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Gernash

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Everything posted by Gernash

  1. @GSDFan with https://www.nexusmods.com/fallout4/mods/21387/? and https://www.nexusmods.com/fallout4/mods/3528/? mmmm Have you used conquest? https://www.nexusmods.com/fallout4/mods/12511/?
  2. @GabaZieute there is a whole section of information missing from https://wiki.step-project.com/User:Gernash/MODWiki#Worldspace that covers this. Tales of the Commonwealth adds a few of Navmeshes to the worldspace if you want to use any of the following mods you will need a NAvmesh patch at the very least or you will have CTD in some areas e.g concord, University point. Currently I'm experimenting with Pre-combined and Visability patches for the entirety of the Modified zones for the below mods. The only issue with this patch is occlusion problems caused by changing the base combined .NIF files. You will need to add the following to your fallout4.ini bUseCombinedObjects=0bUsePreCulledObjects=0 Issues with these settings:bUseCombinedObjects=0 This will cause occlusion object(NIF) textures to flicker between their different diffuse textures. Required if mods add meshes that are not in the Precombine data (i.e. tree mods etc).:bUseCombinedObjects=1(default) should stop texture occlusion flicker occurring. The downside is some meshes will not be seen or be just have a ghosted outline/image. (i.e. tree mods etc).:bUsePreCulledObjects=0 This is required to use any 3rd party Pre-combined and Visability files. You will get some frame rate Drop.(Only really noticeable in cities). This produces the same results as TPC command in the console). this is just a copy paste of the "missing" information. I've sent the question to TechAngle to see if it's some information/Page limit type problem.
  3. hmm, OK. Back in the bad old days (2 weeks ago) there was a thing call an Administrative command prompt. Microsoft in it wisdom has been phasing it out and replacing it with the Windows Power Shell. If you are using Windows 10 you can use the windows key + the "x" key then Windows powershell (Admin) If you want a Command prompt. you can type command into the search box on the start menu then right click the shortcut and choose run as administrator. https://www.isunshare.com/windows-10/4-ways-to-open-command-prompt-in-windows-10.html or are you asking what the mklink command does? https://technet.microsoft.com/en-us/library/cc753194%28v=ws.11%29.aspx?f=255&MSPPError=-2147217396 changing the MO2 -> Settings -> Paths Tab will break MO2 that is why I'm creating virtual links to the file location in the instructions. Skyrim SE??? you using the new recompiled version of MO2? um I don't think you need to do this but it has it's own issues. you will need to explain what version OF MO2 you are using and what you are doing with it. Basically until there is 64bit versions of all the tools for skyrim you will be better off using the Original legendary version of skyrim and the old version of M0 stinky1678 is correct. you cannot have spaces in a command without being in inverted commas.
  4. V6 is needed. Ihave to update the navmeshes at some point as there are a few CTD areas I've encountered Sent from my SM-G900I using Tapatalk
  5. Sorry i did not finish updating the mod list or uploading the latest patches. I'll short that out later to day i hope Sent from my SM-G900I using Tapatalk
  6. I'd make a duplicate of the profile then disable everything and see if it load. If not then disable horizons and save patch. Then test if new save works. If not disable all non wiki mods and test on new save. The mods in the core list should not cause this issue the only exception is conceled armor retaining an old version of armor keywords Sent from my SM-G900I using Tapatalk The only time i have had issues with loading saved games is with dodgy navmeshes or corrupt workshop menu. So you could try disabling nonwiki settlement mods Sent from my SM-G900I using Tapatalk
  7. I'll have to play it and see. The next part when you complete the museum and Preston got to Sanc is where the issue is that I've seen. Now I'm a little confused, I thought you said you couldn't recruit Codsworth as a companion if you had dogmeat? It should only allow the Vanilla quests if your looking for Shaun I believe/ (I've not played through it all nor read all the forum posts.) the Overwrites I've provided in the Test Quest Patch should allow it to play should as intended. There have been Double deletes added as some of them did not take.. this may be the inconsistency you are referring to without the patch. because I'm iconifing more of the pipboy it uses https://www.nexusmods.com/fallout4/mods/21847/? https://www.nexusmods.com/fallout4/mods/19967/?
  8. Ah No I keep all the initial quest stuff because it bugs if you don't do the kill the flies n stuff with codsworth as Preston will glitch out when he does the rad roach thing in sanc later. the patch is vanilla start with Codsworth. You can remove them but you have to delete the Flies and stuff and only have the Preston associated roaches left.(Ask he runs in and kills the wrong stuff and borks his quest activation. I assume that is what you are looking/Asking about?
