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Gernash

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Everything posted by Gernash

  1. @Jarda There is quite a bit of Missing information in regards to NAC+ENB and "How it Works" I've played with it quite a bit (2-4hrs) and there are some special configs I'll recommend otherwise you will go insane. I'll write up info when I have a chance Just want to finish the CORE installation and review 1st
  2. Thanks I'll Update when I get to the section (just doing the settlements and reviewing everything took hrs.)
  3. mmm https://www.dropbox.com/s/0zodltuyps00k0s/MODWiki-CORE-Patch.esp?dl=0 this is a "cleaner patch" PRE 2.3.0 should have those things removed. Can't help you with 3DNPC_FO4 (Tales of the commonwealth)
  4. Finished Settlemets Apparently not all the doors were AUTO DOORS RESOURCE https://www.dropbox.com/s/g40g7nwx2n7crbp/MODWiki-Doors-Patch%20v2.3.0-17371-2-3-0.7z?dl=0 Patch for all the doors in the WIKI
  5. Raider Overhaul - AE Patch-Restored Content-VIS.esp Removed (i think I've nor got the old load waiting for file copy) NAC-PRC Removed for standalone NAC NewCalibers_extendedWeaponMods.esp Removed The patches will tell you is something is missing. This is why I'm redoing a Full install to attention this confusion.
  6. CORE Patch should do most of the heavy lifting MODWiki-BettersettlersClothing-Patch is for settler clothing MODWiki-CraftingRedirect-Patch moves stuff to the Armor keyword benches from the Chem Bench MODWiki-ModernWeapons-Patch is for the Modern weapons section MODWiki-NAC-Patch is if you are using the standalone NAC Mod Modwiki-WorldSpace DEF_UI-Patch is for BTI compatibility for DEFUI MODWiki-Combat-Patch is for adjusting Combat AI,Distance your settlers chase stuff and Level cap remover for zones (IT's a FOMOD pick and choose) The massive worldspace patches are for the adventurous and require all Worldspace mods etc
  7. AUTODOORS. Anyone currently using them? Do they work for vanilla, homemake and SnB Doors out of the box? I'm slowly going through Settlement the mods and I cant see how the KWD is attached to the doors. Can somebody check if doors auto close. I'm an idiot please ignore
  8. it will be a mesh pointing to something....Most of PA textures are replacers and not separate textures (i.e. Paint jobs) BUT there are a couple that add a materials or mesh that points to their own folder this can cause issues if that mod is overwritten by anything else.
  9. you can beat FO4 with a hammer Scrapping mods are the only thing that breaks stuff as far as I know.
  10. Ah the "patching" in the CORE for PA is for when you dont use the ZF4 the PA-PATCH is if you do use ZF4 and it overwrites the core and Modern weapons basically noting will work without PA patch with ZF4
  11. Last time I looked there was a scripted one and a LList+NPC adjustment type. Please link the ones you are talking about and I'll have a look to see if the Quest issues are just because of an edited quest (can you describe the issue with the Radiant quest you mentioned?)
  12. There is a hide order for the PA textures but I've not posted it.(will happen soon)(not causing your issue) Are you using the MODWiki-PowerArmor-PAtch? T-49 Storyteller armor will have to be converted to the Z4PA framework.(I'm currently reorganizing my MO2 install so I can have a look in a while) try disabling T-49 Storyteller armor just the PA section mods and MW-PA-PATCH and check if it's all working (My patch needs to be after CORE and MODERN WEAPONS)
  13. Yea I need to write a MANUAL on how to play with all these mods........(yet another thing) I'll put a notice on it as I'm not going to do textures for a while. I want them this time around to be in a SET format (like the textures I linked you) Then, make up an instruction list for generating a BA2 archive LOD and ATLAS.
  14. @Jarda The Additional instructions Just contain the information on how to add the new weapons included in v2.372 (2.4 Beta 31) The only thing I've not done is remake the LList for the new weapons. In the instructions I wrote, say to hide the \Scripts only some of the are in the LList from the weaponsmith update. I've started doing it but not complete.(yet another thing to do) At some point I want to overhaul the way this is all done. @Barachiel "SHIFT"+ right click. you are in "Cover" mode. this a part of TAKE COVER You will also "Stick" to walls in this mode.
  15. @Jarda You should be fine, As I said the content(MODS) have not changed just layout etc. current patches will work(They are just a few models behind). I'm just about to start reinstalling so any changes I make from this point will be LOGGED here https://wiki.step-project.com/User:Gernash/ChangeLog
  16. Piles of Leaves suck!! they are a decal type texture and are placed in odd ways with an alpha occlusion so if you see the underside you see a black texture. this is some that are made from internet resources with permission from the owner of the photographs. While playing with them I realized I have to learn about meshes to make then look better as they become scaled down (lower resolution) due to how the game works Dirt https://www.dropbox.com/s/8zqfhss0jfczed8/Vault101_textures_DirtV2.0.3.7z?dl=0 Roads https://www.dropbox.com/s/pivytqk9etrc0u4/Vault101_textures_Road.7z?dl=0
  17. I've tried to make the New layout easier to follow, with information boxes in each section so it does not bleed into a wall of text. The TOC is a floating menu so you can navigate around faster, (it's a WIP as well please comment on any issues you have with it.) Landscapes and MISC Textures will be overhauled again. Do not expect changed for a few weeks in those sections
  18. UPDATE: Moved the Test Page to the Live MODWiki Page Information is more current and Hopefully easier to navigate. I've only removed depreciated/redundant content. IT REMAINS THE SAME. There are UNDER Construction Banners in the unfinished areas. I'll be doing a full mod reload from scratch over the the next day or three and I'll update all the info as I go. The will also be an Updated set of patches in a fomod installer.
  19. @rayhne Yes you can try the tool to see if there are odd things in your save game. just clean and save copy lod the new save save game then check if still borked check https://wiki.step-project.com/User:Gernash/test#Verifying_your_Local_Fallout4_Validity specificaly "Warning:Once you have verified the contents of the DLCList.txt Make sure it's set to read only" otherwise https://forums.nexusmods.com/index.php?/topic/3978000-f4se-error-no-strings-file-for-lstring-id/
  20. Ahh, not seen that before. if your adventurous.... https://www.nexusmods.com/skyrimspecialedition/mods/5031/? ONLY remove unattached instances. I've used this when I got CTD on death load
  21. The issues has not appeared on my system for a long time, I'm unsure what, if anything, I did to resolve it. Good to know it's not just me.
  22. https://wiki.step-project.com/User:Gernash/test#DEF_UI Does this make more sense?
  23. I've not checked for those sort of things, but as far as I'm aware if done through bodyslide (that's right it's not just for making SLOOTS) then these issues are not much of a concern. i.e. WorkshopRearanged has proper meshes and textures.(I believe)
  24. How does this error string appear? it it a windows error/crash? a Papyrus error?
  25. Uploaded MODWiki-BettersettlersClothing-Patch v2.2.5-17371-2-2-5 removed Don't Call Me Settler as a master
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