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Posted
  On 3/23/2017 at 2:44 PM, Gernash said:

 

Note: WOW just wow. I thought I had a clue but apparently not. Soo the CK attaches links to base files it edits and you cannot see them in FO4Edit this applies to a few items. if you edit these entries (overwrite) it just Borkes the esp.

Really. I've never heard of this in Skyrim, which is what I usually is patching. Are these links visible but unknow in FO4Edit or are they not shown at all?

Posted (edited)

Not shown at all.

 

It's NPC's that are created from a template in CK

and 

Game settings when made in CK

 

SO far....

 

There have been a couple of other oddities.

 

I've  found a work arounds (the present patch) but I assume this is all to do with these new CK made mods and FO4Edit Is a Little behind. Seeing as FO4 doesn't have the base Skyrim has it will probably take a while or there just might be a couple of things you cant do in Fo4Edit.

Edited by Gernash
Posted (edited)
  On 3/23/2017 at 2:48 PM, c0c0c0 said:

Best.  Feature.  Ever.

 

I played with the settler boundaries patch last night, but not incursions occurred to validate it.  Conversely, nothing bad happened either.  I'll let you know when I know something, one way or the other.

Boundaries patch is Incorporated in the Realism Patch. 

 

Note there is nothing stopping you just using the boundaries patch I don't think it has any dependencies. Just be prepared for raiders far and wide coming for your teeth fillings.

Edited by Gernash
Posted
  On 3/23/2017 at 7:47 AM, rhodsey said:

Possibly but I'm trying to follow the guide through in it's current form like any new person who discovered your guide would.  Most aren't going to look through a 154 page thread. I didn't realise there was a new section until you linked that.  That also doesn't link anything about the ENB.

 

Not sure what you mean about the lighting mods? I've just installed what was in the list in the order they are listed.  It says some of the mods will be depreciated but I wasn't sure what you meant by this?  Usually depreciated means less important but wasn't sure of the context?

I may have to do a little story in the different sections for Why and where fores.

Just I'm still trying to settle on How I want some sections to "feel" so there are changes every now and then.

 

The lighting section changed as I was playing with different ENB's and was getting "Blown out effects" so I fiddles with the lighting mods till I found a group that played nice.

 

Yea I know what it says on the MOD page....

 

I try to be informative but I suspect Its just information overloal

Posted
  On 3/23/2017 at 3:42 PM, Gernash said:

I may have to do a little story in the different sections for Why and where fores.

Just I'm still trying to settle on How I want some sections to "feel" so there are changes every now and then.

 

The lighting section changed as I was playing with different ENB's and was getting "Blown out effects" so I fiddles with the lighting mods till I found a group that played nice.

 

Yea I know what it says on the MOD page....

 

I try to be informative but I suspect Its just information overloal

Not so much a story of why in each section as that can change.  Probably better to just put things as they should be done. So if you cut a mod just take it out. If people should install a specific patch say so and in what order.  It's good to try and give people options but sometimes best to just have the base guide then the addon packs.  e.g. say "this is the ENB we use for this guide.  I'll show you how to install it to get the same effect. if you want to use a different one use that knowledge to do so.

Posted

Just for the heck of it, I went through and made notes on what mods I had. If anyone is interested ...

 

Modlist

 

  Reveal hidden contents

 

 

Load order

 

  Reveal hidden contents

Posted

Thanks for the load order. I truthfully think more of us with a stable game should post our LO because of LOOT not working very well for Fallout 4. I would post mine but I forgot how to hide it. Think its something like <hide> but don't remember.

Posted

Modwiki-WorldSpace DEF_UI-Patch V1

 

DEF_UI Tags Uploaded

 

Because I'm playing with the Worldspace sooooo much it is not in there.

 

Enjoy.

Posted

My load order for reference. Runs perfectly.

 

 

  Reveal hidden contents

 

 

Posted

I think it's pretty cool people linking their mods and load order. I wondering if It should have a link from 1st page or a Forum post.... I've messaged an Admin on their thoughts on how to go about it.

Posted (edited)

AHHH I think I recall what I was doing before it slipped my mind.....

I was going to make a Workshop Rearranged Patch Merge with all the wiki Stuff so you did not have to look for them.

 

OOps

 

 

That's what was going on with the odd info in modlist

Edited by Gernash
Posted (edited)
  On 3/24/2017 at 1:19 AM, rayhne said:

Where is that Snap bed patch for Workshop Rearriagned? And what is the SC_ExpandedScrapLst?

SC is the spring cleaning esp

Maybe the Snap Bed site, don't remember off the top of my head. Love Snap beds though, thought it was not that important until you go to a small settlement and have no bed space. It's how beds should have been!

Spring Cleaning is also necessary for my OCD  :;):

Edited by Jverv
Posted (edited)

I've an interesting problem. I've only played for a short while, and everything seems to be working perfectly well, except that I have some invisible weapons. They function, which is kind of amusing, as my stalwart hero is bopping about the wasteland with his hands empty like a kid playing cowboys and indians, only there's blood and noise, and bad guys falling down.

 

Now, I'd assume it's just a missing mesh and/or texture, but here's the thing (and I'm hoping it gives someone smarter than me a clue where to look!): It applies to more than one weapon, but ALL of them are .32 caliber. So... any ideas where I should be looking for the root cause?

 

[Edit] I forgot to mention that the weapons are missing their images in the weapons menu in the Pip-Boy, too, which again points me back to textures and meshes I would think. But what mod would affect the textures of all versions of .32 weapons?

Edited by dstansberry

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