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Gernash

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Everything posted by Gernash

  1. MODWiki CORE v2.0.2-17371-2-0-2 is up and modlist added to. Update to Changelog in progress - COMPLETE Added Misc Textures (have not added HQ MQ LQ yet) - COMPLETE Changed Realism section and plugins Changed Modern Weapons WOF to Light em up. This is all to setup the base still. You will mainly notice the veliosity of the rounds now and have tracer fire. Also Because I cant get an answer from the Google gods, I've cleaned all my DLC's Will report the stability as I go.
  2. you can try https://www.nexusmods.com/fallout4/mods/13627/? Also you can try the old make a "F4SE\plugins" folder with nothing in it as in the old days some folders need to exist when using dll's and skyproc patches.
  3. Does it happen as soon as you open the menu? or when you scroll around?
  4. there is an assassination silent kill one too
  5. spaces need to be in inverted commers
  6. I'm happy to "change over" to NMM but only when it has a virtual file system. As an example this guide is only possible because of MO2 because I could not write 3 patch Loadouts with addons if I was using NMM (Well I could but my brain would melt with the uncontrolled overwrites) Tannin has indicated that a virtual filesystem is possible through a plugin but that dream seems to be a long way off.
  7. "So, while LOOT, Bodyslide etc. don't mind symlinks, Fallout 4 itself seems to be way more picky." They are just using the VSF from the guides sym link and point directly to the files. Symlink into symlink is ok in linux but cascading in windows had odd behavior. All good I'm happy to help, It's always helpful to bounce ideas off other people. It's good to have another turning to the dark side....... we will be an endangered species in 6-12 months.
  8. @SpiritWolf448 The Issue you are having has to do with the following The Mod list on load screen is generated by the modlist.txt in the C:\Users\*username*\AppData\Local\Fallout4 if Loot and Fo4edit see it then VFS is working and doing the right thing. Have you tried to start the game with just the vanilla fallout 4 from the launcher and not the F4SE? I honestly wonder why it works for some people, and not for others... *puzzled* To me it sounds like MO2 is working fine, Just need to nut out why FO4 hates you
  9. MiscHairstyle 1.6 by Atherisz This you can make into a zip file and copy into the downloads folder of MO2 then install from there. FO4 load screen MOD menu Home) Nothing listed? Do you have the MO2 installed in the FO4 install path? if so you need to move it out as that causes issues with VFS
  10. @Verenios Do you clean DLCRobot.esm? if you have do you get any issues? It doesent list it anywhere but that is a filthy file.
  11. @Verenios Yea, I'm going to do a write up doing a Basic merge with Xmerge 1.9 with a Explanations. and the merge plugins, but that requires more tedious information to setup and explain. It's great but if not correctly setup can have odd results.
  12. @SpiritWolf448 2 things usually cause this 1. mods from a 2nd source i.e Beth mods, this can be checked from the load screen. What mods are listed there? If you have Beth mods of any files in the FO4 DATA directory they have to be removed.(This seems the most likely from your explanation) 2. Windows updates has broken your computer. Do a system restore to a month ago and then test if working.(usually can be seen if you start loot or FO4Edit and no mods other then default FO4 and DLC's appearing. The file "plugins.txt" located at C:\Users\*username*\AppData\Local\Fallout4 was empty, btw. I copied over the one MO2 generates in its Profiles folder, but that did not help any. The plugins.txt gets copied in there via VFS when you run an application via the launcher. I'd recommend deleting C:\Users\*username*\AppData\Local\Fallout4 C:\Users\*username*\AppData\Local\LOOT C:\Users\*username*\AppData\Local\vfs start FO4 via steam Check Modlist at load screen and see what is listed.
  13. yea, You can merge FO4 atm just not everything as tes5edit cannot decode some things but there is alot of stuff that can be merged. I'm just going through the realism section but after that and patch release I'll do a couple of sections to see how much people have difficulty with it. But there is alot of brokenss in the mods, atm I'm hiding it via overwrites but I might make a TAG with cleaning/fixing info on the mods or patches that need it.
  14. New Cut Weapon mods restored adds more content and changes it's naming, The following is a weapons patch for modern weapons section. I've removed some if the prerequisites but in doing do I've had to rebuild it. Not all description have been redone. This patch "Requires you to remove LOADS" and install "Light em up" https://www.nexusmods.com/fallout4/mods/17815/? My system has issues in seeing the LOADS light emitting rounds(I assume as the forums talk about FPS issues) so I've switched to this mod as it shoots more of an effect like the laser musket rounds. This will be the Default Mod in the next Patch release. THIS IS ONLY FOR PEOPLE THAT HAVE INSTALLED the new CWMR with Modern Weapons Plugin. https://dl.dropboxusercontent.com/u/73053307/MODWiki%20-%20Weapons%20-%20Patch.7z
  15. so a full install of mods is hitting the 200ish mark of mods...Not leaving much room for new stuff. If what is in the Mod list can be considered a base then from here It's has to become complicated(Compress/combine Mods) or just stop at this point. I'll Do a Demo for Cut Weapon Mods Restored and All the Settlement clothing as they take up a few slots.(20) If you merge most of the patches and clothing mods that would fee about (50) slots. After the demo I'll see if you want me to do that. As it's simple just time consuming and fiddly to do (Mainly because of the BA2 archiving.) If I start on this Merging route the patches will only be for the Combined Version and not loose esp/file version. I'll let you guys decide but it will raise the difficulty of the mod installation by quite a bit, But you will have faster load times and less stutter in-game (Moving to new zones etc). I have been staring at it for a few hours and I'll have to explain how to repair some mods and then the process of merging them (basically a click of a button in FO4Edit)
  16. Yea, I need to redo all of that as you see the Wiki is slowly being updated. Today I was a bit slack and just did mod updates and styling.
  17. Shiny video card I'm still running a 6yo computer....
  18. Good idea ENB's and look different system to system due to monitor calibration and video car capabilities. Personally I only use the enbboost for memory management mainly (No ENB overlay) are you using an enb? Have you set the memory correctly? you may also have a memory/texture loading issue @rhodsey which enb were you using? Subtle ENB?
  19. If you SHIFT+ENTER you get the menu press ~ to leet the mouse move What is happening is the ENB is either to dark (up the brightness in those controlls) Using the SHIFT+F12 Disabled the ENB render and it uses the ingame rendering. in the SHIFT+ENTER there is a box called disable effects untick that then click the apply settings and then save.
  20. you running an enb or enb boost? if so try SHIFT+F12
  21. What should I do about errors in esp's like supermutantoverhaul has errors so you get naked spawns? should I approach the mod author or just tell people to "clean" the esp? I assume making a overwrite is naughty and telling you what to do is to problematic
  22. @Gilgamesh2k5CDT issues hmm I think you may have corrupt files. for you check or re-download functional displays?
  23. No I'm holding off for conflictiong mods till there is more feedback i.e. complaints/issues so I can fix all at once.
  24. https://dl.dropboxusercontent.com/u/73053307/MODWiki%20-%20Worldspace%20No%20WOTC-%20Patch.7z Worldspace without WOTC inc update
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