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
Self help I'm redoing the top half a little bit (I know I've said it in the past) I've just setup FO4 for my new card (finally) and I'll redo the steps. (I currently have an issue with Enboost loading time 60sec unsure if it's just me I'dd look to see the enb config files of anyone who has a quick loading time with enb 0.311) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
What OS and Video card? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Chasing information. On my computer if I start FO4 it takes about 2sec without F4SE enabled (Once the Black Full screen appears) With enboost enabled it takes about 55-60sec (with F4SE enabled) With without enboost enabled it takes about 6sec (with F4SE enabled) - From mo2 This is persistent running either from Steam or MO2 Does anyone have a solution? Seems odd that enboost should stare at the wall for so long. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yea, Some or the bigger/modern/well known 'enb's' have it all sorted for you for ReShade version 1.1 with 2 and 3 I don't think you have to rename. But the whole concept of ENB+Reshade is from Skyrim where you had 4GB memory ceiling. With the early versions of ENB the features were limited so the ENB+Reshade made made sense. In my opinion with ENB 3.07 and now 3.11 it has very strong fx filters (Not as diverse as ReShade) but can Stand on it's own for a while now. I've been playing with some of the different ones out there and have decided to go with a PURE enb rather than a hybrid. (That and the ease of installation through a Guide form.) So I'll be updating (Shortly) ini section (including software to assist-more complicated but will give a richer knowledge/experience) Default ENB Setup Low/Mid Just enb Memory ManagementMID/High end Photorealistic CommonwealthWeather/Lighting Section (NAC - allows ingame modification/control of alot things.) User Interface (This should give the Most diversity, features and configuration) DEF_UIValdacil's Item SortingGold Kit for Color Pipboy -anti-Black and White Screen-Weaponsmith Extended - VIS Icons PatchHUDFrameworkImmersive HUD - iHUDClean Black Pip-Boy Main File(Any Pip-Boy Texture replacer) Fallout Texture Overhaul PipBoy (Pip-Boy) UHD 4KSatellite World MapZoom-out Extended for World and Local Maps - For 2K 4K 8K World Maps -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Thanks for that will try it out. Checked for beta about a week ago before I started revamping. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Looking for fix for lighting/enviroment flicker (NO/OFF) with emb came across a solution to the BIGGEST WOE IN THE UNIVERSE!!!!! I thaught MO2 was at fault for the laggy into screen......nope frikken grass....Solution Offload Physicx to GPU For NVidia users Fallout4Prefs.ini [NVFlex] bNVFlexEnable=1 YEAYYY no more laggy intro screen.....(Well for me anyway Tested with GTX1070) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Update MODWiki-Power Armor-Patch v2.1.3 Bugfix-Some X01 armor was causing CDT when applying wartags paint. Distant water an annoying bright blue. Waterworld - Blue and Translucent Water I have Wet - Bug fixes Vivid water - will remove I think Waterworld Using VW_Cubemap.dds from vivid still that"Blue" effect Using the default Water seems to to "normal" Ini settings from Real Water Reflections -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I did try the ReShade 3.0.6 and it was working for me but not many ENB's use that at all. DECAY is ReShade V1.1.0 Chalk Outline says ReShade3 in the Name but seems to use ReShade V1.1.0 in the Description(In the downloads it asks for the ReShade V3.0.6) ENBBoost and Reshade do very similar jobs. I'm not very familiar with "enb's" My understanding was You needed enblocal.ini [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=ReShade32.dll To make it work correctly or you have 2 sets of processing happening.(This can cause Shadowboost to not function in some configs.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
YA I agree it's the VW_Cubemap.dds that vivid uses. if you use the default one then it's Grey blue in the distance I'll go through the water mods out there and see if there is a reasonable compromise. Also NAC is very incompatable with the MODWIKI due to the mods used in it. I've made a PAtch and removed MASTERS from the WIKI Patches. So you can use different weather/lighting solutions. Bit cleaner for those that want to use other mods. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Playing FO4 for a while(1+Hrs) Some Zoning out of doors a bit iffy.( I didn't remove the mods via the uninstall menu) Trialing Enbboost Shadowboost NAC Photorealistic Commonwealth Mods removed (I didn't remove the mods via the uninstall menu) Vivid weathers Darker Nights Dynamic fog Interiors enhanced. Looks impressive (My old card could not cut the mustard.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
ENBboost+ShadowBoost+NAC+ENB Seemst to work fine for me. The people with this issue using MO 2.07 or the "New" version? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
