Gernash
VIP-Supporter-
Posts
1,558 -
Joined
-
Last visited
-
Days Won
23
Everything posted by Gernash
-
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@baronaatista Looks interesting will take a look. The issue I have (for the 7 people that use the wikki ) If I get people to run bash patches or CLEAN Masters or Merge patches then they can include "NEW" ID's (From what I've seen up to date) that I have no idea about. I will not be able to support those people in any way other then a sympathetic pat on the head. If you can install 300 mods then push a button and the world is a happy smiley place then I can delete the wiki and create a link to that page. Then get some sleep (Mator's work is amazing and I use sections of it myself - forcing myself to lean Delphi arrrrg. My comment was not meant to be Inflammatory towards the tools he has provided. But a warning that unless you check over everything and look at all the overwrite(code) and have a basic understanding of "STUFF" then you will most likely run into issues.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
OK I've Readjusted the LL with Wrye BASH taken into consideration and adjusted the settlers,Core and modern weapon patches. I'll do a bit of game play. There were some duplication and multiple entries (compared to the bash patch) I'm assuming this gives a greater chance of the Spawn having that item. The reson for including the ll in the wiki patches is depending on what you use is what the ll needs to be. and if you run Wrye BASH you will have to check all the LL to make sure it's not adding an entry that's not needed (I'm not a Bash patch guy I do not knoe magic tricks). -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@c0c0c0 Short answer: Yes. Wrye BASH works and runs. BUT. It mashes all the level lists together. Example : With Raideroverhaul you will get Vanilla item with RO gear as RO has it's own distrabution list for items e.g. clothing/Weapon distrabutionWith Synth overhaul it removes a fieldWith SuperMutant overhaul it adds Non Wearable Equipment to the LLIf your an expert with Wrye BASH then go hard, you will need to adjust the TAGS to "sort smarter" I've manually done what Wrye BASH does (it was not avaliable when I started.) But I can see it's awsomness and will investigate a way to resolve the mentioned conflicts. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I have not looked into bash patches at all I'll check it out and get back to you -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Uploaded MODWiki CORE v2.2.1 removed SettlersRename.esp -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'll remove SettlersRename.esp I was not aware it was hidden. @Gabazieute Remove all Prior MODWiki-Patches the current ones replace them all. (No damage balance atm - It's OK just not Smooth The issue is at higher level the mobs outstrip the Vanilla weapon damage and everything becomes a boss fight. Also if you use modern weapons some of those weapons are a little to powerful.) @c0c0c0 I Noticed there were a few people installing the WIKI list there are also a bit of INI changes that "Should" be done. It doesn't slop the game working but Makes the overall appearance better. I uploaded at 2.30am so I could get some guinea pigs Feedback in regards to any issues with this set of patches. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Released MODWiki v2.2.0 Should have it all there. I feel this is closer to what the Modwiki It should be. Please tell me if you find any issues or errors. I have not used Water mods in my load order (I'll have to corrent the wiki) Goodnight. NOTE: for those that just use this as a base. I've reduced the Mod requirements by shuffling them all into MODWiki-CraftingRedirect-Patch so if you are rolling your own compliation you have less to deal with. I've remove all the cell and lighting so you should be able to run vivid or darker nights you just have to have them below NAC. Also all the worldspace lighting has been returned to default so Lighting mods can be run after world space. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I have it installed, It just places it into a logical category within the schema of Workshop rearranged. Shot answer Yes Just going through the cleaning process before uploading patches. I've made another patch Called Crafting re-direct. It contains the Armorkeyword and (Settings) naming. It's reduced the amount of requirements for CORE. I'll keep chipping away at it and see if I can shed more mod pre-requisites for CORE. Hopefully this will satisfy the people "just using some of the mods..." -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@baronaatista If you don't run an enb profile just enb itself after the changes it should only be a few seconds. ENBoost only 7sec (was 15) Olympia ENB 30sec (was 43) Photorealistic enb 41sec (was 56-65) So the filters being loaded affect the start time directly. The changes (adding the F4SE folder and removal of redundant F4SE dlls seem to improve game load to menu time by about 10 sec if an ENB profile is used) I'm just focusing on it because I read a lot of stuff Just saying "That's life" but 10sec for adding 1 folder and deleting file dregs is worthy to be put into the guide as Base configuration information. I just wanted confirmation so it was not "just me". -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Added DaedalusProspect's , Weaponsmith Extended - VIS Icons Patch to the thanks and credits -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@c0c0c0 I've added the Weaponsmith naming directly into the Weaponsmith Patch. 2.2.0 has all of the DLC's included as well. OOPS!!!! I forgot to add Weaponsmith Extended - VIS Icons Patch by DaedalusProspect to the THANKS and CREDITS Section - I'm very sorry!!! This is an awesome mod and I'm very thankful somebody added keywords in such a clever way. I've received permission to mod it to suit the wiki. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@c0c0c0 Great MOD spotting!! Yep that's perfect. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The Core Patch has an Overwrite file that had Weaponsmith Extended removed. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@baronaatista OK, I reinstalled FO4 (Like in some WIKI I saw.....) and it seems to have resolved my issue. 2 things I'd like you to try if possible make a \Fallout 4\Data\F4SE folder and in there put the CustomControlMap.txt from the F4SE zip file. If you use PlaceAnyware put the ini file from the mod into there as well and Hide it in MO2 Look in the fallout 4 install folder and check if you have different versions of the dll in there for F4SE if so delete them so only the f4se_1_8_7.dll version is in there (I had 5 versions in mine.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
