ThatGreezyHippie Posted March 19, 2017 Share Posted March 19, 2017 Ahh, thanks. If I may, I'd like to make a few suggestions... Lagrie's Helmet and Armor, and the Raider Overhaul LLPhttps://www.nexusmods.com/fallout4/mods/11410/? TES-51 Skyrim Power Armorhttps://www.nexusmods.com/fallout4/mods/17956/? and Gunner Faction Armor Packhttps://www.nexusmods.com/fallout4/mods/19543/? These are mods that I play with anyway. Cheers. Link to comment Share on other sites More sharing options...
dstansberry Posted March 19, 2017 Share Posted March 19, 2017 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-VISIt 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? Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 ideFunctionalDisplays-AID-VIS-WI; FunctionalDisplays-MISC-VIS; FunctionalDisplays-Patch-DLC-ALL-VISThe 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. Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 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!!! Link to comment Share on other sites More sharing options...
GabaZieute Posted March 19, 2017 Share Posted March 19, 2017 (...)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 menuWould you mind sharing your settings ? Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 (edited) Photorealistic commonwealth's control system,are you talking about Anac holotape or the ENB menuWould 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 March 19, 2017 by Gernash Link to comment Share on other sites More sharing options...
GabaZieute Posted March 19, 2017 Share Posted March 19, 2017 Same here, using my quite old iRite Display 1BTW, ages ago a modwiki patch had your tweaked version of hdreworkedprojectrevised.espDo we still need to use that one or do the mods original one ? Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 I'll throw some vids up later to show in game with setup Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 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 Link to comment Share on other sites More sharing options...
rhodsey Posted March 19, 2017 Share Posted March 19, 2017 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? Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 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+ vidI've been using the same save game since FO4 came out. So yes you can do whatever you like :) Link to comment Share on other sites More sharing options...
rayhne Posted March 19, 2017 Share Posted March 19, 2017 Mod submenu? Do you mean the tab? Link to comment Share on other sites More sharing options...
Gernash Posted March 19, 2017 Author Share Posted March 19, 2017 (edited) in the mods tab there are 2 submenus settings and mods deconstructed shell are in the mod submenu Edited March 19, 2017 by Gernash Link to comment Share on other sites More sharing options...
rayhne Posted March 19, 2017 Share Posted March 19, 2017 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? Link to comment Share on other sites More sharing options...
GabaZieute Posted March 19, 2017 Share Posted March 19, 2017 (edited) bUseCombinedObjects=0 is only for concordbUseCombinedObjects=1 is for the commonwealthWith v4.7 if go back to combined meshes I get a lot of disapearing invisible building, highways, etc... Is this normal ?Also I just have found a nice modRustbelt Flora: Nice tree mod that doesn't require neither bUseCombinedObjects=0 or bUsePreCreatedSCOL=0Need to remove A touch of green to get the rusty color Edited March 19, 2017 by GabaZieute Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now