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Gernash

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Everything posted by Gernash

  1. yea I can't do much about Scrap everything you can have it's full functionality and crash all the time or have reduced functions and be stable.. Bun untill I finish this 600millin edit patch and run for a while we won't really know. But it may crash peoples computer when the WOTC is actually a war and not a few scermishes... The other thing I noticed is all the extra items that seem to be everywhere clutter etc
  2. Oh scrapping corpses is "r" when the Quest pops up called "Burn Baby Burn". It's part of resources reballanced i think now. new functional displays is 2.0.3 complient
  3. only if you tick the box, they are unchecked by default. and I have info on the right side Box what they are for.
  4. that is a cell screw-up with PA exit PA save exit game load wait 60 sec then get in PA. https://dl.dropboxusercontent.com/u/73053307/MODWiki/test2v4%20miniloads.7z this is the V4 with nif frames and zone laoding so when you enter an over lapping area you will get a mini load then enter the zone(This is a test) Mobs can now transition between areas (they were no patrols in Sanctuary or Concord before as there was no mesh to spawn to, I think.....so much reading) and trying to keep compatibility with scrapping mod zzzz Wish there was more information about all this seems like witchcraft. I've had an explore in CK to get an idea what the cells do but trying to relate that in FO4Edit is most eye bleeding
  5. hitting E on the pipe by the church in Concord - Nothing happens for me but when your in the church and come out the sound drops out I'd say you are moving from 1 mod to another and the pipe is a victim..
  6. I'll check now, if you install the 2 patches with 2.0.2 then that should unstic the NPC's and resolve other navmesh issues. (you can use seperatly) also disable the replacer as per the instructions in the earlier post.
  7. MODWiki - ScrapEverything - Patchv2 https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20ScrapEverything%20-%20Patchv2.7z test2v4 https://dl.dropboxusercontent.com/u/73053307/MODWiki/test2v4.7z OK My CTD have now stopped in Sancutary and Concord, I've carried over the fixes to any other edits I can find see how this goes. NOTE: this is a WOTC problem if you are CTD and not using WOTC please report as that will be a seperate issue.
  8. Must be, You can disable all them MODWiki-Damage Adjustment is bad with WOTC if you dont adjust damage with 3rd party software (more vor vanill play) I'm still getting CTD with WOTC in sanc from mesh errors at vault 111 still hunting for it
  9. test2v3 https://dl.dropboxusercontent.com/u/73053307/MODWiki/test2v3.7z disable the MODWIKI *hdreworkedprojectrevised.esp* replacer try this load order at the end *WOTC.esp *hdreworkedprojectrevised.esp *No Combat Boundaries.esp *Plenty 'O' Interiors.esp *subwayrunnnerdynamiclighting.esp *StumbleUponInteriors.esp *DWUK_LexingtonInteriors_BI_NC.esp *BTInteriors_Project.esp *MODWiki - Overhaul - 203 Patch.esp *MODWiki - Armor - Patch.esp *MODWiki - Weapons - Patch.esp *MODWiki - INNR - Patch.esp *MODWiki - Ingestible - Patch.esp *MODWiki - Leveled Items - Patch.esp *MODWiki - Power Armor - 203 ZW Patch.esp *InteriorsEnhanced-All-In-One.esp *Scrap Everything - Core.esp *Scrap Everything - Far Harbor.esp *Scrap Everything - Nuka World.esp *MODWiki - ScrapEverything - Patch.esp *MODWiki - Worldspace ALL - 203 Patch.esp *test2.esp NOTE: this is only for people using all the WOTC and world space addons this issue is to do with Precombined References I'm just trying to just do the affected zones or you seem to get visual artifacting in other areas or odd plane intersections in the quarries.