WOTC Barely has any overwrites, it has Spawn placement and NAV/Patrol info, so anyone else reading this and wanting WOTC, you can use it load it before all the other World space mods. NOTE: There is No weapon balance between Modern weapons and vanilla weapons this has not been added as yet. Due to mod version changes some of the overwrites had to be removed. Once Ver 2.2.0 is released I need to Play with this. Also add a console mod to allow player adjustable damage (To suit you game play) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Also if I don't use War Of The Commonwealth, is it safe to use MODWiki-NavMesh-Patch or it's better to let you smooth its edges a bit more ? Um, the navmesh patch Should be used If you use the world space mods, but, I just tidied it a little from 2.0.x patch versions. It is not the greatest..(1st effort) It wont cause issues (Been playing hours at a time testing different things. no CTD) The main edits in the Navmesh Patch is the areas around the the Subways and removal of some Doors from conflicting mods (I tried the compatibility patches but it left items hanging in the air and buildings stuck in each other. (I don't think this is not an issue with the Mod authors in any way, just the wiki is running to many overwrites and worldspace mods at the same time, also the poor scripts hates me ) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
WOTC can be used just disable Vertical Spawns through the holotape. (Spawns tend to "appear" in non navmeshed areas then don't port to closest mesh causing a CTD) "Does MODWiki -Power Armor-Patch.esp fixes other stuff than having all mods working in the Power Armor Station ?" The Raider PA Raider/Boss works normally in CORE the PA Patch is for ZA Overhaul and Wartags if you have those then you need to have it installed as it modifies the Raider PA and adds all the Spawns to the leveled lists including the ones in WarTags with the correctly applied paint jobs etc for Gunners. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
2.2.0 is not release an won't be for a while as I'm struggling with ENBoost boot time and the water in the game. On my game it's blue and transparent even with every mod turned off and clean ini files (suspecting a script from an old mod or damaged file) Currently Going through clean reload of FO4 To answer the question of Load order. it is located here 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
Try without enb and from steam Takes like 2-3sec (On My system) 10sec wing F4SE and all mods No ENB. I am investigating the issue I assume it's a DOH/FacePalm once I find it. Thanks for your comment it helps me out. (Alt tabbing with ENB is a Misery as well needs to be sorted.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Q: Why are some of the Pictures Missing from the WIKI and forums? A: The S.T.E.P Admin are cleaning up all Members Picture folders (To reclaim space) and Deleting anything that's considered Personal (Screenshots and the like) I'll make a Permanent repository somewhere and replace/re-upload any required pictures from there. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Modwiki Update to Ver2.2.0 is In Progress Many Updates/PatchesSome of the things Included are:Conversion of Weather and lighting to NAC (Will include the ability to use either Vivid/Darker nights/other lighting mods)Overhaul of Pip-Boy Item menu SortingOverhaul of DEF_UI,Pip-Boy,Map styling and Map Icon SupportFull naming restructure of all MISC Items to Support Interface (will mostly NOT support other sorting mods)Full Weapon INNR Keywords support via Weaponsmith Extended - VIS Icons Patch - by DaedalusProspectPA Keyword and Naming via Modwiki INNRSome additional Paints for Automatron Not in this Patch Weapon balancing for CORE or Modern Weapons (I need to go through all this to smooth out Weapon damage scaling as there are too many highs and lows (IMO).What I've missed in the description - Don't remember sooooo many edits, sooooo tired. Q: Will this affect My current save game? A: Nope Q: Really? A: Well.....Maybe have to TAB some items into Workbench but I Don't think so. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@c0c0c0 Not a Typo. WI in Functional Displays - Display Your Collection (The Original Display DLC) is the old version and it not compatible. (I Have not added the custom keys to WI or BTInteriors as yet.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ya it's all just suggestions...... The BOS Version was the last/newest version of the Skin with cleanest code. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I been chipping away at it all.... I have the Pip-Boy interface tidied even further. (I know it doesn't sound like much but ZOMG the effort) Found the WorldSpace patch to be inconsistent (I was using a patched version of the DLC's and when using stock DLC's there are a number of errors) Recreated patch for stock DLC's -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
All good I support comments and opinions. I'll get onto it when I revamp the top half. Oh I sent a message to mator and he said "if you use MO2 in portable mode Merge Plugins works with it"

