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Gernash

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Everything posted by Gernash

  1. very odd have you tried dropping an item on the ground and using the workshop menu to "store" the item then retrieving it? Does that change the item name? The nudity is CBBE and clothing thing you could disable cbbe and check that if so you have no cbbe cloths perhaps the crashing will be one of the weapon mods the "mashup" at the end of the load order, if disabled will "unjoin" them and may allow the crafting station to work. If not then disable 1 by one till you know which one it is and then I can work it out.
  2. I do as well it does not cause issues (oops) @GDSFan you up and running again? i.e. can you play FO4? cause as a builder I have this patch mostly done and need a builder as a tester...;)
  3. @darthf1 na they just like hangin it all out :) try adding this to your Fallout4Custom.ini (in your documents folder not in MO2) [General]bUseCombinedObjects=0[Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal=
  4. @beurp99 all good beurp99 Thanks for the info. New Skyrim will not be happening on MO2 for some time as the main tool like SKE and Skyproc do not support the new MO2 64x environment and It will take time till this happens. But if there is a workaround I'll throw something up but I dare say the S.T.E.P community will be all over it like a bad rash.
  5. Good Stuff Will add it to the list. Enjoy!!!
  6. you have too much grassss mannnn you can turn doen the amout of grass from default Grass=fps loss
  7. Workshop Rearranged is alot more than the Mod page says.
  8. menu management and the 2 core mods people seem to use (Homemaker and OCD) I'm not 100% shure why they are used as I'm not a Builder.
  9. https://wiki.step-project.com/User:Gernash/MODWiki#Place_Everywhere it's been there the whole time.... Cell scrapping? mmm I'm approaching that issue in a different way and currently doing something else.
  10. Settlement mods are "complicated" the current "list" is GSDFans modlist. After playing around with them the "user" experience is choppy at best so I'm "fixing" how it all kinda works. I have my opinion about it all and if people use it then I can get some feedback at that point. Current list is not broken just a mishmash and what you would expect if you just download a heap of settlement mods and "had a go"
  11. landscape- is well mostly landscape items - texture replacers Misc items - is Objects (repacers some meshes,sounds and i think I saw some other type of folder) Enhanced Blood Textures - is a decal(game setting) thing - it's a part of the User experience Pip-Boy UHD 4K does the interface and Maps - it's a part of the User experience And yes an argument can be made that everything is a user experience soo just one folder yea? The list is more about how those items relate to each other in FO4Edit for conflicts and a "Visual" hint as LOOT does not help very much at the moment. Yea the Settlement build thing is a Mess ATM, now I know more (more bruises on my noggin) I've decided a path and have a Framework set so I'm just making a couple of patches. There will only be 2 Settlement core mods and several Optional ones with patches if required. I still have to wrap My head around it a bit more as it's fiddly and time consuming. The end result (I Hope) will allow someone to say I want settlement mod XYZ and I should be able to just make a Plugin patch for it. (it's the "Dream")
  12. Yea I think it's 1 of 2 things F4SE and MO2 (Nothing we can do) and if you have mods on a 2nd hdd it seems to do a buffering thing... But after 1st load like you said it tends to settle down. Also if you change mod load etc you get an oddness 1st load. I haven't mentioned it in the guide as it's not game breaking. And thanks for the comment, But most importantly enjoy MO2!!!
  13. Cool, Just making sure. You seem to get ahead of yourself, to much enthusiasm ;)
  14. Nope could be just my save game, IDC. It's not important and I do not wish to report it or investigate it would take to much time. Also, Just in case. Do not use my name or the modwiki anywhere to complain or beat people over the head with. I do not want grief.
  15. YA, you linked it before to me https://www.nexusmods.com/fallout4/mods/8842/? is "I think" is going to be the "controler" for Settlement mods the Whole section is extreamly complicated and the whole reason people loose menu and items, I'm just digging into that to sort out a framework for the MODWiki then I can Blend other mods into it to conform to a standard (ie the weapons + patches But with what I'm Learning atm I will generate "smarter Patches" when I have a better grasp of the whole picture))
  16. mm, Only issue is I usualy PLay test the mods and see how they work ingame. e.g. Infinate settlement Budget casued me CDT so I have add a different one.
  17. https://www.nexusmods.com/fallout4/mods/13842/? ? It Has to be added as a Mod link not a hyperlink to be consistant to the Wiki - Updated
  18. AH, That is a personal taste , moders will do that themselves. Hmmm, I put the "here is where the executables are to give "newbies" that are interested 'Hints". I think referencing there are "presets" available is a good idea. "BUT" Def_ui is not being actively developed by the Author and it's now a "Community Effort". Some presets may not work as intended so I do not want to actively encourage the use of presets due to these compatibility issues.
  19. I do not understand the question
  20. AH, they are configuration files, Information on how to use them are on the web site (Def_ui) It's just extra config for those that want to Modify the interface even further.(not general users)
  21. Thanks for that, the Wording is difficult to grasp. I've moved to a different software for Normal mapping to be able to blend normals for a better over all look and to be able to bring the extra information from the hand made normals in original game textures (potholes are a good example) Now I'm struggling to ram month's/years of knowlage of blender/nif into my poor head.
  22. The stuff before was BA2 VS LOOSE file LOOSE will always overwrite BA2 I have not done any testing with BA2 VS BA2 overwrite priority, If your talking about replacing the FO4 base texture files then the Mod manager will do that if you have Mod1 BA2 has contents a,b,c Mod2 BA2 has contents c,d,e I so not who the "Winner is" for item "c" Just make 2 archives and put a test file modtest.txt with "HI I'm MOD1" and "HI I'm MOD2" then tell me all about it :) OR... do you want me yo do it and give you a "Definitive answer"? As I'ts not been an issue for me
  23. if that's the case the wiki will be like ok now you have to unpack all the BA2 to allow for overwrites. Have you not seen the MODWiki? it chooses LOOSE over BA2 unless there is no conflict? I do not write it there as I do the "THINKING" on behalf of the enduser. Alot more is involved than copy paste hehe I added 20 mods weeeee!!!!!! THERE is NO BA2 Control in MO2 unless TANNISONE adds it
  24. OK my last work on the subject. NO!!!! I can write a guide on how to do all that by hand but people that just want to follow a guide and have difficulity creating a MKLINK or putting a patch at the end of a load order will BREAK their textures 100%. I WILL NOT WRITE A GUIDE OR RECOMMEND DOING IT AS PART OF THE MODWIKI untill there it a one button press tool (and even that will be full of enduser issues)
  25. Yep, As I've said there ia a tool in the works.
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