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Gernash

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Everything posted by Gernash

  1. mmm, ENB's are soo subjective...
  2. Double loot chests and items. I'm beginning to suspect it's a cell issue as it's even with loot boxes.that have not been edited in any way. in eiother V5 or V6 https://ck.uesp.net/wiki/index.php?title=Cell_Reset I'm suspecting the The cell's Encounter Zone is marked 'Never Resets' Note that this is a property on the Encounter Zone, not the Cell or Location.Note that this property affects everything that starts in any cell with this Encounter Zone. Actors 'carry' their initial Encounter Zone with them if they travel across the map, pursue the player, etc. Causing a double up of items. I'll investigate further as it may be just a symptom of no combat boundaries.
  3. And another thing ENB has a disable fake lights this is usually enabled. inside alot of these new areas if you disable fake lights it gets awfully dark. in one room there is a shadow effect of a fan on the floor but no fan in the room disable fake lights and it's gone also the bulb effects as well. eventually I'll get back to ENB's but for now I've been told to do stuff
  4. All good also there is an enbloom setting under the shader in the right panel and you can just change it to default it gives a more cleaner picture if you do not want to turn off bloom Also 1million twiddle handles to fiddle with till it dosen't work.
  5. Bloom is a POS leave it disabled. also save config in the enb so you don't have to keep doing it. Use God Rays and Volumetric Lighting EDIT: You can enable vanilla bloom from the ENB as well it may look better. RANT If you go full lurking in the internet Id's say it's a "Thing" and will be better over time but with the ENB 3.11 I cant get it to work unless I do some major alteration and people play with everything so I can't rectify it. You can use an ENB that does not alter as many things as Photorealistic commonwealth and it will work reasonably (Not perfectly). There are some shader presets out there that do a mighty fine job though. But it's almost impossible to say Hey use ENB for memory control and use this for Shader for lighting and FX,people will most likely enable odd stuff and cause a whole set of new issues.
  6. yes with the elfx control patch if the Holotape is changing Imagespace then Overwrites are useless. you would have to remove NAC and ELFX load game save game then enable NAC and ELFX and not touch the holotapes. ZOMG Scripts!!! this is because the script overwrites the LTMP lighting template the 2nd version of the lighting patch points to different lighting template (not altered by any mod) I'm surprised it does not resolve it. I'll have to find the places and see for myself. When I saw the PICS they looked like BLOOM so I was recommending disabling BLOOM.(Vanilla has a Bloom setting) The only other thing it can be is the lights used in the instance have altered parameters and if that's the case NAC touches almost every type of light in the game. I's say I could change the lighting template to the one used in the institute as a try because I believe the author tried hard to resolve blooming issues there. So you do not use ENB? if that's the case I'd run lighting in a Whole different way.
  7. https://www.dropbox.com/s/t1bn1x97we4mgw0/lighting%20-%20Vanilla.rar?dl=0 this is new vanilla image space for POE Zones. (Yes it makes a difference that you don't use ELFX)
  8. https://www.dropbox.com/s/ilyk44i8jzgxq4m/MODWiki-ELFX_imagespace-Patch.rar?dl=0 This is better patch I made 2 default vanilla imagespaces and linked the instances to them. The problem most likely is they were created with Vanilla lighting and may be just blowing out. This should make them work as intended, as per the vanilla setup. If it fixes you issue please tell me if any other instances are odd This will look like like in the vid, ELFX over NAC
  9. Removed this is a NAC override for those lighting zones currently ELFX is controlling them Please tell me if it helps
  10. You using an enb? if so turn off turn off bloom
  11. load save game in sanc or in a vault/instance. if you load the game in the open world fast travel somewhere 1st to reload base data
  12. @dstansbery https://www.dropbox.com/s/wgqnmlilbqh8xh1/test%20worldspace.rar?dl=0 this is concord patch can you try this and see if it resolves the issue with duplicate items in concord (Not in instances)
  13. bUseCombinedObjects=0 will cause this "issue" bUseCombinedObjects=1(default) should stop this occurring. I've been looking at this, it appears to be pulling precombined mesh info from old data. I'm not 100% I'll update info soon.
  14. Zillion times PRC question
  15. Neither Am I. There will be a Massive revision shortly in the texture section it will all go back into "WIP/Construction" there will be vids and other stuff.
  16. @tfalcone NP happy to help looks like I have to do some upheaval of the CORE and do some rewriting. (only took 1 day off :confused: ) Sooo do you guys want more vids? To describe stuff... I do it a little hard and fast but I don't really want to spend HRS video editing and making scripts etc (LAZY)
  17. @dstansberry Fallout 4 Configuration Tool - By Bilago by Bilago
  18. I'll be updating the WIKI in a bit as NAC is a point of contest with people I'm assuming at this point it's both the weather overhaul + not knowing how to adjust the Gama scaling. New core makes NAC optional. @dstansberry
  19. Arbitrition - Resources.esm isonly for a modular install of Arbitrition. The CORE just uses the Arbitrition - Recommended Core.esp and Arbitrition - Automation AI.esp The Realisim pack I went a bit silly I'll redo it in a few days it uses all of Arbitrition but is basically not needed It will be toned down.
  20. @Rayhne bUsePreCulledObjects=0 this is for loading the WORLDSPACE patch bUseCombinedObjects=0 or 1 This is for when 2 objects existing in the same space Recommend https://www.nexusmods.com/fallout4/mods/102/?tab=2 1st tab type bUsePreCulledObjects change to 0 type CombinedObjects change to 0 Press save bottom Left
  21. I'll go rhodsey's WALL of text and update info. I may have missed deleting stuff(info to patches that are no longer needed) that was requires as there is so much there when I did the Cull. At this point just assume all Armorkeywords ,defui, naming patchs etc are included. https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation that is the modlist at time of writing you can remove any patches not included. there is a program that was linked a few pages ago Program by Dreadflopp https://forum.step-project.com/topic/11999-load-order-sort-lo-sort-simple-lo-sorter/
  22. SKE is not needed with the new version I believe it has a separate menu and I've added a submenu in the build section. (it's in the next patch)
  23. I've patched most things into AE/Keywords and moved things around (into Armorsmith into menues) next core patch will have a lot more of that. Um Scrap Everything patch for Clean Greenhouse Seems to point to old entries I don't think you need the patch. Looking through it looks like all the things are covered that are in the patch. A lot (10-15) ​Compatibility patches have been removed and I wrote new ones into the core that suit it better without having to juggle multiple patches for minor overwrites. Basically if you find something broke just tell me I'll either patch it up Write better instructions Find a work around. (Note: I'll release new patch soon to make the Gunners optional as well as I've had some time to play today and if you want less combat than go for it if you like to lay waste to the commonwealth then you will be able to remove it.)
  24. Uploaded MODWiki-Worldspace-v6.0.2 Complete.
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