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
If your using Fallout 4 Loot overhaul then the reduced/minimal loot is a part of that. I'm currently busy with work atm, I've ordered a new video card(1070) this should be arriving today/tomorrow. I've also moved FO4 to a new SSD. There has been Quite a few changes to the World space mods as the authors of the ones we've been using have talked to each other. The new updates/version released have greater compatibility now. Once my new bits get here I'll go over the patches I have and get the next version out. The main things it addresses is the INNR for weapon naming, changes to Worldspace mods and patches for latest MODs (From the Wiki) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
tee hee With the settlement mods. I'll go over them. Might make a addon section to that, for extended settlement mods -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Go hard. I normally look over them and if they add nice expansive features I add them as I go along. Just no Rubber Rabs ones -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I like mod suggestions!! I'll have a look over it. Most things from dlc are added to the armorsmith workbench I'll see what's extra. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ya, Thanks. I saw. I'll spend some time tomorrow to finish up the Innr and get the next patches out. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://f4se.silverlock.org/ Fallout 4 Script Extender (F4SE) 1.8.7 is out. Looksmenu 1.1.6 is out Shadowboost update is not available as yet. Removed Place Everywhere(and 2 other areas) that refer to F4SE version NO. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
There are only a couple of mod authors I'm waiting to hear from, So I'll make up the patches for the weekend and include the extra chem textures,latest version of the conflicting mods and missing DLC item naming. I'm working on The INNR for weapons and better Settings menu atm. Hopefully I'll have that sorted out in the next day or so. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
So far I've only ever notices F4SE and shadowboost not work when updates come out you can run the game by choosing fallout 4 from the executables. The only mods that rely on that are looks menu, Achievements and place anywhere as far as I know. It should not stop the game running. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'll scroll through it later and make then all notices.... -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Mr777Nick HI! I'll add a larger note as your not the 1st to miss that (Not that i did it myself or anything ) Good to see you up and running. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://dl.dropboxusercontent.com/u/73053307/MODWiki/plugins.txt.2016_11_05_23_11_46 copy of plugin.txt backup you can copy into profile and restore Probably missing stuff but should be mostly good -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20Worldspace%20-%20204b%20Patch.7z That is the base file -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
It's a pain to patch out if your using the new worldspace mods versions I'll upload the fixed version i sec the null references are doors and there is 100+ entries to scroll through -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
it's an updated replacement -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
gimme a sec you need new worldspace? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yea the old version with current patches. Because of the 5 Mod updates I've had to redo all the patches. the should be out soon but I was lazy and had a day off -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
not fire patch that is for modern weapons. The combined patch 2.0.4a will be ok. the better settler patch should be this https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20BetterSettler%20-%20MergeTemplate.7z well you could use it but the fire damage would be raised from 1 to about 12 sooooo -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Pipe weapon overhaul is part of the realism section not modern weapons. PWO + Nukaworld I'll fix that up in a bit -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
No you need to use the older version till the next patch I roll out. The are some large changes in his esp -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@rhodsey I Cant see any info around as to why, it's removed rather than hidden. I't may be the mod page is being moved or overhauled. There does not seem to be a Male body replacer out there other than Rubbers Rabs oriented ones. I'll put a note on it but will wait a few weeks and see what happens. @LordKeeNice, I find the Quarries very entertaining as well. This is perhaps the main reason I want the vertical spawns to be usable on WOTC. Maybe have them at level 40 so you have a jetpack or to hard to deal with as there are no stairs to get to some of the spawn points. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
"Is the fuse box generator mod OK to install?" Yep it's non conflicting No, I won't be releasing the patches for general consumption as a standalone. There is a new version of Lexington it has released a version with a Comparability holotape and BT has released a new version so has Subwayrunner. Yet to look over them as MojaveImports has changed his esp's and I'm just going through them 1st. (I've also added some extra mods for chem textures. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://dl.dropboxusercontent.com/u/73053307/MODWiki/Reduced%20fire%20damagev1.7z Just to reduce all the fire damage. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
yep just use the fire patch or your face will melt. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I think, I have the guide Where it needs to be. I've no Plans to do any major alterations to any of the sections. I just want to tidy the Wiki itself but the worldspace/WOTC need to be sorted out 1st.(Once I get an OK from authors about the Worldspace mods I'll finish making the patch and that will be released before the next endeavor) I'm assuming I'll find my next major changes/revision when people (or myself if I ever get the chance) play the game a bit and see what bothers you/me. (I have been playing a bit I clocked 4hrs and keep getting distracted with WOTC :O_o: soo much to fight) "whats the current state of the guide at present? " It's stable/functional WOTC+Worldspace does need patch but I don't want to formally release one until Mod authors are happy. Just remember disable Vertical Spawns in WOTC.(I'm slowly chipping away at making rooftop navmeshes in the spawn areas. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Trokhon Yea, the Patches are a mess, it's all a learning experience as I don't do scrap mods or add Mods that alter worldspace in the same area as a general rule, due to the conflicts and artifacting(Very distracting). Most of the Cool content that's coming out changes worldspace areas to insert their mods, so as the mod community make bigger and better things, the more complicated it all becomes.(unless you just run a couple of mods.) @everyoneelse And for anyone who may get upset with how I did it or what I did, all I used was the creation Kit to open all the mods then altered the navmesh to suit the altered areas then saved to the patch. Any Instance doors inside of another mod's Mesh(i.e modified building) I removed due to CTD issues when zoning out (I do not know how to circumvent this problem it's a "thing".)All the instance doors become "attached" to the new navmesh this is how the CK works. I also reduced instance boxes so you would not have zoning issues while walking around an open world or the cell bug where the world "vanishes" My intent is a seamless game Nothing more.(But I must admit this is going a bit far from My original intent as these 8 mods all create unique problems, None of which are a problem if run individual but only when they overlap each other..) If this is breaking some rule/code of ethics please inform me so I can remove the content and associated mods. UPDATE: I shot off an email to all the MOD Authors that have been combined in this unusual way. IF all seems good I'll continue patching the Commonwealth.(As this is a insane amount of effort, But once done will be a solid base for any future mods to be added to.)

