Gernash
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Everything posted by Gernash
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wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Don't Call Me Settler: In the precious versions I've patched in the quests that control those functions so I had no issues with the Mod. The "ISSUE" the mod "has" is when you run the quest script for repairing damaged resources after an attack. When it puts up the quest flags in the pip-boy that can stay active and the quest does not get removed causing a CTD. I've never experienced this. BUT I've removed the patching in the newer version. Settlers can reset even if you turn around the names seem persistent so you can have a MALE "Cathy" with a settler reset. this is just part of the Vanilla game. there is talk to have a craftable roster you give to a settler and it keeps their settings., -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
mmm, that come down to what worldspace mods you are running and which patches you are using. ie full mods full world space or full mods basic wordspace. or no worldspace. I need more info to guess at your issue. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
KK, I'll have a look and see what I can do, Basically with a clean reload on sitting on 168. esp and a full load (not the old settlers clothing setup.) some are hard to merge as they introduce things that need to be patched. it doesn't patch just moves stuff around. I'm supplying all the patches in the next crafting redirect so that will help a little. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
and what 50 odd mods are you all installing to get close to the limit? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Settlement Resources Re balanced is being removed. The only thing it does now is make essential NPC's essential as normal NPC are Mortal. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
You didn't disable keywords in conceled armor mod as per instructions Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
I recall there is a required overwrite to get lm2 working (I've also not added it to all items as well.) Was intending chest only for lm2. I'll look at it again later. Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Looked at it a while ago full prefabs! Had no problems with it. Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Lol /cry. I'll get back to you in a couple of days about it. I did the patch inside modern weapons months ago. Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The large worldspace patch needs perculling to be disabled. In the latest patch (in the fomod installer) I've disabled it manually for any altered zone. (Will avoid ini issues) Only thing to look out for is if you use the bettersettlers cloths addon from 1.04. I'd stay with that and not upgrade to 2 till i get a chance to stare at it. Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Yep. That's NAC I've added it to pa as well because it seems to use a different imagespace to normal 1st person.Go into NAC holotape and disable sunglass effect. The reason for doing this is you cant controll all the settings in nac without it i.e. night darkness. Sent from my SM-G900I using Tapatalk Sorry I've hard set it to hard. You have to scrap to get legendary effects chip Sent from my SM-G900I using Tapatalk -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
It should be but might not like that card. Limit in enb should solve all ills -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Make sure fps limit is enabled in enb if you using one. The is an ini setting as well. On phone cant link. Just use a tool or google vsync enable and lock to 60 fps -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
There is something causing fps loss in cities . Still investigating Most areas you should see 40+ fps. What vid you running? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
@Barachiel As you play with FO4Edit Shadow's from lights is a setting in mods under LIGHTS. you have to go through your mods and look through them. Uncheck the Shadowed version and choose the the normal or default version. This is for All the barrel and spotlight effects you see, The draw distance Shadows. What are your settings at? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Settings tapes are under mods settings Sim Settlements is a no conflict mod it uses injection -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
The Raiders are now auto leveling but restricted to level cap of zone. I've twiddled Supermutants to now Autolevel as well. (next core patch) To take full advantage of this (in the next patch you will have to use the modified combat patch to de-level zones. if you want a "Vanilla experience you do not de-level the zone.) The reson for this is at level 50 I run into supermutants and they are very zzzz at level 24 they were scary The patches make the MOB/NPC fight better and have more varies level appropriate items. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah, the raider mods add more PA stuff (textures) Supermutant mods add player craftable armor for Companion (also sets up a base for Supermutant clothing attachments for settlements{Additional mod}.) I'm in the process of adding more Supermutant stuff (Raiders should be ok from the last patch) May I ask why you don't want the overhauls? (Curiosity) -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
AHHHH It's a part of the WIKI. it does the LLists for armor and adds extra stuff. If you are shy of armor smith because all the crafting bench armor,weapons and PA get all messy that is all Tidied up in the next CORE patch. What's the reasoning in trying to remove it? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
the Sunglass effect is added to PA. go into NAC settings disable sunglass effect then go into FX and adjust night brightness setting Yep I saw (Been tidying the Patches) \ weaponsmith supermutant patch does not seem to be a master on my patches are you using the latest fomod installer of the patches from the nexus? -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
You mentioned for Sims settlements that it's fairly robust only think would be to patch so that the icons appeear in the right menus? I've not run it so I'm unsure what your saying. BUT I'd say redo your HUDMenu.swf and make sure it's not overwritten modify the HUDMenu.swf from the Def_ui MOD -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Armorsith.esp I've left the instruction for the renaming. I've not encountered issues with current mods I Think I'll remove the additional info. https://wiki.step-project.com/User:Gernash/PA_Plugin_1#T-49_-_Armor_of_the_Storyteller AI hotfix.esp yep correct, I've already played with the different settings. Not in my load order I'll add it in the list. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Clean out your enb dregs - ENB FXAA SweetFX Manager copy ENB 3.11 Copy PRC-X v0-7 files install PRC Patch for Enbs At the end of the laod order (From PRC Nexus page) Ingame Reset all presets Enable Standalone preset look at world color adjust gamma up 1 (in NAC Settings Holotape) Should look ok. From here you need to adjust form within PRC not NAC get's very complicated. to get an idea make a 2nd preset in - ENB FXAA SweetFX Manager and use the ENB on the NAC site and have a fiddle (Turn off lens) when you have it figured out Switch to the PRC and experiment. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides
Hmm Are you using the new fomod installer? The latest one? Have you removed all other patches I've provided as Dropbox links as Hotfixes? I'll update the load order list Load order updated. AWKCR patches are for crafting location of items i.e. the workbench where you make it. I intend to have a MODWiki workbench so you have all the in-game stuff in 1 location and you have the choice of AWKCR and Weaponsmith being disabled so reduces the "Cheat" temptation when doing a playthrough. -
wip-fallout-4-using-modorganizer-2
Gernash replied to Gernash's topic in Unofficial Fallout 4 Guides

