Jump to content

Gernash

VIP-Supporter
  • Posts

    1,558
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by Gernash

  1. Patch Naming Change - To reflect what's changed. Ver x.y.z x: Major version i.e. Rewrite of the whole patch. y: Minor version i.e. Mod updates that break/incompatable with the MODWiki Patch system. z: Updates and PAtches i.e. My spelling mistakes, added content, updates to interface, new mods The new release version will be 2.1.0 New Patch Release Layout Modwiki-CORE-Patch will be in every version (I'll compile it into a single patch on release) Each Addon section will have it's Own single Patch i.e. Modwiki-ModernWeapons-Patch WorldSpace will have it's Own single Patch i.e. Modwiki-Worldspace-Patch There will be an added choice section in the installer (Future release) that will have a base damage adjuster/ballance
  2. Thanks, I'll review the mods. With the naming changes I'll examine which HUD (the XML config files and ICON Packs) that will be used globally. The HUDframework looks interesting. I'll stare at it later.
  3. DISCORD - Chat and voice server (Free) https://discord.gg/53b7AtJ I've made a public server if it's abused I'll take it down.
  4. If there are any Mods you think enchance the game please tell me about it. I've not stared at the Nexus Lately. The Time is now if your looking for the extra mod to be added....
  5. Added https://wiki.step-project.com/User:Gernash/Inprogress This is at the top of the wiki and will just be running updates so you know the wiki is not dead.
  6. YA I have not played with the "New" version OF MO2. I have been actively watching the progress in the forums in regards to the DEV posts But as far as patches go MO2 version does not matter. I spent a lot of time with the initial MODWIKI but can't devote that amount of extreme time anymore. (up to 20hrs a day) I'll be spending 1-2 hrs a night redoing it for the new Mod Updates. I devoted alot of time to the modern weapon sections and the structure for the core section fell behind (outdated) So I'm Having to redo a lot of it. I'll link a BLOG/Progress at the top of the wiki so you can see the status of it all. I'll update each time I do something to it. Project/Wiki not dead just Gooo Slooow
  7. OK, CORE Patch update for release. Looks like Raider WIP Overhaul Will be bring out a Different ESP from the looks so that will break patches again. What I'll Do is release CORE 2.04 CORE+PA 2.04 Then then Raider Overhaul 12.5 comes out I'll check to see how much it breaks as Modern Weapons and Realism both rely on overwrite and integration patches to function as intended. Things being added Weaponsmith Extended - VIS Icons Patch I was in the process of making a Keyword patch for INNR but this is a nice complete one. This will be Hopefully what all the weapon naming and tags will be based off of. Waiting on author as I have to hack it up a bit for intergration to CORE so it's all seamless through the versions.
  8. @Mr777Nick Are you starting FO4 with F4SE? Does your root F4SE root folder have: f4se_1_8_7.dll f4se_loader.exe f4se_steam_loader.dll (F4SE cannot be installed via MO2 but manually copied into the folder) @StratDOS If you use LooksMenu and it places files in the files into the Overwrite folder(saving presets for later use) then you can just copy them into the LooksMenu mod folder after creation. If you update LooksMenu just use the merge option with the new update.
  9. No you did not miss any thing. The only released newer patch is MODWiki - Worldspace - 204b Patch and MODWiki - ScrapEverything - Patchv2 to help with CTD with scrapping and worldspace patches. I have not as yet released new patches for the latest versions of some of the mods (I've included info in those particular mods in the list.) the patches are stable with the versions listed in the wiki. If you install all the patches/mods to an old save the game should play normally. The only issue is some weapons may become broken because of the INNR naming and Constructed objects may disappear.
  10. The Overhaul patch is the "Main: Patch" and it does all the heavy lifting. if your not running that then most things will not work as intended. You will have to manually create a merged patch yourself. If you install take cover and VAFS it does not mean you have to use them in-game they run in the background and only activate if you use the assigned keys.
  11. What sections are you using?
  12. OK I played with a few of the changes looks like the some mods have been totally redone. I'll have to remake some of the patches from scratch. I'll release them as I complete a section. Core is almost complete with a new Weapons leveled list (adding new keywords).Have made a start on the Power armor section (Having to remake patch basically from scratch)Modern weapons will be later in the week (more keywords and xml stuff).Will look at the new version of the Raider Overhaul tomorrow.
  13. Sorry for not replying I'm everywhere atm Starting patches in a few hrs.
  14. Patches are in place. there have been changes to some of the mode that require overhaul of the patches as the mod names have changed or they have been rewritten.
  15. RL has been invading Gaming time :( The has been Heaps of changes to some of the mods, I've been adding to the patch as I go but I'm behind about 2 weeks in patch changes.
  16. I'll sit down this weekend and do it. I've had a very hectic few weeks.
  17. Sorry for the late reply, Stuff is hectic. I'll re-post the pics in guide later today. Basically you double click on the mod in the left pane then right-click on the file you want to disable then choose hide.
  18. Weird, so did changing that resolve you issue?
  19. this is the topic I'm referring to https://forum.step-project.com/topic/11094-wip-fallout-4-using-modorganizer-2/page-66?do=findComment&comment=184931
  20. How did you move it? copy paste or reinstall via steam? the issue may be the Steam link
  21. Sorry, I was just trying to work out how you had it installed. you cant have it in the FO4 path as that causes other issues. What I was getting at was: Have you moved the FO4 to a new folder? So when you go into steam the property's of Fo4 browse local files is the same place that it's physically located and not c:\program files\steam etc. Also check in MO2 that it's pointing to the correct spot (I've moved mine, yours will be different)
  22. Hmm, is your MO2 installation in a separate folder(i.e. c:\MO2) or inside the FO4 path(i.e. \SteamGames\steamapps\common\Fallout 4\data\mo2)? Last time I saw this issue was the installation location fro FO4 was moved from steam install path and the enduser created a virtual link to where they copied to. VFS in MO2 can't work with a virtual link in a virtual link.
  23. @stegoseal What mods do you run that use F4SE? just looksmenu and achievement Mods? or do you have others installed? All mods have to installed in MO2. except F4SE, shadowboost, enb. Have you been able to run FO4 before the latest update or it this your 1st time running with the guide?
  24. @stegoseal Does FO4Edit an Loot run and see all your Mods?
  25. PWOFarHarbor.esp yea that's for the "realism" section as Pipe weapons overhaul is like weaponsmith and calibers for Vanilla items, I intend to expand on in when I have time. ​Also thanks for the comment!!!
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.