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Gernash

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Everything posted by Gernash

  1. https://wiki.step-project.com/User:Gernash/Cleaning_And_Repair This is a GUIDE for finding and repairing issues in a mod I've used OCDecorator as an example. Is this "Too Much"? Is the "Mod Guide" supposed to patch issues or just point em out? Thaughts....?
  2. Playing the game with the Vanillaization in normal gameplay has a similar feel to just vanilla weapons. You will need something like the Mod Survival option to adjust GLOBAL damage to get the seat of the pants feel back. At the moment at level 43 I just have slugging match in the street rather then hiding and poking my nose out. The MOB overhauls for raiders, synth and supermutants make them tough foes (Unless you encounter a basic vanilla spawn then lol 1 shot). If you get cocky you can get overwhelmed. if you x2 the damage it will be back to about where it was but even across the board. This works well with "SPECIAL" epic weapon in the games as the will still be stronger than these items in the most part.
  3. The patch basically makes the base damage similar so all 12 gauge shotguns do 50 dam but a Modern weapon can amp up to about 120 rather then 260, Some peope want to play in harder modes so 5x 260 = 1 shot The spreadsheet contains all the calibers in use and any weapon that uses those calibers have been reduced to that as the base damage. I called the Modern weapons section LOL PEWPEW for a reason.....yes it will be an addon
  4. https://dl.dropboxusercontent.com/u/73053307/MODWiki%20-%20Damage%20Adjustment.7z Another TEST/DEVELOPMENT patch I have "Vanillaized" all weapon damage. Through witchcraft and Sorcery. Put it at the bottom of the laod order Please give feedback. (the damage multiplier in difficulty modes should work as expected. The Modern weapons are basically just skins now) I've removed Calibers Barrel sets from the crafting bench as well Started the Spread sheet (Weapon Damage) https://docs.google.com/spreadsheets/d/1Iehmg-sxIgReoA_oTOcPlXyyFk3O3AM2LXXNxsL--D0/edit?usp=sharing
  5. The modern weapon section uses calibers and that is required by Weaponsmith to all the different types of rounds. I have not altered the damage of the aditional weapons. Realistically there are only like 14ish (calibers) but they are just called different things for the "Realism". Oh the Weaponsmith page they say it's Ballanced I'm also usure as I've come across these 300+ damage weapons. IMO at level 40 Combat rifle should do 90-120 for easy 70-100 medium 50-80 Hard (With weapon Mods) (vanilla base dam 33 Adjusted Dam 57) current Hunting Rifle should do 140-180 for easy 100-140 medium 60-100 Hard (With weapon Mods) (vanilla base dam 37 Adjusted Dam 104) current 10mm Pistol should do 40-50 for easy 30-40 medium 20-30 Hard (With weapon Mods) (vanilla base dam 18 Adjusted Dam 20) current in comparrision FN SCAR-H uses a 762 nato round that's a .308 round I think (Base damage 96) the AK does Base 57 Minigun does vanilla 8 they converted it to a 50cal now does 30..... IF you use the Caliber section at the crafting Station then you can build weapons with incredable damage.(Rather then changing the reciever) SO yea Looks like I need to Squish all the weapon damage issue is I have to do all the Mods as well IE FN SCAR-H recievers do 50-75% more damage.... All the little patches? people ask question like this I make patch people post responce I include/modify main patch. Like now I'll smash all the weapon damage to vanilla and post it as a patch and see what people say...
  6. Yes they are seperate, The weight For weapons and objects is in the weapon and overhaual patch the Loot patch is for loot.
  7. Realistic Weight and Fallout loot overhaul patch for Modern Weapons https://dl.dropboxusercontent.com/u/73053307/LOOT%20PATCH.7z the Fallout loot overhaul goes just below the settlement mods LOOT patch goes below the leveled Lists. Personally I dont agree with the weaight of most of the objects that people have determined....
