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
Yes the {+} is because it it has 4-5 mods the writing is tiny. I left the Legendary component info though. if you want the Whole naming again you can look at the Weapon INNR and drag the info accross (DO NOT ALTER the TOP Section) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm Working on Worldspace V4 but there is a new building type in there that is resisting me. I've sent a message to Chucksteel to re-host 8.9.2 I'll leave the V3 patch as is for BTI 8.9.2 and see is I can work out a path of resolution for 8.9.3 over the next few days. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I've tried to have it the same naming as all the modern weapons as most mods seem to use the naming convention as well as the caliber rounds in most mods. Very few mod authors keep the Vanilla naming convention. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yep normal Scrap broken item new items will work It's how it all works just for ever more use the icon patch with any load out and items will be iconified. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://www.google.com.au/search?q=Beretta+470&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwi6_5qHjNLSAhVLv5QKHafPD_4QsAQIHQ&biw=1172&bih=867 If some items will not change they are not linked to the INNR and will have to be scrapped. All new items (MOB Drops and crafted) should function (if you come accross something like that please tell me.) I've added all the DLC weapons but I may have missed something I only bug catch when Playing I know I've spelled resource wrong for lead or missed a bracket or something -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
CartographersMapMarkers no issues with mod just the map markers may not be compatable. it's because the map you use and the Markers themselves get altered in the swf files I've seen the problem but Not had time to delve into SWF files and find a clean solution or an injector for them. (Basically when you use the HOLOTAPE the item dont appear on the map) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Subway Runner :OK (It's a dungeon crawl) Lexington Interiors :I've come to the sad conclusion that I will be removing this from the modlist as some of the alterations in this mod cause issues with my patch and are unresolvable (I don't think it's because of my limited knowledge just how some edits have been done.) I will keep an eye on it in case it changes. They can be added and removed during playthrough. POT: is a bit of a Zomby fest with high level mobs. (i.e. Zone in doors) BTI will always be the GOTO mod though if you just use that it adds so much added atmosphere. Your modlist ZOMG there are a lot of mods that have LL injection I've not looked at them so I cannot advise.Hmm I might make a Modlist Safe list ot something CartographersMapMarkers - Good luck with this one and DEF_UI Let me think about it a bit OH And I like 3DNPC too it has Quests and stuff and interesting NPC's not PEWPEW 20 Zombies. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@c0c0c0 Good to hear, Very odd about the order change. Only mods in the Wiki that can cause the "Lockups" or Micro freeze i.e. loading a Cell while you enter it. Are: Scrap mods that remove the precombinedBeantown (as it has the No Pre Vis Flag for MAX compatibility)Fallout 4 HD Reworked Project RevisedIt's simple to work out what sort of mods affect this(As long as the authors don't start adding it to scripts). If you open your modlist in FO4Edit and expand them all 1 at a time check if they have a WORLDSPACE section if so expand that and see if it's being overwritten by the modwiki V3 if not it should contain all the XPRI/XCRI if its missing all that info then FO4 will go into Failsafe mode when entering that zone and start rendering every object one at a time (sprint bug/lowered FPS/Micro stutter) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
culling is "I think" people trying to describe the flickering in and out of objects in game. in this case it actually a VIS (Visibility) issue causing it. (By It I'm talking about the 2nd building from red rocket.) usually you put planes/boxes in an instance so the game stops rendering behind it to give you more FPS there are many of these throughout the Worldspace in cities. None in this building so if you cant see things properly the PreVis is not being rendered correctly making objects pop in and out of existence. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
mmm I agree And there are a lot of changes in the new version, -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I used the 8.9.2 when I patched the new 8.9.3 does not fully work with the V3 patch atm -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
thanks Kal 1 Issue though I made the patched yesterday using the older verison BTI SO dont update it I'm going through the process of making a template now to process the latest version -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@C0C0C0 you using the NEW version ov BTI 8.9.3? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
stuck effects from grenades: Not seen that missing walls around the entrance to Diamond City: aware of that not an issue with new patch V3 Only Current issue I'm aware of is SUPER-DUPER Mart area with Black Stone textures and Subway station area. I may remove Lexington interiors entirely as it causes a lot of un-resolvable issues with my patching system. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
not worried just confused. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah have the V3 at the very bottom no scrap mods after it -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Have you disabled the old worldspace+navmesh patch and only running the V3? Transitional CDT shouldn't occor I've welded the instance doors to the new meshes so makes me think you have old patches active. I ran into culling issues in Concord at the 2d building on the right when you enter Concord coming from Red Rocket -​that's redrocket cave entrance zone, you have a mod touching that? I also still got frozen for a couple seconds every time I get near Concord. hmmmm ahhh you using fPlayerDisableSprintingLoadingCellDistance=0 if so change to fPlayerDisableSprintingLoadingCellDistance=4096 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The worldspace patch? all of concord is "patched" it's the simplest just play through or run around check out all the open building interiors. Should be a wonderland of stuff it you have not used any of these mods before -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
IF your using ENB then it's in the enb keybindings either numpad -,* some use F1 or F2 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Fixed even bettera What the? what part of the wiki made the game unplayable? are you talking about the world space stuff or in general? I've not had anyone saying it's unplayable till now please explain!!!! (I do use the loadout for my own game play and it's functional) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
hmmm https://www.nexusmods.com/fallout4/mods/21872/? @c0c0c0 No patches??????? um the game would be the worst mash up imaginable, almost unplayable -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://wiki.step-project.com/User:Gernash/MODWiki#Fallout_Texture_Overhaul_PipBoy_.28Pip-Boy.29_UHD_4K Fixed -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I perused several different types of patches to make these type of mods to work together since Janurary. (Yes I've been /crying since then) it is not a simple thing to combine these type of mods and have a smooth/error free game and still have it compatible with additional mods that I have no control over. In the end I've embraced the following tools Sledge hammerPlasterPaintThe Dark Sidethey appear to have resolved the issues.(not sure as no reports as yet........) The only future issues with 3DNPC will be when I do an overhaul of Diamond City and the navmesh/Pathing issues in there. So I left it in so it can be my new nightmare/Learning experience. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
:( woke up hoping on feedback on the patch..... @c0c0c0 Soo many Q&A yesterday... did not want to remake main patch was close to breakthrough at that point with worldspace, nutted out the last few issues then smashed out the patch 16hr later I presented WONDER GLUE!! I thought happiness and smiling drunk garden gnomes would be everywhere...... Oh well...... -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
SO there you go no more complaining about CTD k?

