Gernash
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Everything posted by Gernash
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wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I've added Handmade weapon ammo to the crafting workbench in the CORE. (no water pistol stuff though and other Nukaworld stuff) There have not been any updates or changes as there is no "breakthroughs" in crafting workbenches if Somebody changed the swf of the workbench to customize the look or created a script for a standalone workbench then I'd dance for joy. I'll load the mod up later and have a look I can see it's got similar menu system to AWKCR/Armorsmith (which I base the CORE crafting redirect on) Changing a mod like that in the wiki would but time consuming as so many parts attach to it. IS there anything in particular your looking for that is in this mod and not in the WIKI? As you should be able to craft anything from the Armorsmith Workbench. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
V5 and V6 Are done differently and are not strictly compatible. You cannot use the the v5 overwrites with v6 I'll make Scrap patches last (I personally don't like them) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Uploaded Worldspace v6 about +80% done Also MODWiki-Worldspace-HAIA_DNV-Hotfix v6.0.0 to suit V6 And MODWiki-Worldspace_Starlight-Hotfix v6.0.0 to suit V6 https://www.nexusmods.com/fallout4/mods/21630/? If you use starlight bright again you need to hide these 2 files. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm about 70% done on V6 of the worldspace patch estimate 500Mb when complete so I feel this has worked out quite well. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
All good Only 1 way to learn... Until we can install a "chip" -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Hmmm do you have [Archive]sResourceDataDirsFinal= bInvalidateOlderFiles=1 it's like you arn't loading mods yea you need the texture packs looks like I wrote the Installation:install the main plugin into "ZW's F4 Power Armor Overhaul" merge the other 3 files over the top. Choose a texture pack either low, standard or high and extract/merger into a new folder "ZW's F4 Power Armor Overhaul-Textures" this folder is lower on the mod list and gets overwritten by "ZW's F4 Power Armor Overhaul" while half alseep you need me to rewrite it? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'll check in a bit you using ZW? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
if it's zoomed in then you right click on it. if you can't see the Pipboy in PA properly exit PA scroll out 3rd person enter PA the see if resolved -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Hangmans ally looks very interesting https://www.nexusmods.com/fallout4/mods/23333/? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Uploaded MODWiki-Worldspace_Starlight-Hotfix for https://www.nexusmods.com/fallout4/mods/21630/? as a test need to hide vis/Fallout4.esm/0000DE1E.uvd vis/Fallout4.esm/0000DE81.uvd Neither of these patches have been cleaned as yet they contain dirty edits (will not affect your game) DO NOT CLEAN. I'll clean the Patches once they go final. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Extracting BA2 Files https://ck.uesp.net/wiki/fallout4/index.php?title=Main_Page I install the creation kit then use the \SteamGames\steamapps\common\Fallout 4\Tools\Archive2\Archive2.exe to extract BA2 files there is an extractor on the Nexus as an alternative https://www.nexusmods.com/fallout4/mods/17061/? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Rayhne Worldspace V6 is up loaded if you save the game in sanc or north of Concord you should be able to load your save game with this version. Disable the V5 patch. This one only does CONCORD down to Superdupermart for now. I'll be plugging away at it so I'll upload with more zones later. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The "issue" is of my making. I'll upload V6 should fix it up -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Dreadflopp Excellent feedback, THANKS!!!!!!! I've as yet not had a change to play with it. I'll adjust the mods to suit the "HORIZONS" game play in due course. (I thought I was done with world space but there are inconsistencies with Ver 5 that annoy me (Ghost items and Zone stitching)) I should have most of V6 done over the weekend. I'll release the new CORE at the same time with new redirect and lighting patch so several Mods will no longer be required in the core. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Audio Is to low, only have a boom mic and webcam mic- I'll hold off and get a new mic and redo these vids. https://youtu.be/dgeTQDHJvq0 https://youtu.be/hBgGi7mzOZw -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
It's been a bit generational v1-v2 just navmehs and pre-vis combos but get the issue with ghosting of objects v3 full blowen "proper" combine "very large" v4-v5 plauing with just VIS files still getting the ghosting with combined objects "VER6" cut down single cell edits of v3 with VIS where needed and navmesh the rest - this will be the final revision unless there is some "Breakthrough" with How this worldspace shananigans all seems to work. This version still requires bUsePreCulledObjects=0 to load the new navmesh data but you can use bUseCombinedObjects=0 without any ghosting side affects. It's larger than the V5 but not a massive amount. I've completed 2 zones and Made a hotfix/patch for Starlight is Bright again as a test. All occlusion issues seem resolved. I'll make a vid on the process and workarounds and how to make a template mod etc. in reguards to the MODWiki and how to workout everything. (It's slow, tedious and repetitive work so don't get too excited.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ya been playing with that as well. Been doing a write up and planing a couple of vids for combining texture packs and HOWto for world space. trying to get a nice vanilla balance vs speed. Only annoying thing I find is some textures, from some mods have overdone the specular and you get this "wrapped in plastic look", Makes me wonder if it's just me.... -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Mine is in both Fallout4.ini and Fallout4Custom.ini [Display] bUsePreCulledObjects=0 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yea, bUsePreCulledObjects=0 loads the VIS bUseCombinedObjects=1 default bUseCombinedObjects=0 you get ghosting of objects Are you using the worldspace patch with VIS (The big one?) perhaps a better question is which world space patches are you using? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
EVB Just the male texture? are you using bUsePreculledObjects=0 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
re you using https://www.nexusmods.com/fallout4/mods/19141/? or EVB -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
RadAway :- you remove wastland imports? CBBE: issue - will look into the nifs and see if there is an isse Sanctuary City - https://www.nexusmods.com/fallout4/mods/2468/? are you talking about the mod or Sanctuary hills? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
<subCategory tag="\[(Perk: Mag|Magazine)\]"> it will only do [Magazine] change lyrConf.xml to <subCategory tag="[\(\[\|](Perk: Mag|Magazine)[\|\]\)]"> if you use Perk: Mag then [Magazine] ..... will be at the top [Perk: Mag] ...... will sort lower in the list the only ICONS I have access to is https://www.nexusmods.com/fallout4/mods/13957/? I do not have the programs to alter it, I can manually add icons with Jpex Decompiler but I cannot "ADD" to the icon list in the same format without the adobe SWF editor. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
updated test patch https://www.dropbox.com/s/7k1lp6cv25fdwlm/Test%20Patch.7z?dl=0 includes northland diggers and moddable robot settlers added https://www.nexusmods.com/fallout4/mods/17500/? to collectors but its more quest and extra junk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://www.nexusmods.com/fallout4/mods/11976/? https://www.nexusmods.com/fallout4/mods/14150/? https://www.nexusmods.com/fallout4/mods/14676/? https://www.nexusmods.com/fallout4/mods/18564/? https://www.nexusmods.com/fallout4/mods/21643/? https://www.nexusmods.com/fallout4/mods/16303/? https://www.nexusmods.com/fallout4/mods/18549/? https://www.nexusmods.com/fallout4/mods/17291/? https://www.nexusmods.com/fallout4/mods/13336/? https://www.nexusmods.com/fallout4/mods/8889/? https://www.nexusmods.com/fallout4/mods/8889/?

