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Gernash

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Everything posted by Gernash

  1. I'm not sure, the 2.3 patch will not affect the game or saves, it's more about reorganizing and tidying everything up. I have a couple of new things going up but no plans in hacking up the CORE in the near future.
  2. @Rayhne ????? the default is Hard as per the wiki the patch is normal mode what is hard to understand?
  3. there were a couple of people using Legendary modification without MW so I just made this patch for those people so you still get RGBO and weapon naming working normally. LM2 bench is disabled as it makes it's own non vanilla items. The patch is Set to NORMAL (i.e. legendary become swap-able loose mods) Why can't I leave it alone? LM2 is behind a couple of mods for overwrites so you have to decide if you want loose legendary/1 or 2 slots. The default is hard mode so you have to scrap 10-12 legendary items to craft a new one. My intent was 1 Slot per weapon 2 in chest 1 in limbs none in PA - (Convert Diving(Underwater breathing) and a couple of others into modules for Back slot) Thanks I'll update the wiki. So Kill Deb as he is a Synth.... Done!
  4. https://www.dropbox.com/s/yivauy3k8fzwy1y/LM1.esp?dl=0 Legendary Modifications (Normal Mode-WorkBench disabled. CORE)
  5. if you have the Horsepower then you can play at 3840x2160 Personally I'd run the computer at 1920x1080 then Upscale
  6. mmm I see it logged as a Bug in a few places. seems to be not related to eps files. if you load https://www.nexusmods.com/fallout4/mods/19560/? at the end of the modlist elevator functions. (It replaces the door not the elevator.) I started another game and it seems to work fine. So my best guess is there is a script that is causing the issue or it's a Vanilla issue. Ah double confusion!!! I was being silly in my response for entertainment sake .
  7. Must be autodoor setting please wait loading......
  8. @Trexasle Are you a NMM user that converted to MO2? Is it a clean install of FO4? Bushes are most likely textures elevator on the other hand is strange. I'll start a new game and test. NOTE: Currently I'm not running any textures as I'm revising all that soonish
  9. Disable the worldspace patch
  10. Hmm, I haven't checked the game in PRE War try Fallout.ini [General] bUseCombinedObjects=0bPreCulledObjectsEnabled=0 [Display]bUsePreCulledObjects=1 (Or just delete this entry in it entirety) either that or it's the digital bMosus and pic one was the remnants of the burning bush and pic 2 is no Ascension for you. AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp <---RemoveAnS Wearable Backpacks and Pouches - AWKCR.esp <---Remove CWMR-Patch-Extended weapon mods.esp <---Remove Weaponsmith - Super Mutant Redux Patch.esp <---Remove Also VIVid weather after NAIhttps://www.dropbox.com/s/cx92rw07ah4rzlt/MODWiki-Vivid-Patch.esp?dl=0 PAtch at the end of list
  11. If you want more formal and in-depth responses with correctly punctuated grammar than you have come to the wrong place. The guide is meant to be informational, and all the guff is basically off-the-top of my head with the current redo I did quickly skim over everything. Hopefully making it less crappy English with words good-der-a.
  12. I'm Me not S.T.E.P GetGS fSurvivalCompassLocationMaxDist GetGS fSurvivalPerceptionCompassBase GetGS fSurvivalPerceptionCompassMult Note: SETGS is for settings Adjustable via ini not GS settings. https://www.nexusmods.com/fallout4/mods/1312/? is how you pull settings.
