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Gernash

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Everything posted by Gernash

  1. uploaded 2.2.1.2 but, this is not a tiny update it's been many, many hrs of alterations.
  2. Not in my version.....this is in progress still RElax :) I did upload a newer version to the nexus
  3. Stable info only for the wiki
  4. Looks like I'm getting Over enthusiastic in culling mods/patches I think I'll be calling this update 2.3.0 in the end as there are a LOT of changes happening (more than I intended) Not my fault!!! you all keep asking for stuff and asking why, for you got that esp and stuff down to 208 eps hmm I wonder if I can get to 200.......
  5. Ya I spotted that one last week I will definitely investigate it later on.
  6. Oh and for people contemplating restarting the game etc, You do not have to. Since the ver 2 of the WIKI I've been adhering to certain rules so it does not BORK your save game. Uploaded MODWiki-BettersettlersClothing-Patch v2.2.1.1-17371-2-2-1.1 Sorry for the extra number I want all the files at the end 2.2.2 and will change IT all once the patching is complete
  7. Ok then looked at Eli's Armour Compendium by Elianora seems as it's a bit of a monster soo... Next section I'll work on is MODWiki-BettersettlersClothing-Patch You guys like slowing down the Bus for toilet breaks....
  8. Eli_ArmourCollection.esp when the guide says to hide that file? hmmm I have no idea what this mod is even in the list It is not attached to anything, just gives you more cloths.... I think I was going to use ti as a replacer for some vanilla cloths. there is a newer version here https://www.nexusmods.com/fallout4/mods/22431/? UM, what may have happened is ArmourCollection was overwriting some of the older models but now it's a separate thing. the Armor Compendium now does the overwrites. (zzzz will add it to the modlist)
  9. in the olden days 230 skyrim started to get iffy 254 is what you should be able to have I'd impose a self limitation of 240-245
  10. Eat more carrots... Um should not be an issue crank up your pipboy light... also when this bit is done I'll post update to the top section and go through Screen calibration and brightness setting for people with budget eyes..... in Photorealistic Commonwealth there is a handle for that adjustment.
  11. Armorsmith All DLC there are 2 as the Name was typo from the mod author and some people used the incorrect name in their mods zzz I Think it's a'll fixed not I haven't checked. I also noticed that Waterworld.esp isn't listed in your load order. YEP - the load order I posted is a reference for anyone trying to install mods before I release the new patch LOOT=BAD Plugins.txt=good Core Gunner patch *and* the MW Gunner patchyep now I have neither.... Various Workshop Rearranged patches that aren't listed in the guideyep it's for prep before pre patching most won't be there at all when I'm done An extra file for Raider Overhaul? (Installed as per the guide, I have AE Restored Content and AE Restored Content VIS but I've no idea where the AE patch file is coming from in your list) yep I make the patch from reference files so there is consistency if you add your own mods to the mix they will be removed when the new patch is released Eli_ArmourCollection.esp when the guide says to hide that file?DOH A file for Functional Displays that has -WI in the filename?Nothing to see here..... Is this just because it's a work in progress and you have weird random things in your load order at the moment or is something going wrong? nothing wrong just left overs for reference while patching Hmmm, I though I was being helpful posting that stuff. As it's only served to confuse people I'll no longer post info just Patch version upload information
  12. IF you hover over it in the right pane it will tell you where it's located, It's a temp patch I made made pre V2 of the Wiki when I was playing with WOTC and World space to circumvent precombined meshes in settlements with the original world space mods. It's verrrrrry out of date and I'd not use it. Mods are changing quite a bit, there is quite a few slots left currently 216 esp I'll try to whittle it down to 210 or less by the end of the weekend So you have 30+ mod slots for your own mods. IF you have a burning desire to merge mods then do the ones that are done and dusted i.e. Group 1 CutWeaponModsRestored.esp CutWeaponModsRestored-Automatron.esp CutWeaponModsRestored-FarHarbor.esp CutWeaponModsRestored-NukaWorld.esp CWMR-Patch-AWKCR.esp Group 2 BetterModDescriptions (All of these together) (Note: I've moved away from this As I run a script that auto calculates the Description name But I keep the Main File as the Author deserves recognition) Group 3 AnS Wearable Backpacks and Pouches Group 4 LegendaryModification (You are missing a few mods in there if you are a complication nut.) That will give you like 10+ slots
