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Posted

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. 

Posted

I have updated to Modwiki 2.2.6
V6 Worldpatch still there, but using the esp from CORE

Modlist

  Reveal hidden contents
 

Loadorder

 

  Reveal hidden contents

the culling panel from the worldpatch are still acting very weird
ie Starlight 
Screen_Shot2.png
1step forward
Screen_Shot3.png
and it gets worse around Starlight
Screen_Shot4.png
 

Posted (edited)

@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=0
bUsePreCulledObjects=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.
Edited by Gernash
Posted

@GSDFan

  On 5/29/2017 at 11:13 AM, GSDFan said:

@Gernash, have you seen Improved Electrical Towers (Proper Collison) that has recently appeared on the Nexus. It can be installed before Electrical Tower 8K 4K 2K  to keep those textures. It provides a mesh to correct collision so we can build high.

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/?

Posted
  On 5/29/2017 at 11:56 AM, Gernash said:

 

@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=0
bUsePreCulledObjects=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.

 

I had the same problem even with bUseCombinedObjects=0 and bUsePreCulledObjects=0 when using your patch. I ended up just removing all the mods that added things to the world space because with it, I had things disappearing (the wall in hangman's alley and the screen at starlight leap to mind) but without it I had a lot of CTDs. I haven't tested any new patches, though, so it may have been fixed by now.

Posted (edited)

OK, Looks I made the Guide to big and Keep adding to much information.....

I've maxed out a thing called "Post-expand include size" which is a Wiki limitation(this is normal) when calling templates and such.

I'll have to Split up the wiki so the Missing information appears.

 

Basically I'll have to move the MOD Subsections into separate pages.

So

https://wiki.step-project.com/User:Gernash/MODWiki#Worldspace

is now linked here

https://wiki.step-project.com/User:Gernash/MODWiki021

 

I'll have a bit of a think about this as it may complicate the universe. /cry

Edited by Gernash
Posted
  On 5/29/2017 at 12:02 PM, Gernash said:

The Lore Abernathy Farm looks good, but I like to build my own.

 

I had Conquest in my load order, but never really made use of it though.

 

Right now I am rebuilding my load order due to some issues I have encountered so I am going to follow the Modwiki guide and see if that helps.

Posted

Hey Gernash, appreciate all you're doing for the guide and the Fallout community. Was just wondering what the status is on the guide. Would it be ok to install the guide as is right now? Or are the MODWIKI patches still being worked on? 

Posted
  On 5/29/2017 at 8:22 PM, stinky1678 said:

Hey Gernash, appreciate all you're doing for the guide and the Fallout community. Was just wondering what the status is on the guide. Would it be ok to install the guide as is right now? Or are the MODWIKI patches still being worked on? 

I was intending to release a larger change i.e. 2.3.0 but I've not been able to devote the time needed to achieve this, for now. 

 

What will happen shortly is another small update "2.2.7" which will contain all the current mods updated and the missing Unique NPC patches.

 

Then I'll look Subdividing the Wiki (as it's to big for 1 page.)

 

The Wiki Itself works fine the only missing piece is that I began posting additional mods on the 23/5/2017 but was unable to complete the update.

 

There have been a few updates to the mods since then so I'll update the patches and post the revised patches. 

 

The game should not have any issues with a change to the patches I provide. The MODWiki patches just "bring it all together"

  • +1 1
Posted
  On 5/29/2017 at 1:26 PM, Candide said:

I had the same problem even with bUseCombinedObjects=0 and bUsePreCulledObjects=0 when using your patch. I ended up just removing all the mods that added things to the world space because with it, I had things disappearing (the wall in hangman's alley and the screen at starlight leap to mind) but without it I had a lot of CTDs. I haven't tested any new patches, though, so it may have been fixed by now.

Same thing

I have the settings bUseCombinedObjects=0 and bUsePreCulledObjects=0 as recommended, but I get full parts of cities disapearing

 

I wouldn't mind a few flickering building, but when I get disapearing stuff to hat extend
 

Screen_Shot0.png

 

Screen_Shot1.png

 

Screen_Shot2.png

 

(taken from invisible Startlight Screen Top)

 

I think it's time to remove the PreVis Patch

 

What does the Navmesh patch in [ModWiki 2.2.6] [Core] [WorldPatch] do ?

 

Posted (edited)

Ah starlight and hangman's alley is v5 I never updated it to v6.

 

What happens if you type TPC  in the console? if that resolves it then you need to put the bUseCombinedObjects and bUsePreCulledObjects in the fallout4.ini

 

What does the Navmesh patch in [ModWiki 2.2.6] [Core] [WorldPatch] do ?

 

Nothing, as I've not done it as yet. I've not been doing anything with the WIKI for almost a month.

Edited by Gernash

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