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Gernash

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Everything posted by Gernash

  1. Oh you work out how to resize FO4Edit?
  2. didn't get an error? in Merged plugins? or if you run a Check to errors in FO4Edit? Merge Plugins hates life if there are errors in plugins
  3. I do not recommend merging Settlement mods that have "hacks" in them. In saying that the procedure for merging mods is choose the mods you intend to merge. Check the file header and include all masters (not vanilla masters and DLC i.e. ESM). Right Click check for Check for errors. Resolve errors before mergingFor an example Clean Snap'n Build [00:00] Checking for Errors in [10] Snap'n Build.esm [00:00] SnB_RealEstate_A128Steps [COBJ:100009E6][00:00] COBJ \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: GLOB[00:00] SnB_RealEstate_A128Steps_Rails [COBJ:100009E7][00:00] COBJ \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: GLOB[00:00] All Done! This is a difficult one to correct as the Global reference is missing.Option 1: Contacting the mod author and asking if it can be resolved is the best course of action.Option 2: Use the force. Using the force the error is a missing global click on another set of stairs i.e SnB_RealEstate_Foundation01_Steps01_A CTRL click it's global right click the global copy as new record into use SnB_GLOB_RE_A128Steps_Rails as the name to conform to the other names use the new form ID in the null reference. Now you have corrected the error. But is it correct??? I do not know. Only the mod author knows the reason for the glitch, it may be intentional as Building mods need odd edits to function at times and correcting edits can break the mod. My rule of thumb :Stay away from Merging Settlement mods. I do not mind at all because the WIKI is at time just MAD ravings as I type it with lack of sleep. Also I'm writing after understanding a topic but somebody new to all this will not have a clue that they just red until they fiddle with it 1st. So I welcome any input to make the guide better for others. Like now I've just got up and not had coffee and I typed all that and rereading it makes me cringe. meh....
  4. re-uploded fonts were not all 14
  5. Updated the BOS style sheet again. Resolved several issues/Bugs.
  6. BOS Stylesheet 4K BOS Stylesheet (Updated 2/3/2017 9.30 am) https://dl.dropboxus...ult-101-BOS.qss 1080p Scaled BOS Style sheet (Newer version of the 4K) V3.0.1 11.18pm 2/03/2017 V3.0.2 https://dl.dropboxusercontent.com/u/73053307/Vault-101-BOS%20-%201080p.qss Installation Copy into Stylesheet folders: Uses the assets of the original BOS Stylesheet. NEW style sheet is called Vault-101-BOS - 1080p.qss make sure you select that in the Configuration--> Style. Configuration (default font size is 14) Use notepad++ to find and replace all the following font-size: 14px to font-size: 28px for 4k I'm making the fields auto size up to 'font-size: 32px' but some of the boxes are resisting me. Once fully working I'll upload to the nexus.
  7. To find out what A FormID point to you CTRL+Click it _SH_Shish [KYWD:3F004C67] is Weaponsmith-VIS Icon Patch I use it for INNR for weapon naming. I've made a cutdown version for Vanilla so it works for both type of installs. With a FormID XX004C67 the 'XX' part refers to the Mod in the load order i.e. [3F] would be Weaponsmith-VIS Icon Patch for you
  8. Yep there are a few of those. The next patch corrects them. the prior patch had a bug and I wanted to get this one out ASAP. the next patch has but bug checking done to it. I'm holding off as I'm playing with a few things before release. Also I'll be combining back into a FOMOD.
  9. (Chem)Jet and (Chem) Jet does not seem to affect the placement of the ICON. I know it's messy/bad coding but I've altered the ICON many, many times trying to get the XML to sort correctly and have introduced slight inconsistencies. if you use c: to store download and Mods then you don't use the MKlink. and all files will be stored in the %appdata% folder if you are using the MKlLnk they 'Look' like they are being duplicated but it's a Symbolic link i.e. a shortcut, hence the little arrow on the folder icon. And the data will be kept to the folder you chose when creaking the MKLink
  10. @rayhne 4K BOS Stylesheet (Updated 2/3/2017 9.30 am) https://dl.dropboxusercontent.com/u/73053307/Vault-101-BOS.qss Removed the download tint
  11. AHHHHH Now I know what your talking about.... Click Configure setting -->General--> User interface--> check compact download interface 1st time you open the download interface you will have to check then uncheck the show hidden button as that page is directly controlled form the MO2 application and the styling does not affect it until you interact with it.
  12. @rayhne When I spoke to mator he said merge plugins works with MO2 in portable mode. you just select modorganizer not NMM and click autodetect and it should find everything. not copying assets... are there any spaces in your folder i.e. c:\my stuff\Mo2 if so change to c:\my_stuff\mo2 is there an error associated with the asset transfer? When I used it it did not work with BA2 all files had to be loose. I do not know if it functions with BA2's now.
