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Gernash

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Everything posted by Gernash

  1. Bugger, I was so excited to share I forgot to do the Jetpacks......Please wait loading....
  2. MODWiki-Power Armor-Patch v2.1.1 Released Features: New Keyword System for Asymmetric Paint jobs for all armor types FO4 WarTags fully integrated New Paint Category "FO4 WarTags" all Paints sorted for Armor version (X01,T60, etc) all Pieces mapped to components and Sorted (Won't mean much bit if you have tried WarTags then WOOHOO!!)
  3. https://discord.gg/wPfAw Jump on here
  4. @MysticDaedra Are you launching MO2 as an administrator? Does all your addons appear in F04Edit and Loot?
  5. There is a modified version of BetterSettlersCCAPack1.1b.esp included in MODWiki-BettersettlersClothing-Patch v2.1.1-17371-2-1-1 to act as an esp replacer. It will Overwrite the one in better settlers if you have the MODWiki patches lower in the modlist order in the left panel. I'm assuming the BetterSettlersCCAPack1.1b.esp was created before the AE Merged versions came out. I have not been able to find a newer version that incorporates the Eli and DX AE Merged versions.
  6. I'm Working on stuff so I need to listen to peoples probles as patches come out otherwise the broken never gets fixed. MODWiki -Power Armor-Patch v2.1.0 Released This is now updated to MODWiki-CORE 2.1.0 Wartags will only work with the 2 paints (Red and Green) that i've comverted last year. I'll do the New paints as soon as I can. Anyone waiting on War of the Commonwealth? if not I can let it slide for the moment There are jobs -Wartags conversion for new paints - next part. -Once all parts are working like little cogs in a maching need to Iconofiy all the Craftable items and Finish the descriptions(I have a script but found a BUG apparently in F04Edit So until that gets fixed I cant make it exelent, Just OKish you will see in 2.1.2 unless the F04Edit get's fixed (Not sure if that's the right term) Next Patch -Overhaul core crafting - Big job -Redo all the Navmesh issues - Bigger Job -War of the commonwealth - (Needs the NAVmesh to be working) - Massive job if vertical spawns is wanted to work.
  7. I'm doing the PA section ATM I did a quick run into concord and I can confirm the instance doors are still there (Overlapping ones with BTInteriors) and the clipping for the Subways I have not played with the holotapes but is I cant resolve it in game I'll make the patches later this week.
  8. oops I just updated the page. The Mod Versions are complete. The patch is a separate Download on the nexus under options. more detailed on how your plugin sections are organized. I'm open to suggestions, I thought it was click the button install the mods... I'll remove the "Realism" mods to make it clearer for now There you go only modern weapons in that section
  9. https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation Updated
  10. MODWiki-WorldSpace All-Patch V2.1.0 is uploaded It is an Overwrite patch of all the worldspace and MODWiki-CORE(VER2.1.2 - The one I'm currently editing live) elements. It DOES NOT include Navemesh Fixes or Pre,Vis culling (NPC running through walls, looking around a corner and the landscape disappears(concord) near some(Lexington) train stations Purple walls appear and disappear etc I do not know if the issues persist with the Latest versions of the Worldspace MODS. I'll go into Bug checking mode after I've Updated The WIKI sections.
  11. I'm currently using https://www.nexusmods.com/fallout4/mods/102/?tab=2 I'll do a rewrite of that section once patches are complete Fallout4ConfigTool is a bit more complicated. And I have some custom settings. my DLCList.txt is DLCRobot.esmDLCworkshop01.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmDLCCoast.esm so just replace yours I've read nothing about it's order but if you were a stickler then DLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esm
  12. unsure where you see that https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation Where is this DLCList.txt?
