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
Cake mmm I like cake. My intent, in the future, is to have many more world space mods mashed together but I have not "reviewd" many. My be all end all resolution is to regenerate the World with the mods added the "patch" will be 10-20Gb in size and will function seamlessly. I'll also add a vial scrapping patch for settlements. To do this I've had to update the puter as it take alot to generate the information. So that will be happening today/tomorrow then I'll be searching for cool stuff to include as adding 1 extra mods = 2-4hrs of rendering if in multiple zones. So it will be more of a cake bath of chocolaty goodness but will be unusable for anyone adding more worldspace mods to it. What will happen is the world space section with just be BTI and there will be an addon section for World space overhauls for each Zone i.e. Worldspace Diamond city Goodfellow etc Genie Limitations https://www.youtube.com/watch?v=zB1oTrDyu-c -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@theriddick If you can list your worldspace and quest mods I can look at them too Gives me more clues to find the "magic" solution. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
bUseCombinedObjects=0 is what you need that makes 3rd party mods meshes work in game it's REQUIRED so is fPlayerDisableSprintingLoadingCellDistance=0 this only activates in broken areas it's a ingame bug fix removing 3dNPC will resolve some of the issues (Mainly navmesh CTD) only if it crosses paths with other mods. If I new what mods you were using I could make a mashup for them. Spring cleaning AT the very very top the 1st mod anything that overwrites it is a good thing. DO not patch for it. if you want 99% stability use bPreCulledObjectsEnabled=0 BUTBUTBUTBUT you will have micro loads ALLLLL the time and it will make you HULK levels of mad. @c0c0c0 yes your procedure is correct if you want to do massive settlement work. also run from settlement and save do not fast travel as that can cause CTD on 1st save. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
IF you use BTI and 3DNpc just go to university point I have not uploaded the fix for that yet you will see navmesh CTD there you can exit the zone but not enter it from the west entrance also to the south there are floaty/invisible objects -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Oh disable Fallout 4 HD Reworked Project Revised it's method of applying objects may/will be causing you issues (deletes all precombines in a zone where there is an object it replaces.) I've been using it to try and break the game so I can fix navmesh issues as I go. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
fPlayerDisableSprintingLoadingCellDistance=0 fixes sprint bug i.e. you can't run in some places also if you run around scrapped areas the terrain vanishes I have used spring cleaning have it at the very very top above everything else if you delete a vanilla building the original 'ground' navmesh remains the visability i.e what you see lighting and weather effects are generated off this mesh so you get oddities not ctd. navmesh issues are when you have a mod like 3Dnpc + BTI in the same area and cell 1 from BTI thinks vanilla mesh is in cell 2 but 3DNPC is there and then you CTD when stepping over this "edge" Adding objects in settlements the Navmeshes "weld" together they are special zones precombined: you have object 1+2+3+4+5= Precombined 1 you scrap object 3 say a rock then run through that area the game renders the precombined and you step on the scraped "rock" you will either be standing in mid air or in the place where the rock was. If you save the game inside this "rock' and try to load the game it will CTD as it cannot workout how you are inside the terrain as the game still sees the precombined 1st not your save. IF you scrap too much the game get's unstable and saving inside vaults or instances seems to be the only reliable way to keep a save. Scrap mods remove the precombined objects from the worldspace in some areas so you can remove stuff (this causes performance issues) as the game is continously rendering on the fly so much so that it can just CTD due to Pre vis being rendered from defunct navmeshes from scrapped objects. FO4 game engine (in my limited understanding) when you have a broken area goes into failsafe mode. this then calculates everything from scratch (60fps down to 20fps) if it encounters an error you will see it in the papyrus logs if the error is critical then CTD with no warning. Most Scrap mods rely on the FO4 Failsafe to function and in most cases (Not All) scrapping large objects causes cell reset as well. You will read around they Cell reset has been "fixed" a few patches ago that is only the Failsafe rendering is more hard core nothing has been fixed in my understanding just better sticky tape and glue. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
