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Gernash

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Everything posted by Gernash

  1. I Have a dream!!!! and it uses Visibility files that it generates making a large Patch It allows you to see New objects placed in game 3 cells away (as my computer does not have enough Ram. Later I'll make 9 cell version) this patch uses/requires bUseCombinedObjects=1 bUsePreCulledObjects=0 If you don't like my big patch you use the noprevis version this patch uses/requires bUseCombinedObjects=0 bUsePreCulledObjects=1 They both have the same NAVMESH I recommend My large patch as it makes stuff nicer less flicker and texture pop. (try and you will see.) I'm going through textures now and working out what's causing shimmer etc (VERY slow process)
  2. NOTE: With the Scrap patches in conjunction with bUseCombinedObjects=1 you will get a Micro Load wheel when entering a new cell. this should only be for the 1st time entering that cell as long as you use the. Med Setting bForceUpdateDiffuseOnly=0 iTextureDegradeDistance0=1600 iTextureDegradeDistance1=3000 iTextureUpgradeDistance0=1200 iTextureUpgradeDistance1=2400 High Setting bForceUpdateDiffuseOnly=0 iTextureDegradeDistance0=5000 iTextureDegradeDistance1=7500 iTextureUpgradeDistance0=5000 iTextureUpgradeDistance1=7500
  3. MODWiki-Worldspace-ScrapEverything-Patch Uploaded This is a MODWiki-Worldspace-Patch replacer if you are using ScrapEverything. (Now you can scrap everything including your save game! MODWiki-Worldspace-SpringCleaning-Patch (Less intense patch leaves everything in place.) EDIT: I did not add Nukaworld and Farharbor if you need it please tell me I'll add it in.
  4. so what scrap Mods are people using Scrap Scrap? If you all tell me the scrap mods you use I'll go through them and create Scrap inclusive World space mod patch for them. with culling patch for settlements.
  5. Using -bUsePreculledObjects=0 -bUseCombinedObjects=1 I've noticed a lot of the z-fighting (I think it's actually an issue with Occlusion Nif files and bUseCombinedObjects=1 as it allows both textures to function simultaneously) Has vanished, The odd AA issue still persists but I think that is more to do with how the creation engine works. After I update the wiki, I'll be spending some time on Texture overhaul now, as I consider this section Complete. And adding Worldspace mods is quite painless (time consuming though) - I'll create a video as to how to do this and add some resource files. (i.e. my dirty patch versions) this is not Skyrim. you can bash FO4 with a hammer Settlement mods are the only exception And I haven't removed them from the CORE just the Worldspace Patch
  6. MODWiki-Worldspace-Patch v5.1.0-17371-5.1.0 Uploaded There are 2 flavors MODWiki-Worldspace-Patch v5.1.0-17371-5.1.0 has the No preVis flag removed and a Regeneration of all the visability of the Altered Zones included MODWiki-Worldspace-NoPreVis-Patch v5.1.0-17371-5.1.0 has the No preVis flag included and No VIS files it it just the navmesh and items. SO it will work with the instructions on the BTI site in regards to preculling etc. I have "removed" the requirement for HD Project Revised and Gunners BUT!!! The additional items placement etc will still persist in game Hopefully this will Satisfy all the people who Buy into my concept and those that don't. Altered zones
  7. The Modwiki-Realism-Patch resets it all back to the CORE default sorting method. HD Project Revised and Gunners will be removedish later
  8. @ dreadflopp I have to play the "realism" section with a new toon to get a feel for the game play, I'll add a note about the water. (I noticed the water changes in regards to loot overhaul) There are several things that have to be investigated food consumption and radsWater consumption and productionBase weapon damageWeapon Mod associationConsidering adding LM2 in realism mode with some effects removed.(very high requirements)Removing/Restricting ArmorsmithAdding crafting/perk cost to armors and weapons and mods (the ones that are missing.)Basically this section has to be approached in a different manor because the CORE is a little free for all.