  13. I'm starting world space now it will be updated today. Power armor will be done as well but I'm stripping war tags out till I convert it (have to mod it a lot)
  14. Make a empty dummy file of Take Cover esp check error on MODWiki-CORE-Patch 2.1.1 delete any errors (usualy come up as white FORMID in italics) CHeck error again if OK clean masters on MODWiki-CORE-Patch 2.1.1 exit and save move MODWiki-CORE-Patch from overwrite folder to mod patch folder Should be golden MODWiki - Armor - Patch.espMODWiki - INNR - Patch.espMODWiki-CORE-Patch. 2.1.1 <-----lowest in the load order on Left side it has to overwrite the XML files for Item sorting.MODWiki-BettersettlersClothing-Patch.espMODWiki - Worldspace ALL - 203 Patch.espI only have a loose patch version of 2.1.0 many many cosmetic changes in 2.1.1 and 30+ bugfixes Ver 2.1.0 was a cleanup of 2.0.3 for latest mods (Removing masters etc) Ver 2.1.1 is continuation of the Wiki.(trying to release all the "ADDONS" as standalone. Ver 2.1.2 is a crafting/workbench overhaul for CORE (TBA) Once you get it running you will understand when you look in your Pip-Boy or home plate.
  15. I haven't done Worldspace or PA as yet. If you use the CORE and no addons then just MODWiki-CORE-Patch. if you use the Worldspace mods then use the MODWiki-CORE-Patch. 2.1.1 and old Worldspace mods that are still listed and old patches 2.0.2/2.0.3 patches
  16. @gurugeorge I'll Definatly look into it. Sounds very interesting. I'm still Updateing all the mods/Patches in the Wiki so it's a bit more seemless. (There is alot of cosmetic stuff to do Menus,ICONS,Naming etc) THANKS for the comments/Feedback!! I mean to complete it as an Overhaul but Time is a major factor, With some of the recent updates, the Patches had to be overhauled so I decided to some remaking/tidying at the same time. UPDATE 2.1.1 Patch streamlining Some mods moved around (in Changelog https://wiki.step-project.com/User:Gernash/ChangeLog) Added extra info to some mods (in changelog) Removed Quite a few mods down to 180ish for full Modern weapon install Updated Weapon INNR and ICONS for almost everything (Except for when crafting (Static item Icons)) Fixed Settler+added clothing Issues CORE Patch After doing the ModernWeapons section i've decided to move all Crafting to the AWKCR workbenches this will be in V2.1.2 (i.e. Crafting Workbench AMMO will be moved and Component>Ammo system used.) I'll keep updating the Workflow notes so you can all see what's happening https://wiki.step-project.com/User:Gernash/Inprogress ENJOY the NEW PATCH!!!
  17. I've been Busy IRL just came back a few days ago to update it all. Only "NEW" stuff is cosmetics and item sorting atm Oh and this for chats etc https://discord.gg/rPUy4
  18. @Marayoor You can chat In discod I just added it for a "Live Support" and questions etc. more people read the posts here. I used the tracer rounds in the modern weapons as it was a mystery when you got shot at night. The tracer mods just add a glow affect to the bullets. There have been some updates to them. Also Loads have tracer rounds (Did not play with that) HUDFramework and DEF_UI Will be a "thing" but I just want to revive the Wiki to a running state before adding more to it.
  19. Updated the Plugin list at bottom of the wiki including Settler clothing.
  20. How are people going In night time play? Do you want tracer fire in Vanilla?
  21. @Marayoor Ah that makes sence. I'll make up the templates from the def ui site and include them in the Modwiki auto installer when I release it in the next version. I'm currently using it at the moment and it helps with the "Immersion"
  22. I made an oops (I didn't include the xml files and an overwrite) will re-upload patch
  23. MODWiki-Core-Patch ver 2.1.0 released The addons have not been done. It will take me time. For those that just use the CORE for their loads ENJOY!!
  24. HUDframework- will be added as it's a feature that will be expanded on by other authors. Immersive HUD - Yesish. The Modwiki uses DEF_UI and the default is for 16:9 format I use 16:10 so the display is abit off. I'll have to install NMM the the spare PC and make up some different rez files as the autopatcher will not run in MO2 (as far as I can tell) https://www.nexusmods.com/fallout4/mods/11063/? - The ModWiki uses a different icon pack and Color settings are in the Wiki as well Not really sure about this mod as it contains a lot swf files. Personally if you are just looking for color PIP-Boy then that is included in the WIKI. Lever action - I've spotted a lot of animation fixers. I've made a list and they will be included in the next version after 2.1.0 Thematic and practical- will look into it when I have more time.
  25. Added Nukacola 7.62x39 ammo rounds for handmade weapons Noticed there are Multiple crafting benches :- TODO will clean up the Workbench Menu to only have the Correct ones displayed and add perk requirements.
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