Gernash Posted October 27, 2016 Author Posted October 27, 2016 For those watching the forums, The Landscape and miscellaneous textures have had all the overwrites updated in the MODWiki.
Gernash Posted October 27, 2016 Author Posted October 27, 2016 VERSION 2.0.3 Update is in progress there will be Mods added and a minor change to some Addon sections. They will have ''for Version 2.0.3'' next to them. I might do it all in 1 hit but it might take up to 24hrs just depends on if I get distracted.......
LordKee Posted October 27, 2016 Posted October 27, 2016 Sounds good :) For what's it worth...much stable for me now. (old save which might be buggered) Entered 4-5 buildings in Concord before first CTD. I can live with that. Checked through quite a few esps with FO4Edit....and there are reported errors. Should those be cleaned in someway at some point?
Gernash Posted October 27, 2016 Author Posted October 27, 2016 Um, if you find errors just PM me directly. (not a forum post)
grimebucket Posted October 27, 2016 Posted October 27, 2016 Hey Gernash,Thanks for all your hard work on this. Evident that this is alot of man hours. Keep up the good work! Quick issue: after a clean install of this guide, all the weapons in the game are misnamed "Revolver" (ie [10mm Auto] Colt N99 Revolver, [.308 Win] Remington 700 Revolver). I ran everything through xEdit and found that the INNR MODwiki patch has an error in the field for what should be named as a revolver (same error as well in "Police Revolver" and another type of revolver I can't remember atm). Deleting this entry and drag'n'dropping the proper revolver entry from Weaponsmith into the INNR patch fixes the issue but results in some weird naming issues with regards to the DEF_UI icon pack (repeats the icon as well as the [ammo] tag in front of the weapon). tl;dr - Something may be broken with regards to INNR records. Not game breaking, but essentially wrecks the usefulness of VIS. I am sure this is the result of me incorrectly installing something or forgetting a patch, but I just figured I would mention it here on the off chance that helps you in any way. I'm currently at work with no access to my rig but I can send you screenshots of xedit etc later this afternoon if you'd like. Thanks again dude! You are a champion!
Gernash Posted October 27, 2016 Author Posted October 27, 2016 (edited) Quick issue: after a clean install of this guide, all the weapons in the game are misnamed "Revolver" Yep the Innr(Naming Rules) from weaponsmith go by caliber. I've redone the PA section and worldspace in this patch.Weapon Naming will be in the following Patch 2.0.4 (As I have to stare at it for a while) (SO anthing .45cal is a revolver....) Edited October 27, 2016 by Gernash
Gernash Posted October 27, 2016 Author Posted October 27, 2016 @grimebucket Sorry, I forgot to thank you for the comment (Getting tired now...) zzzz Patches Realism section left to go. (Almost did it in 1 hit...)
grimebucket Posted October 27, 2016 Posted October 27, 2016 (edited) On 10/27/2016 at 3:35 PM, Gernash said: @grimebucket Sorry, I forgot to thank you for the comment (Getting tired now...) zzzz Patches Realism section left to go. (Almost did it in 1 hit...)Glad it wasn't just me! :) Clarification question: if the setup were working ideally, which naming convention would weapons follow? 1. {icon} [ammo] Weapon {mods}2. {icon} Weapon {mods} One other thing I noted: every 10mm pistol that drops comes with the tag {Recoil Compensated}. I'm assuming this is because the stock grip (or other mod, w/e) that the pistols ship with cuts down on recoil. idk if this is an intentional aesthetic choice or not, just figured I'd mention. Personally the length of the item names started to bug me, so I ended up replacing the entry in xEdit with an empty string (which worked). Sorry if I sound like a pain in the ***, just thinking it's better to mention and possibly uncover some hidden issues than to not mention. Edited October 27, 2016 by grimebucket
Gernash Posted October 27, 2016 Author Posted October 27, 2016 (edited) Yea, it annoys the bajezes out of me to. Because this is a closed environment I'm going to add a custom set of keywords and just redo the INNR for sanity sake. So any future weapon addons just mesh seamlessly. Na, I love feedback more the better. (well not too much ) Edited October 27, 2016 by Gernash
grimebucket Posted October 27, 2016 Posted October 27, 2016 Gotcha, just wanted to be clear on what the result SHOULD be. Keep up the good work! I'm pretty much entirely a n00b but if there's anything that can be done to help the effort, please feel free to let me know! Happy to contribute [what little I can].
Gernash Posted October 27, 2016 Author Posted October 27, 2016 (edited) @grimebucketArmor naming Sturdy(immersive) or Heavy(Technical)??? 1. {icon} [ammo] Weapon {mods}2. {icon} Weapon {mods} This bit is annoying as the "icon" i.e. weapon prefix is the sort order. soooo if you wanted[aaa] [calibre] pistol {legendary} (I can Exclude Mods but I was playing with "+")[aab] [caliber] revolver {legendary} [aac] [calibre] Shotgun {legendary}etc.etc... soo you would see {icon} (10mm) pistol of wounding {+}{+}{+} (indicating 3 mods) I'm thinking this will make the cleanest interface. Edited October 27, 2016 by Gernash
Gernash Posted October 27, 2016 Author Posted October 27, 2016 Realistically your own personal weapon you name to whatever you want just make sure you add [+] to the front of it so you get a "STAR" and it goes to the top of the list. (this should be implemented in the patch you are using)
grimebucket Posted October 27, 2016 Posted October 27, 2016 Gotchu. The "+" thing sounds good. imho keeping the Heavy, Medium, Light classifications isn't immersion breaking enough to merit a change. Good as it is currently.
Gernash Posted October 28, 2016 Author Posted October 28, 2016 (edited) MODWiki CORE v2.0.3-17371-2-0-3.7zOOPSMODWiki CORE v2.0.3a-17371-2-0-3a.7z Is uploaded. ****I'm still having issues with the fomod installer. If there is a XML GURU out there please have a look and tell me where I'm going wrong in the worldspace section. If you have BeanTown active both the top and bottom Worldspace patches become active**** Please Post if there are any issues with the install process Edited October 28, 2016 by Gernash
Gernash Posted October 28, 2016 Author Posted October 28, 2016 The end of the wiki contains my laod order https://forum.step-project.com/topic/11094-wip-fallout-4-using-modorganizer-2/page-51?do=findComment&comment=184101 Contains my plugin list for each section
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