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Gernash

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Everything posted by Gernash

  1. @darthf1 Updated that was verry out of date I'm such a bad monkey
  2. @rhodsey @darthf1 Functional displays added (sorry fomods need to be made by hand.......) Having a smoke... will read back or... What else is missing? Don't stress about the concealed armor just disable the esp any use the AK patch one and metal and leather will work will make a new one tomorrow Extended Weapons & Cut Weapons Mods Restored I added as new item lists to the OMOD I may have missed the NIF will check later Have a note Extended Weapons & Cut Weapons Mods Restored seem to be hunting rifle,10mm and .44 mainly you can craft a 10mm like a p44 auto rifle but etc (not sure if that's a dlc thing or from the mod but I don't remember it) OK I think all that is now done PLease report any other failings on my behalf I'll do as asap
  3. Legendary Modification updated New calibers added
  4. Legendary Modification updated
  5. Cut Weapon Mods Restored updated Extended weapon mods added
  6. My yull load list is at the botom of the wiki WeaponryOverhaul.esp WBO is weapon balance overhaul no idea hover over it should tell you what mod it came from (please tell me) (i've updated that fomod no pataches other than DLC) 3DScopes.esp is a part of see through scopes concealedArmors.esp is a boo boo on my part I will up date this when I look at fomods 1 sec
  7. ZOmg I'm that bad I sec checking
  8. AHHHHHH I'm a dumb dumb (this will not cause the crash just not add ConcealedArmor to every item) I accidentally deleted my ConcealedArmor.esp and only did 20% of the armor oops But your issue is the armorsmith not up the top (that will be the crash) the other patches will get overwritten by the MOWiki ones as long as they are at the Bottom (Patch order just means you just can't craft everything) And I assume you have used loot? trustorms above darker nights 3d scopes about WBO Basicall any "GUN/WEAPON" mod hads to be above WBO as it's the "overhaul" non essentual can be disabled/removed (in the MODWiki patch) BetterModDescriptionsAE.esp BetterModDescriptionsCAS.esp and you have two armorsmiths....????? Armorsmith Extended.esp Armormsith All DLCs Patch.esp <----what's this???
  9. disable Workshop_Planters remove (nx pro does the planters one or the other) and any patches like the CWMR ones and 3dscopes ones put the MODWiki ones at the bottom armorsmith up the top (most important) most likely the reason run fo4edit it should bomb out and tell you order
  10. Cool remember to update info in the UPDATEs if people return to the site they will most likely look there 1st
  11. ba2 IS better in most cases with Far ba2 is preferable as nothing overwrites it, if another mod had the same loose files then I'd recomment loose as per my last responce on the topic. loose is bad BA2 is good
  12. 1. Please stop using the quote button it's very annoying it's not like 50 people are talking at once. 2. I just write brain farts in the forums, seems people are entertain by it. If I'm asking a Question to somebody in particular I use the forum etiquette of @somebody please stop replying to them as it's just spamming up the forum.
  13. Good video as to how to resolve mod conflicts..... The Bit that's hard is "Reading the mod authers mind" when creating OBJ Lists for crafting or "Designing" how lighting/weather mods interact to give a nice overall appearence.
  14. Things that stress me out ZOMG Patches what am I to do with conflicts like DLCNukaWorld.esm ((( [01] DLCRobot.esm \ Story Manager Quest Node \ 000250E6 <WorkshopAttackNode>))) it excludes DLC01WorkshopBotRaiderAttack01 "Robots" [QUST:0100FD17] DLC01WorkshopBotRaiderAttack02 "Robots" [QUST:0100FD1B] DLC03WorkshopTrapperAttack01 [QUST:0304B651] NOTE: DLC's exclude lots of prior quests (and other things you plane missout on if you have all dlc installed) Should it be Unoffical FO4 issue or you need to make a patch yourself?