  9. yep I had a Squiz. Test Quest Patch (XML included include Quests Tags - EN TAGS and some new ones.) https://www.dropbox.com/s/o8jmiidhwca09kl/Quest.7z?dl=0 Unique NPCs.esp - updated not releasedRaiderOverhaul.esp - updated not released3DNPC_FO4.esp3DNPC_FO4_DLC.espNoVanillaRadiantDLCLocations.espQuestsTags_00_NotAllDLC.espQuestsTags_DLC01_Automatron.espQuestsTags_DLC03_FarHarbor.espQuestsTags_DLC04_NukaWorld.espQuestsTags_DLC06_VaultTec.espStartMeUp.espSMU_Quest_Patch.esp (Dogmeat fix inc)
  10. It's coming, just finished fixing the gunner spawns for PA and testing the Modern weapons stuff. what is no radiant quests outside the Commonwealth?
  11. Anyone Know if there is a repository for PersistantSubgraphInfoAndOffsetData.txt? I'm starting to notice gun animations getting more complicated and there is a change in offsetpoints but cannot locate the repository file(Latest version). Or is this not important in terms of animation files and just a residue file? (This is a question to the ether not anyone in particular)
  12. Hmmm? where about? I have no issues. here is a double delete if you need, it may help https://www.dropbox.com/s/9vcgomrhzlvnlp9/SMU_Quest_Patch.esp?dl=0
  13. Makes me curious as well. I'll have to experiment with it and see what's happening. It might make ones spawned via the script not have the settings tag and not be sorted via the XML sorting so they don't show up at all. hmm loading please wait.
  14. I think there extras are duplicate holotapes that are created when the scrips run for the 1st time. (If not can you screen shot both and tell me the odd ones out?) Unfortunately there is no single menu plugin as yet for holotapes replacer as per Skyrim UI
  15. Yes, I've not finished the icon choices yet, https://www.nexusmods.com/fallout4/mods/21847/? will be included in the next version having to all the missing an extra ones from all the mods etc.
  16. NPC's will always equip the "Best" item (usually the most expensive) do you have the scrounger perk? as that will give you an extra ammo for raiders etc. if you spawn a new settler does the double ammo happen? Is the extra ammo on existing settlers?
  17. can replace better companion fall damage immunity. Better companion does a whole lot more. I'll actually have a close look at this mod and get back to you. you using modern weapons or just core? Settlers and companions do not use ammo their inventory contents is just loot in regards to ammo. If they have no ammo they use melee.
  18. Synth overhaul C.A.S.T. Sent from my SM-G900I using Tapatalk
  19. Custom combat armor can be added, it will need a patch is it will conflict with CAST mainly. Weaponsmith mod- cant do anything with that. As per the mod author description. I was considering using Gunsmith Extended , Legendary Mods with 3d scopes and having it AE/AWKCR complaint to be the CORE WEAPON PACK-i.e. as it's open source release an "update" or Modules for it. then just selecting weapons to be patched in that are either LORE friendly or toned down/adjusted for vanilla game play.. Not sure how much more effort I want to do atm...
  20. Only some items have AWKCR or AE paint jobs. I've added/modified anything with Swapable textures or paint to be AE complaint. I've left all the default "empty" attach points (color swap index swap etc) in case people use mods that attach to them. Surprisingly there are very few mods that take advantage of the AWKCR/AE framework. I'll Bring out a 2nd rafting redirect patch with all unused AP's removed. So you are not looking for things that aren't there. Only armor with color swaps is Synth ones from synth overhaul. For Armor. Eli's Armor Compendium is clothing mods with some color swaps.
  21. Purple pink should only be with 4k textures pack you will need to extract move files then repack. I've left a message with thirdstorm about it. I've checked the basic pc and 2k version they seem to be fine.
  22. MODWIKI-Bettersettlers-Patch (TEMP TEST Version) https://www.dropbox.com/s/ra0exbrho9sq7b0/MODWiki-BettersettlersClothing-Patch.7z?dl=0 this is for recommended order ....Unique NPCs .... ....RO....... .....Better settlersv2...... (overwrite with BSv2 from Unique NPCs site) ....Eli's Armour Compendium.... disable (Varied Diamond City Guards) Note: Unique NPCs TEXTURE should be extracted with Archieve2 from the creation kit. BSA Browser does not work with these files. If using the 4K Texture Pack it needs to be moved from DATA folder to Textures.
  23. I'm adding Unique NPCs (it's happening) there are update to the mods this week. so I'm taking my time I can let you have a preliminary patch or you can just wait till the mod updates are out and I dpo a full patch on those recommended order .....Mods.... ....Unique NPCs .... ....RO....... .....Better settlersv2...... (overwrite with BSv2 from Unique NPCs site) ....Eli's Armour Compendium.... disable (Varied Diamond City Guards) This should just work only Raider Overhaul skins mostly excluded.(RO SKins, No fancy pantz ones)
  24. I like the Boxes. very neat.
  25. Soo you still get reset bug?.. if a settler resets you get a Male Truck driver called Bambi (not that there's anything wrong with that:)
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