
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
Nice I'll check it out and update -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
YA I know but in some areas people want to build their own house and furnish it with traders etc do it kinda needs to do both. I'm intending to loke trough the building mods for more (Furnishy/intricate wall roof building.) Also Sim Settlements is not an intrusive mod you can remove it (should make it optional.....) Great for lazy people though -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Atomic Radio is in the Workshop rearranged patch which is in the FOMOD the patch is called MODWIKI-WorkshopRearranged-Patch I believe (Looking at skyrim atm ZOMG my mods were soo BAD!! and mod choices sooo strange.) .....Well now that I know a tiny bit more.... @Barachiel Do you just use core and those mods or do you use MW or PA? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Atomic Radio is in the Workshop rearranged patch. ​The Fomod auto detects WHAT MODS YOU HAVE ACTIVE and auto selects the ones you need ​I've separated some of the Patches as some people did not want particular mods. I'm assuming it because it cluttered the menus but I think I've attend to that issue. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
ModWiki-T49-Patch.esp is in the Core patch FOMOD I have not posted the CORE+MW+PA mod list (want to change the colors of the different mods) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I moved the Storyteller into the Core patch FOMOD so it's easier -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Uploaded MODWiki-CORE v2.3.0-17371-2-3-0.7z NAC and Worldspace removed -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Looks entertaining, Not really a conflicting mod you can just have it at the bottom of the load order. I'll give it a poke tomorrow -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@YaroslavKh Thanks for the suggestions, I take all these sort of things on-board. Better Workshop Lights Will look into it. BUT!! People in general complain about light,lighting sources and ENB's I need to think about these sort of things. Craftable Vertibird Signal Grenade Too much PEWPEW Crimsomrider's Scrounger Perk With DLC Ammo I've added that type of ammo into LL tables already Disable Headbob Will look into it DYNAVISION - Dynamic Depth of Field Will look at it again Not sure about these two, unless if they can be toggled I guess. Easy Hacking no conflict Easy Lockpicking no conflict Fallout4.exe Auto-Backup Will look into it. Increased Build Limit Enhanced 4K I think I have it set to 100k Longer Area Respawn I've built in AI and zone level changes via fomod I'll look into this as an option in the future. Longer Headlamp Light Distance Should be covered in torch mod Pip-Boy Flashlight Longer Power Lines this no longer CTD and corrupt games? No shaded Power Armor hud This is oriented to Minimalist/Survival I can add a Interface section for informative and Minimalist in the future. Personal Vertibird Flight Altitude Fix I've removed world height restriction's, I've not seen Clipping or somersaults. Power Armor Cosmetic Paints (PACP) This is oriented to Minimalist/Survival (also I use ZF4 for PA) Power Armor HUD - paHUD This is oriented to Minimalist/Survival I can add a Interface section for informative and Minimalist in the future. Power Armor Materials AND Paints (PAMAP) This is oriented to Minimalist/Survival (also I use ZF4 for PA) ScratchMade - New Combat Shotgun and Rifle textures Will look into it. ScratchMade - New Double Barrel Shotgun textures Will look into it. Settlement Menu Manager Sent a message to check for it's compatibility with how the MODWiki runs, Don't feel it's required at all. Snapable Junk Fences Covered in the MODWiki Spoiler-free Quest Animations Will look into it. This is oriented to Minimalist/Survival I can add a Interface section for informative and Minimalist in the future. Vault-Tec SimuSun Lighting (Nice) Will look into it. BUT!! People in general complain about light,lighting sources and ENB's I need to think about these sort of things. Outdated Guide was referring to latest mod patches not mods used I'd assume. 2 Everyone! I've just gone through the last 3 months of mods on the Nexus and apart from some very cool cybernetic stuff I cant's see much unless you want Slooty action. Where I left the guide was, Starting to bring it all together. I'll continue that for now and later on spend some time revamping the worldspace. At this time I Don't want to do it until I upgrade my PC and Make it into a small God. SO you can consider worldspace mods unsupported and out of date until further notice.. Also I've removed all lighting and weather as they all affect ENB's and if people deviate from direction you will end up with a mess. So No more CORE Lighting. I might make an ADDON PACK or something in the near future. And as always if you spot cool mods please post them as I don't own an "All-Seeing-Eye" :) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
For those that use Radrose https://www.nexusmods.com/fallout4/mods/19686/? Continuation -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
updated https://wiki.step-project.com/User:Gernash/ChangeLog changed https://wiki.step-project.com/User:Gernash/MODWiki modified to reflect changes to CORE https://wiki.step-project.com/User:Gernash/MODWiki#Post-installation Is there anything super exciting anyone want to be changed or included in the CORE before I post the patches? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
