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Gernash

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Everything posted by Gernash

  1. the "manual" menus Which I'm "controlling" are homemaker, OCD and the Agriculture (this is My menu and the added ones in the resource tab i.e. greenhouse) I made them as an example of what can be done if people want it. I'm trying to spam out a framework as quickly as I can so it become like building blocks later, I've not added some info. I can stop frame work and Spellcheck and document for a few days... Most mods either live in the construction tab or in appropriate menu it kitchen or bathroom etc The menu system "Forces" you to make "mini" planters that snaplock to greenhouse tables and the greenhouse is from Snap'n Build as they seem to er Snap'n Build. After sorting this loadout the um "extra" menus were most likely always there or from expansions, just you were not able to see them (I had this revelation when I changed over) Missing menus. they happen due to empty fields Most of the menus in the current build work from keyword lists so likelihood of broken missing menu is low (no icon is a thing though, but I can add more animations) The Workshop rearranged does all the default item sorting and distributes to all the sections. People were asking about Settlement mods as they were builders but no feedback as to if it's success (I spent 3-4 days learning it all so I can support it a bit and add menus etc) OH other than the ones I "control" the other menus are injected from mods via the quest injection method if you remove mod you loose all made items ingame. but not broken menu either. There was so much learning about all this stuff I could fill a wiki........ ;)
  2. hahahaha yea well COUGH WIP.... But as you can see, I think the separation is better in the Mods now so sections don't interfere with each other. But, it only happened because people want different things so I think this is a good compromise. So far I can see, only few things will need to be changed/remove from the core and there are 2 new section that have been added. sooo "IF" (cough WIP) there are CORE changes, these changes are made only to make the "base" game more seamless and "immersive" without affecting the overall game play(STAT changes). So I'm thinking they will be on the 1st of the month and I'll put a date on the plugins to reflect changes. NOTE:There might be a spam of mods in the next couple of days but they should not affect save games. just alter spawns and animations.
  3. BAM! https://wiki.step-project.com/User:Gernash/Plugin_Armor#PA_Overhaul_1 Feedback please (playability and balance)
  4. @Verenios Tactical flashlight are going to be a thing just testing different lowered weapon mods as they conflict in their base nature i.e. light pointing on the ground is bad...
  5. @Verenios Very nice list, some of those may become CORE mods (usable/essentual with any playthrough.) Some are too "HARDCORE" but will look at adding via plugin for "Tough as Nails players". Power armor I was looking at Consistent Power Armor Overhaul + ZephyrWarrior's PA Overhaul + Better Power Armor - A Power Armor Overhaul (so far-I havent tried to tank a Nuke in it as yet may need to balance-unsure)
  6. Feedback is important, "feel more immersive and real like" if you playing looking for that in FO4 please tell me if there are issues or problems especially if there is something that clashes in the game or makes stuff too OP that can be excluded in a "SET DIFFICULITY" patch i.e. Hardcore mode, not realy thaught about it too much. Immerision: that's a hard one.. mods like "Settlement Resources Rebalanced" with call of the general fall into that catagory, if you have any that are seamless please point them out as adding "NEW" balanced features to the game is what it's all about.
  7. Better locations and the explosions ones, I'm reviewing them shortly (Doing Power armor atm) if they work well I will add them. "Well so far all your mods seem good as in gameplay" - um they are not my mods this is a guide/overhaul and not possible without the work of the modding community. "Though some people prob go more hardcore into the immersion part" - Once I have a good game overhaul (crafting, settlements, ui, weapons, armor and NPC) I'll turn my attention to HARDCORE mode and lock it all down. i.e. LM2 can only be used with "HEAVY" armor so level 40 and only in chest piece etc. But that's a while away.
  8. @Verenios I put it in the top of the load order but I may remove it and redo the patch as Settlement Resources Rebalanced seems to be more seamless while playing. also Shaikujin's Better warning for settlements being attacked will be removed in next version as the Settlement Resources Rebalanced does the music and attack info in a more exciting fashion.
  9. @Verenios 2am oopsies fixed Concealed Armors issues?? other then helmet hair could you elaborate on the issues or a link to forum? I've added Concealed Armors and LM2 Directly into Standard items, Not items in a separate armor bench.....
  10. @Verenios Depends on what you want to do with your textures.....I have not had a chance to look at stuff as yet.. But it's noted. Cough https://wiki.step-project.com/User:Gernash/Plugin_Weapons#CA_.2B_CWMR_.2B_EWM_.2B_LM2_.2B_RWBO_.2B_WOF Stuff like that take a long time to debug and playtest.
  11. Ya, I've removed new calibers. I think LM2 is cool but in survival mode i.e. scrap 5-10 epics can creat an epic mod. If you make a LM2 weapon from it's workbench it's nerfed (no balanced to new damage) So I'm adding dual legendary slots to all items so you can just craft through 1 bench and have then display both slots in the overview section. Also removing armor keywords for added paint and other swaps as I don't use them as yet in any other mods, the extra unused options are just annoying to look at. Power Armor I'm thinking of not having Dual legendary slots in there but having ZephyrWarrior's F4 Power Armor Overhaul to give you more of a "tinkering" feel. Thoughts? See what I mean by It's not that simple.... every path is a rabbit hole....