  15. from MODWiki "Order should be like" changed to LOOT should be working but there must not be enough references made out there for these mods<br /> Order should look something like this (the patches will tell you if you have it wrong if you run FO4EDIT!!!!!) General "Rule" :- for a load order with the least amout of conflicts (from what I've seen so far) :house mods :gunmods :weather and lighting :VIS :weapons rack (cause I like it) :better mod descriptions Below is My actual load Order as an example (it is odd as I'm part way through the patches I'll change it once the Global Patch is set in stone) Fixed
  16. "inconvenient to have a set load order that everyone must follow" house mods gunmods weather and lighting VIS weapons rack (cause I like it) better mod desctioptions is the order for least conflicts from what'i've seen so far "not going to be able to step away from LOOT" You hove to aware of your mods and how they interact with each other if you rely on loot you will NOT have the same gameplay or visual affects that another has. (if you post a spoiler of your load order thats done by loot I'll have a look and see if there are any issues) "Home Maker" look at SKE it does homemaker and OCDecorator (esp replacer) you have to hide the esp in homemaker and ocdecorator Optional ESP??? This is a guided install you can install whatever you like. "Modular Kitchens" Fixed and updated !!!THE MODWiki!!!! Was just ment to be an example of a working loadout to show MO2 does work wiht MK link and compatability with mods. I then went silly with textures to see how far I could push a mid range card and still be playable Now I'm playing wit FO4Edit and Weapons Next will be a revisit to lighting Soooooo as a WIP it "Growing" and having to backpeddle and "revise" how it's installed or patched because as a guided install, I'm making the decisions on look playability etc if you want the "Whole" Experience. Currently it's Slowly developing into an FO4 "Overhaull" by the looks of it. Mission statement up to this point Looks cool (NO1) Enemy are hard Many weapon choices and loadouts Can play snipe, bruser or tactical Settlement management (I'm hoping the Old school ones will convert to the "New" modular script system)
  17. to others reading without guns 3 patches 1 lighting 1 vis 1 better mod description that's it they dont really conflict
  18. "Oh right, I don't know why I thought that. But why mess with the load order and not rely on Loot? If exceptions have to be made, like loading mod X after mod Y then you can do that in LOOT." Hmm. I have no idea where to start........I suppose that's a thing. I'll look around and see if I can find a guide to link. Perhaps the Whole S.T.E.P Wiki..... just google around for merged Patches (That is just a very small part) to give you an idea. Loot just sorts basic mod order and with the Wiki it will not work as the overwrite priority I choose is to reduce edits and how would it know I want darker nights over vivid with settlement lights overwriting with dynamic shadow for lights but not settlements? And to get that combo I have to hand edit a patch....Loot will not in any way help with weapon mods, vis, housemods basically nothing it even loads vis wrong (YEA I know My VIS order is ass about face its like that soo I could see conflicts to make a table. shhh) At the moment I'm playing with weapons soooo you can craft a weapon that was removed from the game and add a mod that does not exist that fires explosive rounds of a caliber that mirrors real life with tracer rounds that you can see. through an glass scope with 2 legendary mods, and an under over. That is what the weapon mods in the list do but no patch with all at one. And once again Loot does not do that it's not for oddball mods and load outs. You ise loot as a starting point then hand edit from there. I know I'm comming accross like an ass but..... yea....soooooo much to explaine. not doing it. LOOT=NO done
  19. the load order is differnt it's the right side. it's not something you need to worry about. when the next mod wiki patch comes out it will all be updated at the same time. Just with with 2 bullet mods 2 weapon mod mods they all add multiple entries and in some cases new weapons or mods so to include them I habe to manually go through 60+ entries in 6 mods and hand make a compatability patch so they all work together. At the moment only 15-20 weapons can function with loads and most of the cut weapon weapons are not visable Then I have to make VIS patches soooo I'm just sayin that I'm changing the end load order so I can simplify the patches and make the overall load simpler for others to make patches with their own mods(those people are the quiet ones that know stuff and are roffling at the sticky tape n glue patches) the green theme for MO2? that is internal to MO2 it will always be green Not changeable
  20. SOOOO the patching madness continues... After playing with all the keywords, Worldspace and Item naming etc the MOD list for the wiki is going to slightly change as to how I include mods and load list .ESM Settlement Mods mods creature overhauls Weapon Overhauls --other mods-- weather mods lighting mods --VIS-- --Weapons Rack-- --Better mod Descriptions-- NOTE: Don't install weight reduction option in VIS etc they are the Enemy!!!! I'll include some optional cheats (i.e. Carry weight etc as the Patches become too complicated even the internal VIS ones conflict (AS far as I can see))
  21. yea BA2 is "faster" but loose file overwrite BA2 so if you want a BA2 to overwrite a loose file you need to "know" what is overwriting what (The wiki has notes in it saying to disable some files for this reason) And yes anyone can do anything.....YEAY!!!
  22. Unless you extract them BA2 its faster so there is no point, YES YOU CAN HAVE LOOSE FILES nobody can stop you doing whatever you want to do
  23. You cant really and nothing overwrites his lods (I've checked)
  24. NP I'm just subscribed to MO2 waiting for an update from the commit and was(and still are) seeing people over and over asking the same question, MY SH_T no go how do I fix, after 600 of these "Notifications" I'm sure TanninOne just deletes em now. It boggles my mind that people do not read the posts on the 1st page and sus out a solution. (THE Ones that do are the silent ones that find this page and get on with life but they are all well over 9000 I'm sure)
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