouches - AWKCR Power Armor.espAnS Wearable Backpacks and Pouches - AWKCR.espArmorsith All DLCs Patch.espFAR.espGunnersOverhaul.espHDReworkedProjectRevised.espMODWiki-Worldspace-Patch.esp - lower case SNo more monochrome - Color setting for the Pipboy!.espStartMeUp.espWeaponsmith - Super Mutant Redux Patch.esp
  20. Too late sorry I found out! However it doesn't seem to be working properly? I assume I need all the patches since I've followed the guide as you've laid it out? Wasn't sure about workshop rearranged, auto doors etc. So assume I need ModWiki CORE and worldspace v6 patch? HOWEVER the fomod seems to be broken? When I installed it I got all the choices but the patch showed as empty. when I opened it up they were all in their respective folders instead of moving to the root. Edit to add: To test the patches and actually play I've just copied out the various patches to the root. However, with the separate worldpsace patch that contains the BA2 file which worldspace patch .esp do I use? There's one with core and one with the worldspace patch.
  21. Still need to put in the default patches bfore I can test anything :) Also not sure what needs to be tested?
  22. How far off are the actual patches in terms of the auto FOMOD or even just an official list of what we should have now since still can't figure it out from the nexus page plus all these little dropbox patches of some sort or another.
  23. Yup. Just call me nagger in chief :)
  24. Yup tell me about it! :) It does help you see anything though.
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