
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
there looks to be quite a few updated mods I happy to post an updated set of patches (Excluding world mods.) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm watching the forums. If there is a major issue I'll get onto it. When the Wiki gets updated to the new version I'll spend some time and redo/add to the in-progress areas. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Which weapons? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Basically if you add to many worldspace mods together that overlap you you CTD when crossing the Navmesh boundary. The size of the full mod is due to Remaking the previs etc for most of the FO4 world. There are Inconsistent areas (CTD) because there still some navmesh issues (i.e. walking along in the open world and BAM CTD) You can just use the basic worldspace and not use the Large patches. I'll revisit them when I can. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Rayhne You can have the load order any way you like, I'm just keeping similar mods together as they affect, well, similar things. To reduce overwrites you manipulate the order of the similar mods so the conflict winner goes to the bottom. The best example of this is with weapons as they have a multitude of overwrites. The order there is so the relevant mods are grouped together for ease of making the overwrites as that is one of the more complicated sections. Power armor with ZF4 is the most complicated section, as a strong understanding of ZF4 is needed. Is there something specific you would like to know? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
https://creationclub.bethesda.net/ There will always be free modding as long as the tools are there. Lot's of BIG modders have left the different games. Just look at the old Awesome Skyrim tools that no-longer get updated/converted to 64x(Special edition) This will always be the future of community driven development. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Gilgamesh2k5 YES? can cause freeze/crash with alt tab -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
GDSFan is correct about M$oft controlled folders and your path. You can do the following install Take Ownership then take ownership of the folder where F4SE(The entire Fallout 4 or Steam folder) is installedtake ownership of the folder where MO2 is installedtake ownership of the folder where MO2 Mods folder is Locatedthen go into your antivirus and verify the above folders are in the exclusion List.Yes I know is has been working but there has been some big updates recently (win 10) and well.. M$soft Hopefully this will help. EDIT: you can also go into the Fallout 4 folder and delete all the F4SE versions(I had an issue in the past where after 8 version in the FO4 patch causes crashes.) in there and reinstall F4SE from the Website. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I've been nasty sick, now playing catch-up with work. So everything else is on on back burner till I get I get time. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Should be fine. (Only oddity is settlers area.) I need to release an update for the latest mod updates soon as a stopgap so I'll add the little extras over in a couple of weeks. If anything stops you just say and I'll patch it. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
can you give a better description for the "components stopped" issue. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
did you do it using Fallout4ConfigTool.exe or manually? I recommend using the too so it adds the entry everywhere. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
use https://www.nexusmods.com/fallout4/mods/102/?tab=2 to enable Worldspace ini settings. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
there are several sub menus in the chem workbench. you need to go through each one and use the arrow keys when you come across a bad recipe the game will CTD if you tell me the recipe I can see what the cause is. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Uploaded MODWiki-T49 v1.0.3 For the T49 Storyteller ver 1.1 Update -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Barachiel https://www.dropbox.com/s/cjl2tkredm2biml/DEF_INV_TAGS.rar?dl=0 Quest Tags extension this just adds the Quest Icons to the Modwiki. If using quest tags allow all the MIDWiki files to overwrite Quest Tags and use the linked DEF_INV_TAGS until I Update the wiki. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
If you use Radrose you can't use my naming structure they are different. the {Scrap} item name {{{Marerial1, Material2}}} is part of HudMenu.swf so check if the HUDFramework version you have made(From DEF_UI) is being overwritten by anything. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yep I do A similar thing. Just the scale is much larger -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Sim Settlements is more like an additional thing you can have as some people still with to build their own settlements and have vender stalls etc. Unique NPC is added but I've not completed the updates etc. (I've had IRL things to contend with) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
YA it's a thing. Unsure what the cause is as yet. Assuming it's how the animation is done. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
try adding it with https://www.nexusmods.com/fallout4/mods/102/?tab=2 -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
removed starlight and hangman's alley From active downloads -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah starlight and hangman's alley is v5 I never updated it to v6. What happens if you type TPC in the console? if that resolves it then you need to put the bUseCombinedObjects and bUsePreCulledObjects in the fallout4.ini What does the Navmesh patch in [ModWiki 2.2.6] [Core] [WorldPatch] do ? Nothing, as I've not done it as yet. I've not been doing anything with the WIKI for almost a month. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I was intending to release a larger change i.e. 2.3.0 but I've not been able to devote the time needed to achieve this, for now. What will happen shortly is another small update "2.2.7" which will contain all the current mods updated and the missing Unique NPC patches. Then I'll look Subdividing the Wiki (as it's to big for 1 page.) The Wiki Itself works fine the only missing piece is that I began posting additional mods on the 23/5/2017 but was unable to complete the update. There have been a few updates to the mods since then so I'll update the patches and post the revised patches. The game should not have any issues with a change to the patches I provide. The MODWiki patches just "bring it all together" -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
OK, Looks I made the Guide to big and Keep adding to much information..... I've maxed out a thing called "Post-expand include size" which is a Wiki limitation(this is normal) when calling templates and such. I'll have to Split up the wiki so the Missing information appears. Basically I'll have to move the MOD Subsections into separate pages. So https://wiki.step-project.com/User:Gernash/MODWiki#Worldspace is now linked here https://wiki.step-project.com/User:Gernash/MODWiki021 I'll have a bit of a think about this as it may complicate the universe. /cry