If you crash mo2 you need to restart it as the VFS closes ungracefully and needs to be restarted. This is just MO2 atm., 1. CTDs. - Worldspace/scrap mods 2. Corrupted saves. - Worldspace/scrap mods 4. mo2 crashing needs to restart it as the VFS closes ungracefully- normal behavior 5. Newversion of MO2 is a great step in the right direction but I do not use it as yet due to several reasons,I recommend you trying the old 2.0.7 you can just extract it somewhere it will pick up the other config and just run. 6. symbolic link truly necessary: NOPE. only need it if you move the default file location. The issues with MO2 crashing are normal for this build Resolve the CTD ingame and all will be well Will mod X work etc You need to link the mod so I can look at it Adding Icons to t-shirt this is generated off the INNR and Armorsmith I do not know , link mod Unless you are a PRO DO NOT USE WRYE BASH ZOMG!!!! IF you need to ask why then you are not prepared..... once more I have done all the Leveled lists etc you run the Patcher you will just break stuff. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
OK, crashing issues....... Welcome to Fallout 4 and MO2 the game for me is mostly stable and when it crashes it's because of specific reasons. Do you use any of the world space mods? If so then there is the problem Full stop. IF you use World space mods and Srap mods then it will CTD and if you save in an altered zone you will NOT be able to load that save. Explanation. You may have red me crying about Precombines and Nav meshes. The way people add mods/buildings to world space is to hide the original and drop their building etc on top, this needs either/or/both bUseCombinedObjects=0 and/or No Pre Vis in the records FLAG This un-combines the Precombines(all the objects you see ingame) and renders them separately, This causes the game to load/play at LOW FPS. when you enter or exit an instance (loading door) you will CTD when entering these areas as the NAVmesh is not what it's expecting and it will CTD (save before leaving doors/instance) you need to have fPlayerDisableSprintingLoadingCellDistance=0 active to run in these areas as it has the same issues as Scrap mods. If you load a scrap mod after the MOWIKI- Worldspace mod than you will have even more issues as I've mashed up the edits to try and Combine the NAvmesh, Previs and precombines so it gives you the best chance of running all those type of mods together without regeneration the World of Fallout 4. The MOD-Wiki navmesh is a navmesh WIP as I play and find a CTD zone I remake the Navemesh and add it to that patch. This in noticeable when a Companion attempts to follow you through an area then BAM CTD. you will not notice it as much if you play solo. RESOLUTION Do not use Scrap mods, If you do do not load after Modwiki-Worldspace-Patch or Navmesh-Patch as they will break ther NO-Pre-Vis Do not use worldspace mods Only use 1 worldspace per zone (you will not need Worldspace or navmesh patch) Testing Disable Scrap mods, Worldspace Mods and Modwiki-Worldspace/Navmesh PAtch - You should just play normally unless you have scrapped everything into the DIRT. (Scrapping to much will cause the game to become unstable in those areas) The above will fix CTD issues if you have further problems it's elsewhere are I play the game on and off for 1-3hrs per sitting and beat it with a hammer and use a save from when the game 1st came out.... -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
the item lists are under Fallout4.esm\leveled Item\ {Container} 0006D4A3 Container_Loot_Raider_Safe 001B8812 has raider the prewar one does not. You could remove any armor or weapons from any of the containers in that section -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://www.nexusmods.com/fallout4/mods/1486/? removes almost everything Just specifically those 2 things? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@dstansberry MO2 2.0.7 does not use the INI files the Newer SE version does. Tools can go anywhere but I have them in ModOrganizer2Data folder for the sake of consistency. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
if your using 3dnpc then disable that will stop crashes as it does not play well with others -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@baronaatista WOW!!!!!!!!!!!!!!!!!!!! I'll have a mega stare at that when I get home +10 @AntoniX load order is at the bottom of the WIKI https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Don't need navmesh or worldspace patch there will be 2 doors in concord that are odd just use the holotape from POE to add compatability. A couple of houses in concord may interior flicker but should be it. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
you do not use the worldspace patch if you do not use worldspace mods..... if you sort via ammo then you will have revolvers that use rifle icons etc the reason for the navmensh patch is 3DNPC+BTI Worldspace patch is BTI+subwayrunner and Overlapping Lexington and Plenty of Exploration Worldspace MOD edits is something I'm still working on as it's a FPS/CTD problem. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Dstansberry Sorry I forgot to say thanks for your comments, Just tired at this end. Work commitments are taking a lot of my time. The Wiki is just a stepping stone for mods I've tried to make a solid setup for people to add to or just play as is. If you have issues or just confused, just post I'll sort it out for you. (fingers crossed) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Dstansberry 1) The Weaponsmith Extended - VIS Icons Patch has a cutdown version included in the core to make it compatible with vanilla, this just adds keywords so the Icons are correct in the pipboy. 2) yep you worked out the plugins (CORE is "enhanced vanilla" the plugins just add sets of mods to alter a facet but not necessarily how people would like so I separated them. 3) the Thanks section include Mod authors I've directly talked to and asked for permission if I've altered the mod in some way to suit the wiki. (there are others I've sent emails to but had no response so no alteration has been done to those.) Weaponsmith is a part of the modern weapon section it's just additional mods you add to the sections if you have installed the Modwiki categories all the section format is included in that. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