OK soo the missing MCM Setting and Keybinds. If you have a mod that has a MCM Folder and you have not copied it into DATA folder this will cause the issue. I'll add it to the mod list and the instructions etc. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I went to their DISCORD and Neanka pointed that out as well. I have the MCM showing but only ADDON menus appear not the default MCM ones. I'll fiddled some more but i might wait a few more iterations -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
MCM - looks nice I can only get it to function-ish I need to have it installed outside of MO2 then I can see the mods that use it as a dependency but I loose MCM Settings and Hotkeys. Anyone played with it as yet? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
If you haven't noticed.... Armor and Weapon Keywords Community Resource (AWKCR) by Gambit77 and Valdacil Seem to have a dodgy asset in their packed version ZOMG!!! CTD in Workshop menu. requires loose version to be merged and both BA2's hidden -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I just "revisited " it as Extended Dialogue Interface use it. Ahhh MCM_Light is still there -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I don't know if MCM is the FO4 SkyUI, if it is then I need to align Mods to suit as they come out. As there are others that follow projects and may know if this it or if there is something else in the wind. Adoption is the key from other moders As an example Armorsmith Extended is a "CORE" mod not heavily adopted -I've tried to patch it in more seamlessly to the MOWIKI with better defined categories and naming hierarchy with armor and weapons to follow a similar structure. PA is handled via ZF4 and I make (What I'm indicating is that some mods do not list AE as a pre-requisite) @baronaatista I remember when MCM 1st came out as a place holder (Holotape addon) so I wasn't sure if it was the SkyUI. I'll convert over to it and Adjust the 2-3 mods that support it and see how it pans out -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
XDI looks interesting Start Me Up has taken it up So is MCM the direction of the ingame menu? https://www.nexusmods.com/fallout4/mods/21497/? Personally I'm a sneaker/shooter I don't play melee/brawler or a Pet trainer. In saying that Knockout framework looks nice as does Beast master and it's a shame I'd never really use either of those mods but I can see the appeal ingame. It would just enhance the over all experience. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Like I said I'm watching the forums... -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Anyone use these Additional Overhauls Beast Master - Creature Companion Overhaul by steelfeathers https://www.nexusmods.com/fallout4/mods/14265/? Exotic Workshop Creatures by steelfeathers https://www.nexusmods.com/fallout4/mods/13919/? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Ukerin Sim Settlements VS Wild Plants Farming, Northland Diggers, Immersive vendors etc Do people still want the Vanilla way of building vendors etc? if you use Sim Settlements do you still make your own plots and vendors? If it's still a thing maybe people can give a list of mods that can be added to a separate section/Area in settlement mods. E.G. WildPlant farming NorthlandDiggers https://www.nexusmods.com/fallout4/mods/9710/? Summer Roses https://www.nexusmods.com/fallout4/mods/14226/? Korax Glowing Flora https://www.nexusmods.com/fallout4/mods/17551/? Settlement mods (Contender to be added?) Ground https://www.nexusmods.com/fallout4/mods/17691/? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Main MOD conflicts will be Weapons ModsPA ModsSettlement Mods (when they use altered vanilla meshes)Settlement Mods (IF you want nice build menus hence the heavily altered ones I use)Monster and companion overhauls e.g. C.A.S.T. required a metric &*()tonne of alterations to even work, things like RO that are awesome, cause many hours of headaches when used in 100+esp's Anything that alters worldspace and adjusts meshes.Clothing modsINNR (item naming)Balistic modsSorting ModsHUD ModsLighting modsUnofficial PatchesTexture mods that overwrite each other.If you look at the Mod layouts I've tries to group similar mods together so you can see the ones that will have some overlap. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Radrose is an alternate set of xml and item naming mainly, you would have to remake all the Modwiki to suit. I used the Better mod descriptions as my base. (with VIS and Fucftional Displays for DEF_UI Naming) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Ukerin I'll be removing all world space mods and Lighting in the next patches. Worldspace mods require my time to remake Lighting mods are subjective and unless I write up the process of calibrating a monitor it will all be to hard (you currently turn off sun glasses in the NAC HOLOTAPE that will remove the "EFFECT") -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
:( only major difference is the patch for Modern weapons(due to cut weapon mods restored) and menu changes in workshop rearranged. there are some subtle issues with Unofficial Fallout 4 Patch and alternate start nothing game breaking. I've updated all the mods on my PC and I'll post a patch update. I'll not include/update any worldspace at this time. (Basically I'll remove them from the load order to be a separate entity.)