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Posted

Wow - so many changes! Thanks for all your hard work!

 

I've a question about Functional Displays - namely, this part of the instructions:

 

HideFunctionalDisplays-AID-VIS-WI; FunctionalDisplays-MISC-VIS; FunctionalDisplays-Patch-DLC-ALL-VIS
It is done this way in case people want to Roll their own patches.

I'm not at all sure I know what that means. Hiding is no problem - but does this mean that you've "rolled (your) own patches" and that this functionality is already included in one of the modwiki patches?
Posted

ideFunctionalDisplays-AID-VIS-WI;

FunctionalDisplays-MISC-VIS;

FunctionalDisplays-Patch-DLC-ALL-VIS

The Def_Ui naming and other adjustments have been in the Wiki-CORE for a long time I'm just thinning out mods so there are more slots available for mods.

 

Roll your own is a tobacco terminology for making a cigarette rather than a pre-made mone.

 

lots people are using the modlist but not the patches.

Posted

TAKE 5


 


 


MODWiki-Worldspace-Patch Uploaded V4.7


 


Removed LI


Changed the Naming structure of the patch so it should work with MO2 update search


Added the UVD data to BA2 archieve


 


includes


-14,17 16,11 12,0 0,2 12,-1 6,-4 4,-14 -9,9 -4,-8 -7,-1


This should be all the SWR Zones


 


 


 


NOTE: THIS IS FOR BTI 8.9.3!!!


Posted

(...)so the priority fro me atm is ELFX>UIL>NAC then I control it all via Photorealistic commonwealth with its control system.

Photorealistic commonwealth's control system,are you talking about Anac holotape or the ENB menu

Would you mind sharing your settings ?

Posted (edited)

Photorealistic commonwealth's control system,are you talking about Anac holotape or the ENB menu

Would you mind sharing your settings ?

It will be in the write up later on.

It has a Contrast/brightness calibrator built into it.

 

Basically I calibrate my desktop as best I can then just adjust a little in game. Most people just plugin their monitor and She'll be right.... but that is not how it works....

 

So it's to much to explain in a post like this.

Edited by Gernash
Posted

Same here, using my quite old iRite Display 1BTW, ages ago a modwiki patch had your tweaked version of hdreworkedprojectrevised.esp
Do we still need to use that one or do the mods original one ?

Posted

You can use the normal hdreworkedprojectrevised.esp it just removed the pre-combined from any parts of the Worldspace the tires or barrels are placed.

 

Same sort of thing that Scrap mods do.

 

the game just get's a little chunky when  you enter those cells.


OOPS I forgot to Clean masters on the Patch

 

Next one will be clean

Posted

Hello. Long time away.  I'm looking to update my install as I never really got going. plus i've had quite the PC update since then. but it looks liek you're in active development?  Much more to come or just refinements that can be added to an existing game in progress?

Posted

Since you been here last, there has been some changes mainly a mod shuffle and tidy.

 

I've been focusing on the Worldspace issues I think I've finally cracked that nut.

 

Um INNR naming for weapons

 

I'm mostly done with worldspace nor just trying to work out some texture flickering issues (don't tell anyone they haven't noticed.)

 

Powerarmor I did a bit 

 

when I sort the texture bug *cough* combatzone medical center *cough* vines

 

I'll go back and insert all the DEF_UI tags to new mods and do an internal mod overwrite tidy.

 

But it's quite stable now almost no CTD (at least none I'm aware of)


OH and I have a new 1070 and MB now, still catering for 960+ vid


I've been using the same save game since FO4 came out. So yes you can do whatever you like :)

Posted (edited)

in the mods tab there are 2 submenus settings and mods deconstructed shell are in the mod submenu

Edited by Gernash
Posted

I'm sorry, I'm confused  (no heckling from the peanut gallery). I think we are using different words for the same things. When you have a chance (no hurry!) could you post screenshots of how the inventory should look?

Posted (edited)

bUseCombinedObjects=0 is only for concord

bUseCombinedObjects=1 is for the commonwealth

With v4.7 if go back to combined meshes I get a lot of disapearing invisible building, highways, etc...

 

Screen_Shot0.png

 

Screen_Shot1.png

 

Is this normal ?

Also I just have found a nice mod

Rustbelt Flora: Nice tree mod that doesn't require neither bUseCombinedObjects=0 or bUsePreCreatedSCOL=0

Need to remove A touch of green to get the rusty color

Edited by GabaZieute

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