  8. Everything works as long as you dont try and alter Mods with edits TES5Edit does not understand.
  9. Yea it has to be done, But as I was pointing out earlier there are mods with issues and I't will be a guided Merge because some Mods need to be fixed before merging. My hope is that "seeing" how they are fixed people will be able to use that information to look at mods and help themselves adding mods they like.
  10. I've already done it for the realism section it's not an issue. I just don't want to change "core" mods in that sectionas it breaks alot of stuff. 20/10/2016 Updated Advanced tools https://wiki.step-project.com/User:Gernash/MODWiki#Advanced_Tools inc Xmerge Champollion PEX to Papyrus Decompiler Merge Plugins Will be making Merge writeups shortly. For some sections.
  11. Vanilla weight spreadsheet V https://docs.google.com/spreadsheets/d/1nzc2UR5wdMKURYktLui_m925gVxaXYbeuKKAirTiqLo/edit#gid=6283686 or https://fallout.wikia.com/wiki/Fallout_4_junk_items
  12. https://dl.dropboxusercontent.com/u/73053307/NO%20FAN%20SPIN.7z That is a nif of a Vanilla Fan without the animation just extract and merge with any mod it is just the mesh
  13. When I did the conversion to Light'em'up it killed my Patch and I had to almost build from scratch. The weights are off atm in realism but not bad. Modern weapons has no weight adjustment or very little. the weights are derived from the mods they come from. https://www.nexusmods.com/fallout4/mods/13883/? https://www.nexusmods.com/fallout4/mods/5211/? https://www.nexusmods.com/fallout4/mods/5144/? https://www.nexusmods.com/fallout4/mods/15154/? those 4 would be perhaps the closest to "real weight" as mods for data tables. Scrap Everything would have a cell fixer (running in cell modified areas i.e. worldspace mods) Weights are in: weapon,ammunition is in the MODWiki- weapons patch and calibre. Modern weapons are not in Weaponsmith Misc items are in Modwiki Armor is in armor clothing is in the clothing mods.... It goes on... there are basically a few hundred items and they have to be adjusted individually. Takes me about 2-4hrs with reference tables depending if I go in depth or not. There is no Single place to find all the weights. (And this is done on each section of the wiki so 3 times) I have not adjusted any Modern weapon damage it's all "out of the Box" Verenios has also asked for better weights and realistic loot So I'll just make a addon for modern weapons for weight and loot. If I can be stuffed I'll try to make a spreadsheet as well for all the items and weapons in google docs so people can argue about it. And I pulled the Nif from the vanilla folder and the fan has an animation in there but different look
  14. "That broken building" Without the Subway runner the broken building in concord are mostly ok, if a mob runs in you can see it though I've also noticed noticed you can't sprint in these zones and need to activate spring cleaning to be able to run with the [Gameplay] fPlayerDisableSprintingLoadingCellDistance=0 also when zoning from a "new" area back to the commonwealth I get DC's So basically Think really hard about Worldspace mods and what you "really" want from them. NOTE: using mods like spring cleaning you have to load then After DLC but before anything else
  15. Yea just building glitching and Meshes i.e. you walk towards a building and then pop wall dissapears or a room magically fills with stuff or mob runs through wall and shoots at you.....
  16. "Subway Runner updated to 5.1 you still think NoDynamic to be installed?" I'll put a HQ flare up (Dynamic shadows etc cause potatoes to cook) "Lexington Interiors has a Patch for Subway Runner" Well the issue still remains as stated either way """"(Tested at version 4) this mod clashes with both BTInteriors and Lexington Interiors. I recommend loading it last so you can play the content but until it's resolved I don't recommend using it as it will break immersion(AND BUILDINGS) in some areas.""""" Soo if you want to use Subway Runner as the main then only Lexington Interiors patched version for least conflict no others.