  9. Worldspace-Patch and DNV_HAIA Hotfix - resolves PreVis not loading Change the following -bUsePreculledObjects=0 -bUseCombinedObjects=1
  10. +1 baronaatista STEP has many people assisting/reviewing mods and making it the best base. I'm only one guy learning as I go (I'm trying to go to the nth degree when I find a point of interest but I have to learn the ins and outs with minimal info it's time consuming) The Guide is just that a guide. Since I started doing more with the guide people have not agreed with some things, and requested that some things be patched out.(I check out the issues and make a personal choice on it's inclusion) I do not want to create a "Inspired By" mod/overhaul but use peoples work from the nexus as a whole. I've had a think about some of the Patches as to how to distribute them But there is only so much I can do without Having 200 patches for 200 mods. That is not the goal and it's not something I want to do or maintain.
  11. Worldspace-patch I've come across a road block where there is an occlusion plane larger than my computer can handle, I'll have to get more ram. In the Interim I'll release a Worldspace patch without the VIS files and have the NO PreVis enabled so you don't get dead zones. I'll release it later today.
  12. 1. bPipboyDisableFX=0 set pipboy settings to default should be all green now. 2. I see nothing wrong with the icons 3. Body Physics work with Skeleton as per skyrim, the new animations in the works and currently in peoples mods use the nif. 4. Bodyslide Very few people would use it as the default body is sporty not Big bouncy booby big Butt 5. VAFS Peoples gameplay varies and this gives a Bullet time feel 6. I haven't updated the world space section as yet that will be revamped shortly. The wiki is still in early stages I'm starting to consider a script to be able to change game settings to address some of these issues ingame basically you install all the mods then there are overwrites in the Holotape and you can choose you preferred setting in there. But thanks for the suggestions I don't dismiss/ignore them, They are considered but the issues I have is the One shoe fits all problem.
  13. if it's to dark then that is ELFX as the patch is ELFX based. install darker nights and set the default night level lighting mods modwiki light patch darker nights pipboy light there are some adjustments coming for this issues
  14. It was a request, But it's basically the whole reason I've been playing with the world space stuff so I have a BASE to work from as the previous sticktape+Glue approach was just a mess
  15. It's in the load order I've not patched it out as it a rehash/update of teaLz and I do not have permission to do so.
  16. Your computer and game do what ya like :) As previously stated I'll be removing it as a requirement and adding a "lighting patch separate"
  17. The clothing stuff is in the Clothing merge section (it says to hide the esp's) the NAC-PRC stuff can be hidden The other stuff is included in the patching I can see any of the disabled that's needed. YES https://www.nexusmods.com/fallout4/mods/22932/?
  18. https://www.nexusmods.com/fallout4/mods/16457/? https://www.nexusmods.com/fallout4/mods/22798/?
  19. MODWiki-DNV_HAIA-Hotfix V2 for MODWiki-Worldspace-Patch v5.0.0 Uploaded Window still broke
  20. MODWiki-Worldspace-Patch v5.0.0-17371-5.0.0 Uploaded - It is now a thing. Worldspace >>EDITS<< I have made it into a procedure rather than the Pre V5 test versions !!!!!!!!!DO NOT CLEAN THE FILE!!!!!!!! I've run around to all the spots I was having save issues in game and they all seem ok. there is some texture flicker(or 2 textures at once) but that seems to be a LUD LOD issue (I'm playing with it now.) If you find a CTD zone or a place you cannot load a save game from please tell me. NOTE: Save in sanc or inside an instance before updating to be 100% sure you can load your game.
  21. SHIFT+Right CLICK you have activated take cover
  22. AH, Yea sorry I just uploaded it as an esp.
  23. Started the Worldspace v5 https://docs.google.com/spreadsheets/d/1cjNuD7TnNmw2NbaKXklQWNGc4b5lgU4wTzTVv3JlI8U/edit?usp=sharing green is done.... Just linking for interests sake. @KAL HAve you tried disabling the World space patch see if it's the cause? My Sanc is ok I ran around and the patch only touches the bridge. try disabling hdreworked.
  24. Unfortunately writing the instruction for all the things in the Wiki is a job in itself.....
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