  13. Uploaded MODWiki -Power Armor-Patch v2.2.1-17371-2-2.1 that 1, 1 patch AH! AH! AH! AH! AH!
  14. Starting Power Armor I've inspected the Patches and I'm unsure as to why they are depreciated/removed. As they are just adding keywords to DLC PA and without it you will not be able to modify the armor with ZW mod. I do not know if there is a new version coming out. I can't see that there would be any conflict of interest if I re-patch the DLC and for consistency leave the Operation Anchorage Power Armor paint transformation included. IF THERE ARE ANY PROBLEMS WITH THIS HAPPENING PLEASE TELL ME AND I'LL REMOVE THE INTEGRATION
  15. [spoiler=Pre Patch Plugins.txt]# This file was automatically generated by Mod Organizer. *Fallout4.esm *DLCRobot.esm *DLCworkshop01.esm *DLCCoast.esm *DLCworkshop02.esm *DLCworkshop03.esm *DLCNukaWorld.esm *Unofficial Fallout 4 Patch.esp *ArmorKeywords.esm *HUDFramework.esm *NewCalibers.esp *Loads.esm *ConcealedArmor.esm *ZW's F4 Overhaul Master.esm *Arbitration - Resources.esm *Homemaker.esm *Snap'n Build.esm *Settlement Resources Rebalanced.esp *Homemaker - Greenhouse and Bunker Disabler.esp *Homemaker - Streetlights Use Passive Power.esp *OCDecorator.esp *OCDecoratorDLC.esp *OCDispenser.esp *OCDecorator - No Experience.esp *AutoDoors.esp *AD_DLC.esp *SettleObjExpandPack.esp *SettleObjExpandPack-AutoDoorsPatch.esp *CleanSettlement Greenhouse.esp *AES_Renovated Furniture.esp *AkaWaterWorld.esp *Evan_Modular Kitchen.esp *CWSS Redux.esp *SMH.esp *DogBed.esp *OctaviusSentibar_Labels.esp *CREAtiveClutter.esp *dinoshelf.esp *dinoshelf_extra_ammo.esp *dinoshelf_retex.esp *OWR.esp *OWR_CraftableDecor.esp *OWR_CraftableDecor_CW.esp *hdreworkedprojectrevised.esp *D.E.C.A.Y.esp *RaiderOverhaul.esp *Glowing Animals Emit Light.esp *SuperMutantOverhaul.esp *Synth Overhaul.esp *GunnersOverhaul.esp *ImmersiveVendors.esp *Armorsmith Extended.esp *Armorsith All DLCs Patch.esp *Armorsmith All DLCs Patch.esp *Crafting Workbench.esp *Crafting Workbenches - Ammo.esp *Crafting Workbenches - Faction and Quest Requirements.esp *Craftable Armor Size.esp *Craftable Armor Size - Fix Material Requirements.esp *Crafting Workbenches - Removed Crafting Experience.esp *ConcealedArmor.esp *Realistic Guns and Bullets Overhaul.esp *TakeCover.esp *3dscopes-framework.esp *3dscopes.esp *3dscopes-FarHarbor.esp *3dscopes-NukaWorld.esp *3dscopes Add+DLC+BMD Sollus91 Custom.esp *Better Explosives - Normal.esp *Better Explosives - Enhanced Grenades.esp *Better Explosives - Far Harbor.esp *Better Explosives - Grenade Frequency 30.esp *Extended weapon mods.esp *CutWeaponModsRestored.esp *CutWeaponModsRestored-Automatron.esp *CutWeaponModsRestored-FarHarbor.esp *CutWeaponModsRestored-NukaWorld.esp *CWMR-Patch-AWKCR.esp *CWMR-Patch-Extended weapon mods.esp *Compatibility patch - AWKCR - RGBO.esp *LegendaryModification.esp *LegendaryModification2LM.esp *LegendaryModificationCSA.esp *LegendaryModificationGroknak.esp *LegendaryModificationMisc.esp *LegendaryModification - DLC Far Harbor.esp *LegendaryModification - DLC Far Harbor (2LM).esp *LegendaryModification - DLC Far Harbor (2LM Concealed).esp *LegendaryModification Combined - 2LM and DLC's.esp *NewCalibers_extendedWeaponMods.esp *Weaponsmith Extended 2.esp *Tracers - Light em up.esp *VaultTecAcceleratedFocusSystem.esp *VaultTecAcceleratedFocusSystem - FarHarbor.esp *VaultTecAcceleratedFocusSystem - NukaWorld.esp *MojaveImports.esp *ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp *FunctionalDisplays.esp *FunctionalDisplays-Collectibles.esp *FunctionalDisplays-AID-VIS-WI.esp *FunctionalDisplays-MISC-VIS.esp *FunctionalDisplays-Patch-DLC-ALL-VIS.esp *EasyHacking.esp *CarryWeight1000.esp *CarryWeight200Strength.esp *No Fusion Core Drain.esp *QuickEnterFromStand.esp *QuickExitToStand.esp *ShellRain.esp *Live Dismemberment - BrutalNoHeadshots.esp *QuickTrade.esp *LooksMenu.esp *LooksMenu Customization Compendium.esp *CBBE.esp *Realistic Death Physics - ALL DLC.esp *The Eyes Of Beauty.esp *TrueReporter.esp *3DNPC_FO4.esp *EveryonesBestFriend.esp *dD-Enhanced Blood Basic.esp *Move (Get Out the Way).esp *FO4Hotkeys.esp *AtomicRadio.esp *Companion Fall Damage Immunity.esp *Arbitration - Button Lowered Weapons.esp *BetterSettlers.esp *BetterSettlersCleanFacePack.esp *BetterSettlersMortalPack.esp *BetterSettlersFarHarborPatchMortal.esp *BetterSettlersNoLollygagging.esp *AzarPonytailHairstyles.esp *Hoodless Scribe Hat.esp *Armorsmith Deserter X.esp *Eli_ArmourCollection.esp *Armorsmith Elianora.esp *PoliceGlassesStandalone.esp *Evil Detective Outfit.esp *Survivalist.esp *WastelandFashion.esp *WastelandFashionAccessories.esp *Wasteland Fashion Armorsmith Patch.esp *RaiderFaceVariety_2.0.esp *TrapperFaceVariety.esp *AA Lots More Settlers and Enemies.esp *AA LMSE_BetterSettlers11c_Patch_Mortal.esp *AA LMSE_FarHarbor.esp *AA LMSE_FarHarbor_BetterSettlers_Patch_Mortal.esp *AA LMSE_VariedRaiders_Patch.esp *Clothing Of The Commonwealth.esp *Crimsomrider's 1950s Feminine Outfits.esp *Settler Sandbox Overhaul.esp *Grunts.esp *Guards.esp *Randomized DC Guard Outfits.esp *SettlersRename.esp *AnS Wearable Backpacks and Pouches.esp *AnS Wearable Backpacks and Pouches - Ballistic Weave.esp *AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp *AnS Wearable Backpacks and Pouches - AWKCR.esp *SalvageBeacons.esp *Dogmeat's Backpack.esp *Generator Fusebox - More realistic version.esp *K9TacticalHarness.esp *Reverb and Ambiance Overhaul.esp *Immersive HUD.esp *No more monochrome - Color setting for the Pipboy!.esp *Scavver's Toolbox.esp *Binoculars.esp *NewRecipesFH-VIS.esp *Arbitration - Recommended Core.esp *Arbitration - Automatron AI.esp *Ephla's Unique Chems.esp *Laurent's Robot Skins.esp *Anchorage Power Armor.esp *Consistent Power Armor Overhaul.esp *FALLOUT4WT.esp *ZW's F4 Overhaul - Power Armor.esp *ZWPAO - MegaPatch.esp *ZWPAO - Nuka World Patch.esp *ValdacilsItemSorting - Synth Overhaul TAGS.esp *Raider Overhaul - AE Patch-Restored Content-VIS.esp *Raider Overhaul - AE Patch-Restored Content.esp *Raider Overhaul - AE Patch.esp *Weaponsmith - Armorsmith - Synth Overhaul Patch.esp *Weaponsmith - VIS Icon Patch.esp *SuperMutantOverHaul-Armorsmith.esp *WeaponSmith Extended 2 - Survival Ammo Weight Patch.esp *Loads of Ammo - Leveled Lists.esp *3dscopes-AddToSpawnList.esp *Waterworld - Puddle Fix.esp *FAR.esp *NAC-PRC.esp *NAC-PRC-FarHarbor.esp *NAC-PRC-NukaWorld.esp *UltraInteriorLighting.esp *UltraInteriorLighting_Automatron.esp *EnhancedLightsandFX.esp *Pip-Boy Flashlight.esp *Charles River Cell Correction.esp *WET.esp *WorkshopRearranged.esp *WorkshopRearranged_AtomicRadio_Patch.esp *WorkshopRearranged_MojaveImports_Patch.esp *WorkshopRearranged_RenovatedFurniture_Patch.esp *WorkshopRearranged_SnB_Patch.esp *BetterModDescriptions.esp *Plenty 'O' Exploration.esp *StumbleUponInteriors.esp *subwayrunnnerdynamiclighting.esp *BTInteriors_Project.esp *WorkshopRearranged_BTInteriors_Patch.esp *MODWiki-MW-PA-Gunner-Patch.esp *MODWiki-CORE Gunner-Patch.esp *MODWiki - CORE - Patch.esp *MODWiki -Power Armor-Patch.esp *MODWiki-ModernWeapons-Patch.esp *Gernash_PERSONAL.esp *MODWiki-BettersettlersClothing-Patch.esp *MODWiki-CraftingRedirect-Patch.esp *MODWiki-WorldspaceV4-Patch.esp
  16. There is always 1 more.....The Oily Pidgin!! (FlaconOil ) Edit1 Arrg soo many new textures hurts my brain!!! Sigh- I'm not going to Update this mod Till next week I have to go through all the textures again..... Edit 2 OH One more thing I noticed some of the foot paths using different textures. zzzzz I'll go through the texture mods and resolve this as it's Bugging me. Edit 3 Third thought I shouldn't have mentioned it as not you will not be able to un-see it..... Nothing to see here carry on
  17. OK that's all you get this mod update (I was going to do more internal stuff but soo much focus on world space zomg) https://wiki.step-project.com/User:Gernash/ChangeLog#17.2F3.2F2017 Just have to wait for the patch now- Going through and doing a tidy for release.
  18. Thanks for that, I appreciate it. I just like to finish what I start but there are so many things to do and as I do stuff more adventures appear. e.g. In the gunners overhaul section (will be up shortly) there is a resource for a Full metal combat helmet retexture and headlamp soooo I wanty light on helmet so I have to add PA helm light and stuff... it goes on and on and on With the worldspace that is just me wanting better FPS and have WS mods I purchased the 1070 I'm using and was only getting 20FPS in some areas zzzzz (EDIT): I'm adding teh PA Light to anything with a light so you get the Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul) functioning with it.