  17. Issue example Q: How to approach for resolution for wiki Extended Weapons mod If you open it in FO4Edit and do an error check you get 2 issues. OMOD\modcol_44_Grips_Any Should only have modcol_44_Grips_Pistol modcol_44_Grips_Any (delete this) modcol_44_Grips_Rifle(This is not listed at all and I have to explaine how to locate.) (I work this out via crystal ball) OMOD\mod_DoubleBarrelShotgun_Receiver_Automatic "Automatic Receiver" delete the nul reference Because Of these errors I do not use it in the Auto spawning of .44 weapons as it would cause a CTD. There are Problems like this all over the place I have just been making overwrites but maybe people want to find these problems for themselves and have a guide to resolve these sort's of problems...?
  18. You will need a patch for Loot overhaul as it alter the Level lists and will exclude all the new ammunition types,supermutant, synth, Gouls, weapon drop etc. If making a patch is out of your comfort zone I can generate on and include it as the "Start" of the Lockdown ADDON for Modern weapons.
  19. copy paste drag and drop copy paste drag and drop copy paste drag and drop copy paste drag and drop copy paste drag and drop sleep
  20. On a secondary note I can write a patch to do that but it modifies the original intent of the mod author for that is a BIG No No unless I get special permission from the mod author. In the Thanks and Acknowledgements is where i Have permission to do some things. I cannot get in contact with the authors that I need to modify their mods to be able to post patches as yet. The 2 sections are similar, I can make a locked down ADDON for Modern weapons to remove some of the "Arcade free PLAY" out of it if you like.
  21. weaponsmith kinda makes vanilla weapons 2nd class citizens I tried my best to make them viable. Your looking for Locked down version of Modern weapons? with more weapon combinations(i.e. Pipe weapons?) I's not ment to be done and the Pipe weapon web page says no. but you could use the Pipe weapons to change all the weapon mods and convert the projectiles to Calibers and have both then use Arbitration - Combat AI - Stealth - Speed - Damage - Gameplay Overhaul & Tweaks Realistic Guns & Bullets Overhaul Plausible Weights - Weapons & Weapon Mods To adjust the weights etc But realistically not many of the mods I've posted in either if the section "Work" together they only function due to the patches, You have to modify the kewords to allow them to "See" each other(For mod combos, Loads and Calibers) Weaponsmith is quite clever As he has done all that and you only have to add extra mods to the structure. Pipe weapons would have to have the weapon/mods/Projectiles converted to the weaponsmith structure. Have you tried Survival Options? https://www.nexusmods.com/fallout4/mods/14650/? if your just trying to change the drop rate etc
  22. Issues with weight mods: A weight mod modifies the vanilla weight it does not have description info or item modifications you have used so it can only be used as a reference to altering your weight of mod/weapon/trash with a multiple mod loadout. I can't just install a weight mods and "Done/Fixed" you have to manually go through and change all the item weights the modlist modifies. Realism uses Pipe weapons overhaul for all the weapon mods scopes is see through scopes Modern weapons is a lot more complicated. I've manually adjusted all the weapon effects (Recoil, sway etc) then modified the damage and all the descriptions manually (with the aforementioned changes) (I wouldn't mind actually learning to create something myself...) What sort of things do you want a write up of? I'm happy to Post a Guide so you can do stuff. I made the patches easy to understand, so modifying them should be a simple process.
  23. @Verenios Extended Weapons is a part of modern weapons and Realism New Calibers is a requirement of weaponsmith I'll Get the fomods up shortly @LordKee I've been thinking about Posting weight's, weapon damage etc.(There is not a scripted mod that allows you to change individual item weight in game as far as I know.) Plausible weights is controlling weight for realism are you talking about vanilla or Modern weapons? All weight if controlled is in MODWiki - Overhaul - Patch under Misc. Items Fan animation an issue? um you can use https://www.nexusmods.com/fallout4/mods/8598/? then edit the DeskFanOfficeOff01.nif and delete the animation from it. I do not know is there is a way to disable the vanilla animation. "That broken building" I see it too....I've not had time to fiddle with all the worldspace mods to see which one it is. Might be Plenty "O" Interiors
  24. IF anyone has seen a texture replacer for walls inside buildings and the mesh for catwalks please tell me.
  25. no the BA2 His file is a mesh replacement with Polish files
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