  13. Hmm there are some Material swap issues I noticed though for PA I'll fix those up in next patch.
  14. Many things, if you look at all the fomods in the Wiki, any settings that conflict I had an override Priority. E.g. NAC and Chems I Prioritized VATS>MojaveImports>Vanilla. (as TDarkShadow Pointed out the missing effects.) I did not add the NAC affects to chems as I've not had time to play with them so I did not include them at this stage. (I have used the chem effects when I 1st installed NAC but disabled most of the effects Shortly after.) Yea that's an oops (But only if people use Eli_ArmourCompendium)
  15. MODWiki-CORE v2.2.6 on the nexus is generations newer. I cant recall the masters I removed for you(NAC Stuff?) but I assume that is all included now in the Fomod installer. I'd recommend disabling all the "OLD" patches and installing the nexus fomod
  16. @TDarkShadow Also thanks for the comment, I was being facetious with the "More Duct-tape applied with Heaps of crappy little things you wont care about!!!!!" I've spent many hrs tidying the in-game menus etc but hopefully it won't be noticeable and the game should just play as intended (seamlessly) If you're OCD about menu positioning and placement(for weapons, armor, PA and Alchemy) then you'll jump for joy with the consistent menus. But I dare say most will not notice the changes.
  17. One is Prewar the other is PreWar due to Typo in core patch it's just a "Fix" I'm going through the limited sub menus we have access to and I trying to think up a Cleaner interface. I didn't change it as I need to review all the Food types and further sort them at some stage between rad food and "clean" food I assume this is helpful to players.
  18. MODWiki-CORE v2.2.6 Uploaded Synth Overhaul - C.A.S.T (Retexture - 4k 2k) - Updated. Snap 'n Build - Removed (Additional Patch if you still have a copy.) More Duct-tape applied with Heaps of crappy little things you wont care about!!!!!
  19. I'm suspecting a memory allocation refresh issue with the faults you have been describing. Basically when zoning it's not releasing memory and CTD you get the same sort of issue when loading from death.
  20. [\(\[\|] not sure, I don't think it matters just the \{ can't be used in a submenu [Crops]Corn and [PreWar]Canned Dog Food were not working as there is no tag for [Crops] only [Crop] and [PreWar] not Prewar. There are a few typos there in my stuff.
  21. I had a look at Radrose if you were looking for VIS compatibility patches (And a few extra nifty things) then I'd recommend using this. Unfortunately, Because I've changed A lot of the naming structure and how they are sorted into sub-menus it's not 100% compatible.
  22. [spoiler=Load order]Arbitration - Recommended Core.esp Arbitration - Survival Damage to Player 5x.esp <-- Remove 1 Arbitration - Survival Damage by Player 2.5x.esp <-- Remove 1 BetterModDescriptionsAE.esp <-- Remove BetterModDescriptionsCAS.esp <-- Remove BetterSettlersMortalPack.esp <--Review How you are doing clothing and if you are using V1 or V2 DWUK_LexingtonInteriors.esp <-- Not Supported BetterSettlersNoLollygagging.esp <--Review How you are doing clothing and if you are using V1 or V2 BetterSettlersCleanFacePack.esp <--Review How you are doing clothing and if you are using V1 or V2 MODWiki - CORE - Patch.esp MODWiki-ModernWeapons-Patch.esp MODWiki-NAC-Patch.esp MODWiki-Doors-Patch.esp IF you use Survival Options by Jekod then Arbitration - Survival Damage can be disabled and controlled via the holotape. PRC Patch for Enbs.esp Loads at the end
  23. Move (Get Out the Way) -- Removed Better Companions by techprince -- Replacement LOAD ORDER - Updated for upcoming patch New Patch is a MAJOR General Tidy of crafting menus and PipBoy display. Will include Latest version of C.A.S.T (Working) Updated Mashup/Tweek/Overhaul for Supermutants (They were quite pitiful above level 35) Stopped further tinkering with raiders waiting on Update for RO
  24. @Jarda 1. I've not Added in xp removal in the latest patch so crafting will level you very quickly. 2. I've been chipping away at all the crafting stuff the last few days, next patch will be more complete in regards to this. 3. Turn off Lens effect. in ENB. (it's causing the "Bloom" effect in NAC Standalone) ELFX is only there to place objects "light fixtures" where fake lights are. ELFX Has no effect when loaded before NAI 4. looting while not in PA the Icons have no color?
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