  12. Soo, Concealed armor - for the role-players Realistic Guns and Bullets Overhaul https://www.nexusmods.com/fallout4/mods/9343/? for damage overhaul weapon mods Cut weapon extended weapon LM2 ---------------------------------- These I think give the best "feel". For survival mode I'll make a special one that either removes some mods or "Nerfs" them as some of the combos are OP. I will look into the explosion and vats as well before release
  13. @Verenios Personally I like it dark as in I'm in a cave no light source.. Yep no light = pitch black check if there is a candle in the distance I can see stuff over there in the "Glow" check if somebody shoots in the dark I can see the "tracer" rounds. check But it's not for everyone so "CORE" it is. I'll be adding special notes in the "PLUGIN" section to explain expected changes and usage so people can make more "informed" choices and not be pushed int "My way or the highway" Hopefully others reading this will have a better understanding of the changes to the mod list and can be patient while I'm doing the updates to it. I'll try to bring back the landscape and objects later today as well.
  14. @Verenios Yep, Lighting was reduced as was textures due to people having issues with "TOO Dark" and To much of FPS impact. So the CORE now is more of a One shoe fits all I will have "plugins" for those section, just I'm only 1 person soooo it takes time (I can just slap things together but I'm not going to.)
  15. @Verenios Head explosion was the reason for the change. I wanted to set it up so so I could add Separate Mods and not "Break" the main section after people take time downloading and setting up. Was driving me nutty making patches and people had to go through every mod to find a change. So The "MODWiki CORE" will be the "Standard" framework. (only changes I can find so far is I'll change lowered weapons (issue with some oddball terminals and using on gun lights(reviewing) and VIS (not all items being sorted using VIS all DLC version) If you were following the "Old" guide CORE--->>>>I recommend using the new settlement mods section, OLD GUIDE---->>>If you want Pretty textures use both the old texture sections (for landscape and objects) CORE---->>>>then use the rest of the core section (there should only be small changes.) The main removal was the weapon section and SKE+ from the "OLD" version. All new patches are fully modular. For the weapon section there will be a Heavier loadout as a plugin in the next 24 hrs I'm just reviewing mods atm, My issue is OP mods like Bleed affect to 50cal combat shotgun lol makes the game silly. Sorry for the Headache, But I'm hoping this will be better in the long run. After the weapons I'll be doing a Survival/Realism Plugin. If you have a suggestion please don't hold back, I listen "I may not agree" but I do listen.
  16. @blur210 Thanks for the catch!! Updated
  17. @darthf1 Thanks for the pickup on homemaker and ocd Will fix. load game make a new save exit game Disable all mods At start menu check mods and make shure there are no mods in there. load game without mods check if all crafting stations work and all base menu in workshop If all ok save and exit load mods start game test.
  18. I was linked this a while ago https://www.nexusmods.com/fallout4/mods/17374/? I can't see why it can't be made into a plugin
  19. (other then landscape and items) the CORE has Settlement and a couple of monster overhauls. Other then minutemen nobody has asked for anything. Most have had graphic issues (most likely grass related) So I toned it back for lower end PC's So the optional sections will be crafting and weapons but I want to "look into it further" so I can have a Nicer interface experience.
  20. @Rhodsey The "CORE" section is stable and is not changing. It was to much trouble, like you say. have a look at the wiki then 20 things are different.... This way you install the CORE then there will be "extra sections" that have "Plugin patches" soo everything can be kept seperate and nobody should have a mental breakdown. Hope you enjoyed your trip.
  21. BAM!!!!!! Old mod loadout archived available on 1st page of forums !!!!!MODWiki CORE is up with patches!!!!! This version contains simple mods that don't conflict too much but have a lot of impact to the game and they use vram friendly textures. I will create additional(seperate) load structures to the core section for those that want to experiment more. (Hopefully this Configuration of the Wiki will cater to a wider variety of people. both Skill and computing power) ENJOY!!!
  22. OK.. Sneek peek.. https://wiki.step-project.com/User:Gernash/MODWiki_Settlements#Installing_Settlement_Mods just waiting on loose file soo "new" settlement mods should be up soon.
  23. AHHH, well that's good to know I'll have to add that in the Guide somewhere are I disable that by default on my box same as AV, afterburner,g15 etcetc.
  24. @Darthf1 Ah, well I'd just remove the weapon mods and the main patch and just play a bit. There will be a "new" section with what I'm working on within the week. It'll be staged (graphics same/little better) The new weapon haulout is a few weeks away though(I'm not happu with the patches as with your problem You cant just disable a section of the patch so it's poor for fault finding. @GDSFan I think the whole time playing I've only ever had 1 "real" ILS in fallout 4 the other times was just dirty ram. (physical clean of edge connectors(NOTE: if you dont know what that is don't do it))
  25. I'm confused as teh prefixing is done by VIS and it's to do with a thing called INNS records, they get Updated when you do the tab store to workshop thing.... hmmmm is this a old save or a new game? (i use a broken old save) as the issue may be with a past mod if it's an old save....???
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