That's the modern weapons section. Calibers adds Barrel sets to the game via Weaponsmith to alter the ammo type your weapon uses. CCA is paint/skins if you like the skins then use it. if you just want it to hide armor then don't use it. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Custom Combat Armor is a set of "Paints" for Armor like PA overhauls Warsons, ZF4 etc. It supports Craft-able Armor Size But will need Concealed Armor to be patched in (CCA only does Synth and Combat Armor). (CA is for those that hate armor clipping and want to hide it.) You can load it After the Wiki Patches you will just not have the Synth Overhaul Armor or the loot tables. I'd start there if you are going to make a compatibility patch and just play with the Synth section (Install CCA without override and use it as a paint) That will give you the easiest path to integrate the MOD and keep all the features. Yes you are a pest . But I assume others are reading this that are to nevus/timid to ask question so it's a Good Q&A about basic stuff. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Unsure what you mean by rollup. If out go into the mods menu you will see MODS and SETTINGS if you click or select them it will give you a sub menu -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
<subCategory tag="[\(\[\|](PreWar|Food|Raw|Mushroom|Plant|Crop)[\|\]\)]"> Rad food <subCategory tag="\[Cooked\]"> Clean Food -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The XML only allows for 16 sorts the TAGS have mash up of the original tags naming from VIS mainly so if people don't use my sorting they can still use similar icons. I don't feel people would invest to much time in this as the {} are unsortable and have been used since the DAWN of DEF_UI weapon INNR I've used [*] alot as if you use all the naming the weapon font is 2px and unreadable . There are sections in the Wiki CORE that are not patched in atm Weapon damage/ Weapon and RGBO (That is a custom Mix I was using with Balistic drop and Range) [ALCH] Still need to sort RAD food and Non rad food https://www.nexusmods.com/fallout4/mods/12276/? will be added so there is more things you can cook to make safe food in survival mode [AMMO] Done until RGBO is intergrated [ARMO] LM2(modern weapons) added and Concealed armor added some naming added if INNR bugging [COBJ] Adding these to Armorsmith workbenches as I go. [OMOD] Done until RGBO is intergrated The complicated patches in the power armor section Worldspace Patches are a compromise (Stopped playing with them for a bit till I get a small god(Very fast computer) to generate the Precombine and VIS) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
DEF_UI XML {Settings} is a default configuration value in the Flash files {Mod} and {Scrap} are locked to tabs and cannot be sorted in combined sub-orders if left in this way [Perk: Mag] is perk mags in vanilla VIS [Magazine] is Mod Perk mags it doesn't matter to much as they both have the same icon. You will have to have an understanding of the XML structure (I've added notes to the header file so people can make adjustments to suit the order they like and left 1 or 2 sort slots free.) But I +95% of stuff is sorted and HAS correct icons atm so unless you want stuff all over the place then I'd recommend leaving it as is. If you Doubt it just disable my patches and run VIS or Bhaal's (I think Bhaal is more complete but less support in the community) and you will see the difference with icons and hoverover. INNR weapons is controlled by additional keywords and mod INNR PA (if you use ZF4)is controlled with hand made INNR to include all the different addons INNR Armor is armorsmith All the others are either Disabled or left in vanilla state. FO4HotKeys I have no issues running it in FO4Edit the Overwrite is adding the (setting) prefix to it NOTE: you will see (setting) xxx and (setting) xxx the additional space is intentional as you cannot have 2 crafted items with the same name. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
just black text This is a new entry made by the mod that has no conflict with anything else FO4Edit with the FOHotKey.esp (the real one, not a dummy) real one? dummy? I'm unaware of a dummy file. Access violation at address are you using a windows 7 machine? Are you running fo4edit as an administrator (find the exe and right click properties compatibility run as administrator) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I re-downloaded SnB ver 1.9 and I still see the problem, But if I check for errors multiple times 1 error just vanished after a couple of checks. you running version 3.2? I do not know what you mean by 'There are some empty references in Clean SnB'