  10. The 1st one is just concord 2nd one includes lexington as well
  11. Additional Changes to combined meshes. LexingtonExit03 DiamondCityExt CambridgePointExt UniverisityPointExt BostenAirportExit Unnamed 0000E015 and 000DABC (two coastal areas) https://dl.dropboxusercontent.com/u/73053307/test2v2.7z Just Concord https://dl.dropboxusercontent.com/u/73053307/test2v1.7z Are you all excited..... https://github.com/TanninOne/modorganizer/issues/998#issuecomment-256977321
  12. Yes this was a leveled list issue in 2.0.2 I only updated it in the modern weapon section. I have a note and will update to the core/Realism I'll extend the Test 2 patch to include any other Mesh overlaps (I'm asuming it's the Lexington area that is CTDing as well?
  13. Thanks for the post LordKee, I was a bit broken last night.. Anyone run around concord to verify all the meshes not transparent/translucent Was the CTD gone or still happening?
  14. https://dl.dropboxusercontent.com/u/73053307/test2.7z Further alterations to CONCORD This seems to fix the crashing issue for me with all worldspace mods+WOTC If someone else can fight around the train station (you should be able to see it properly with this patch) And see if it stabalizes it, if so I'll patch up the other entrences. I'm off for zzzzzzz
  15. I added the holotape setting in there. you can disable it from the menu in Misc GAME settings
  16. What I think the underlying cause is Settlement resources rebalanced Workshoprearranged Both have creation and scrap recipes for overlapping items with the Scrap mod and I think this is might be causing the problem. I'll zap off an email and get an opinion from someone who knows more about this issue.
  17. I need to sleep I think 203c done sorry again My failour in delivering the patches does not reflect in the patches themselves. I have tested them yesterday.
  18. Integrated worldspace v3 ZW pa and wartags integration (proper) Wasteland Imports And a couple of cosmetic changes.
  19. uploaded MODWiki CORE v2.0.3b-17371-2-0-3b.7z I had the Z4 PowerArmor mod pointing to the wrong thing. Sorry. Due to the multiple levels of patches it very complicated and I made the Fomod as intelligent as I could, but bugs creep in at 3am.
  20. unshure just found a load order issue *DynamicInteriorFogRemoval.esp *MODWiki - Overhaul - Patch.esp *MODWiki - Armor - Patch.esp *MODWiki - Weapons - Patch.esp *MODWiki - INNR - Patch.esp *MODWiki - Ingestible - Patch.esp *MODWiki - Leveled Items - Patch.esp *MODWiki - Power Armor - Patch.esp *StumbleUponInteriors.esp *DWUK_LexingtonInteriors_BI_NC.esp *BTInteriors_Project.esp *InteriorsEnhanced-All-In-One.esp *DynamicInteriorFogRemoval.esp *DIFR - VIS Patch.esp *MODWiki - Worldspace - Patch.esp *Scrap Everything - Core.esp *Scrap Everything - Far Harbor.esp *Scrap Everything - Nuka World.esp *MODWiki - ScrapEverything - Patch.esp
  21. NOTICE: 2.0.3a PA patch incorrect just checking FOMOD will upload new version in a short while 10min or so
  22. I installed scrap everything and all sorts of issues CTD pipboy not appearing PA light not working. soo many odd issues. remove it runs smooth.. I think it might be to do with other mods all pointing to scrap items. You only run the core? JUNKdeLUXE and myself were running all 3 Investigating some of the cross over areas with subway runner when you run around the buildings some of the meshes disappear...
  23. Hmm I'm running with modwiki world patch after everything at the very end ant it seems to be stable will plany a bit more
  24. Ahh, sorry I didn't notice you were on 2.0.2 Yea I dont seem to get crashes without Scrap everything The "FIX" i used with the world space was Adding back all the combined meshes this fixed the crashing in altered worldspaces. Scrap everything removes combined meshes. This is causing CTD again. you can try puting the worldspace mod after Scrapeverything and modwiki Scrapeverything patch I'm just about to test this. This is one of the main reasons I dislike scrap mods, not for what they do just how to get stability.
  25. ODD The patches you have are wrong You use the 2.0.3a installer? You accedently install in wrong spot and using old patches?
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