  19. I'm hiding as this is a WIP and I'm trying to modify wwaaaayyy to much so Until I feel confident with it it's in an oddball location. I can just make a new Nexus page and host it but I don't really want too much attention. With the current "problems" you could imaging 20+ people QQing... Also the Cambridge and other zones will have to go on the back burner I'll re-attend the WORLDSPACE patch after CORE 2.2.2 As I have a functional Path of progress for that I'll get the main bits released then Generate the UVD data for the Navmeshed zones and add the 10 or so that are missing. maybe this guy can help me out ;) https://www.nexusmods.com/fallout4/mods/22732/? (Intended as a joke - my comment that is)
  20. I make the patches manually then make a MASS override patch as a Check all then got through it line by line. Currently the Main patches cover almost every aspect of current mods on the nexus so any new mods are just basic override patches. Currently the "NEW" trend is to use scripts for injection it's becoming a pain in the ars, as I'm not allowed to alter those mods. SO in the future I'll be excluding those types of mods
  21. Modwiki Ver2.2.2 is Under Construction Due to the changes in Worldspace-Patch and the inherent issues with Mods altering cells that are adjacent or co-existing with other mods. I'll Just add a basic load-out and a more advanced one for those that like to take a walk on the wild side. I'll also update the Settler clothing further and update to the latest patches on the nexus as of today 17/03/2017 Gunner overhaul will be included as well with additional clothing/uniforms. Ongoing update LOG (if your not aware) https://wiki.step-project.com/User:Gernash/ChangeLog#17.2F3.2F2017
  22. The Gunner patches were just a quick fix they will be modular bUseCombinedObjects=0 is only for concord bUseCombinedObjects=1 is for the commonwealth This is because of a booboo on my behalf.
  23. TAKE 3 MODWiki-WorldspaceV4.5-Patch Uploaded Removed LI Included Gunners Overhaul- there are no instructions you are not "ment" to have it yet as this will be included in the new core that's on hold while I'm trying tidy up all the worldspace issues- I've added 2 gunner patches 1 for core and one for ModernWeapons+PA use just one of the Gunner patches. includes -14,17 16,11 12,0 0,2 12,-1 6,-4 4,-14 -9,9 -4,-8 -7,-1 This should be all the SWR Zones Starting 3DNPC - 70% complete Tidied other Worldspace mods Navmeshes added some DLC updates. NOTE: THIS IS FOR BTI 8.9.3!!! ATTENTION: As dreadflopp pointed out I'm a miserable excuse for a tester I compiled the patches without bUseCombinedObjects=0 an it the reason people were getting the odd "Occlusion" with BTI ARRRGGGGG!!! I've add UVD data so that should resolve the problem. FILE Size: Looks like tha patch will be large but not monstrous. There may be issues at the edges of this patch I did not align the mesh to the previs and I did not check the result other than concord so if it's all buggy on the other edges (world disappearing) then WOOT!!!! What's happening Thanks for making my weekend all about patching Downloading all latest mod updates Patching Modwiki patches to latest Build and load order update Redo Worldspace with latest UVD data from mods. Sooo sleep will be an optional component apparently.
  24. @GabaZieute Fallout4.ini [General]iNumHWThreads=4 <====the number of threads your processor has NOT HyperthreadingbForceUpdateDiffuseOnly=0iTextureDegradeDistance0=1600iTextureDegradeDistance1=3000iTextureUpgradeDistance0=1200iTextureUpgradeDistance1=2400 Fallout4Custom.ini[Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= [General]uExterior Cell Buffer=47 <====DefaultuGridsToLoad=5 <====DefaultiNumHWThreads=4 <====the number of threads your processor has NOT HyperthreadingbForceUpdateDiffuseOnly=0iTextureDegradeDistance0=1600iTextureDegradeDistance1=3000iTextureUpgradeDistance0=1200iTextureUpgradeDistance1=2400bUseCombinedObjects=0 <====This is what it's meant to be ZZZZZZZ see what happend when doing stuff when tyred......(so you were not kookoo) I build the PAtch without bUseCombinedObjects=0 if you use bUseCombinedObjects=1 it will all work sigh..... not sure what to do at this point I'll have a dream for a bit over it.
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