MODWiki-NavmeshOverwrites-Patch v2.1.0a Because of the way the patch functions(Similar to a scrapping mod) you need to add this entrt into the custom.ini otherwise you will have the "Sprint Bug" in power armor. [Gameplay] fPlayerDisableSprintingLoadingCellDistance=0 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Where is the MODWiki So, At this point (I think) All the Patches and little test files etc have all been compiled up into the main patches that have been release. It is current to all the Mods it uses on the NEXUS. Whats Next I'm still moving all the crafted items (making them ACKWR compatible)Modern weapons will have the Modwiki damage balance added (This may have been overlooked) with the changes to fire damage.Icons added to craft benches so they doesn't look so plain.Currently I'm happy with the changes with the INNR for weapons and armor newer core patch will be available soon.Back to the Nexus to find more mods to break the Wiki....... If anyone has issues with playing the game with the patches or find something in the interface (ingame) annoying. please post so I can investigate it. At this point I feel the <MODWiki> is Functional I'm leaving the patches separate so I can monitor what people are using and I know where best to spend my time. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
UPDATE MODWiki-NavmeshOverwrites-Patch v2.1.0a Uploaded This is the file I was working on to resolve all the odd issues I was having also reports from People posting about issues. It contains alot of reduntant information as that was what the CK does I have not cleaned it of duplicates and it works as intended. You should be able to use this with SCRAP Mods just ignore Scrap MODS instructions and have this last. (I may have left some precombined objects as they bug save game when you scrap) I've run around all the trouble areas and they seem to work. There will be an updated version to bypass any conflicts with the MODWiki-Worldspace-Patch. Further NavMesh info will be added (Mainly for vertical spawns) NOTE: If Anyone notices Purple walls, Static items or landscape disapearing or mobs running through solid Walls and objects please report where it was and a screenshot if possible. NO I still dont use Scrap Mods. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Update: I've located all my navmesh edits and setup. I'll try to update the world space patch in the next day or so the Placed items/mod changes work as per the old New Navmesh.esp (New Navmesh.esp is not compatible with MODWiki 2.1.x as it uses the old StumbleUponInteriors.esp) -
ModOrganizer 2.0.8.2 I'm having the issue with Base paths.(issue has always been there) Observation: If you change them from the default the application does not run as intended. This seems to be the same problem with usvfs_x64 and FO4Edit as the the location paths seem to act independent to each other i.e. the MO2 application (Setting-->Path panel) and the default location set for usvfs when it's called. (Code typo?) (Might help debugging) Question: I see you have got the Save game management working for SE does this include the Config editor managing the INI files? Question: The Original Umbrella Compile for MO2 was brain melting. I've been watching the posts on the topic. Is there a write-up of the procedure to compiling MO2 from the github? Thanks in advance.
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wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I've had a quick look at ModOrganizer 2.0.8.2 seems to be the same as the taninone version just the SE bits added. If anyone knows different could you direct me to the information? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I Just made a call there. It really depends if you want WorkshopNPCFemale to be old bald Men I left it as older females. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Looking at the eli thing looks like I'll have to write a whole bunch of instruction but it seems to be all present. 2. *Raider Overhaul - AE Patch-Restored Content-VIS.esp You are correct it's a complete replacement. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah well In that case I may have to make a custom injector as there is nothing on Armorsmith. I'll take a look later and update you all.. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Checked over it and it seems OK. Must be alot of new data in the new versions of the mods. I'll fire it up in CK later and navfix it an see if it shrinks down. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Because of the size? That would be NAV meshs. hmmm it is oddly huge -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Not much at this point, just naming conventions, overwrites etc I have not "fixed" the issues that appear using this group of mods together like last time (prior patch) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
MODWiki-Power Armor-Patch v2.1.2 Added Jetpack Skins -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
This is a recent thing only brought up today