  13. The Hover light yellow or the select darker yellow or both? I think that's the portable way it files are in the root section of the Modorganizer folder there are no profiles as such. I'm not 100% sure.
  14. @rayhne 4K BOS Stylesheet (Updated 2/3/2017 9.30 am) https://dl.dropboxusercontent.com/u/73053307/Vault-101-BOS.qss that is just a quick tickle to make it 4k can you look at it and tell me what annoyances you have. Just replace the original file. I'll have the 4k tv setup later tonight and Go over it properly TODO: Adjust some radio buttons to Scale better
  15. hehe, I've looked at the MATRIX so long all I see is blonds and brunets.... Open Fo4Edit SHIFT click ok to load all mods Right click Mods choose filter then I expand the mod I'm integrating and go through folder/subfolder and each line and see what is overwriting what. Red(bad)---Orange(iffy)---Green (OK or new record) if there is a conflict you copy into overwrite to new mod i.e. MyMod IF you have a particular mod you want to include I can make a one off patch for you so you can see how the conflicts are resolved.
  16. @troy559grenade Is what done? @rayhne MO2 does still crash after using an external program. That is normal if you change a file while VFS is running I've no solution for this. I close MO2 and open MO2 each time I edit stuff just in case. Not really an issue if your just playing the game. @rayhne Freakouts!! ​Not sure if this wiki conforms to what others have done in regards to the patches, One mod author referred to it as recreating the game. I think it's just stuff I do in my spare time (so it get's done in spurts when something catches my eye.) ​So questions and freaking out is normal I suppose.
  17. The mods are required as per the list and instruction. I have excluded some of the patches from the requirements as they are redundant. At the bottom is a full load order list https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation as of the date of the creation of the patches. This list changes whenever I update the MODWIKI-Core as I integrate more. There are 2 mods that are "intergrated" with the permission of the authors that better mod naming and Weaponsmith - VIS Icon Patch but the latter I've just made a replacer so it can be used in an either/Or situation for modern weapons and there is consistency with the INNR and weapons don't BORK. Some of the mods i.e. FALLOUT4WT I've written compatibility patches into the Wiki powerarmor patches that are unique (author is aware and have permission) Same goes for the settler stuff it's not just a merge but an overhaul. (I'll be spending more time in this section as each author approached the lists in a different way so I'm going to create a structure so no external comparability patching will be required it will be my own stuff in a logical order(and naming) so anyone can just add ARMO entries to different lists i.e. underwear, leather, hat, neck belt, raider, synth, supermutant etc,etc As a WIP I'm coming across issues with cross comparability with mods so, slowly I'm making a framework for mods to plugin to as I get a better appreciation of how they are made and function. Hopefully this will make life easier for others adding mods.
  18. I played with Merge Plugins but I dont use it ATM the WIKI uses 215 esm's atm so users have 40 free slots when I get up to 220-225 I cull down the list with permissions from authors to include "patches" There are some sections that can and will be merged i.e. Legendary mods, concealed armor, ZF4. as they are not in an update cycle. Portable Mode seems to have issues with running external apps i.e. FO4edit,LOOT I was unable to get consistent results with it. I've not moved to the NEW recompiled version of MO2 as it's too explodey for what I'm doing. you are welcome to play/use it. If you are using the Portable version then you can migrate to the nomal version just copy the portable files into the normal folder as per the guide. Everything in the guide is based about the NON Portable method and If you have issues I cannot help as I do not use it. So you will have to guess how to set up stuff. There may be other users that have it working that way and they may be able to shine light on the topic.
  19. close mo2 Copy all the contents of the Fallout 4 folder to another location (BACKUP) Delete all the contents of the MO2/Fo4 folder Start MO2 and let it create everything again close Mo2 after it's settled down (the bottom box stops spamming setup info.) copy your data back open Mo2 should be good at this point. It's a oddball permissions issue welcome to MO2
  20. so if you copy/paste this into the run box C:/Users/%Username%/AppData/Local/ModOrganizer/Fallout 4 does it open the fallout 4 folder?
  21. that is why you create the virtual link with the MKlink command it's the same place
  22. C:/Users/>>>YOUR USERNAME not this text<<</AppData/Local/ModOrganizer/Fallout 4 is the correct patch, I've updated the wiki. odd nobody spotted it till now. I'll fix up the Styles for 4k when I have time, explaining how to adjust that box is difficult as it's a special case and consists of 3 things that don't like to changed.
  23. https://www.nexusmods.com/fallout4/mods/20520/?
  24. Personally I find Fallout 4 an exploration game more than a shooter, sometimes you get yourself into scraps but nothing to major. With your trusty dog and a companion you should be able to handle most situations. IF your using WOTC then I can see a need for this mod for the extra awesome though.
  25. https://www.nexusmods.com/fallout4/mods/20105/?
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