rayhne Posted March 25, 2017 Posted March 25, 2017 Never mind. You do have them. No idea why I thought you didn't. The collectible toy boat from BTI preview in the patch is that of a truck. I can give you a list of what sizes I have them set at, which I worked out via finding them and/or comparing them to similar items in the VIS Collectibles patch tomorrow.
Gernash Posted March 25, 2017 Author Posted March 25, 2017 Oh there a new Patch coming Sweet. Hope he adds vanilla/DLC itemsAnd Yes if you have size/positional data on model placement would be awsomeIt's just another TODO...zzzz
c0c0c0 Posted March 25, 2017 Posted March 25, 2017 On 3/25/2017 at 12:46 AM, rayhne said: If I'm not mistaken, Spring Cleaning does not scrap the buildings in Sanctuary? It does, but I'd be careful. If you scrap any of the ones that are still standing, you can get pre-culling issues where everything disappears when you enter the "box" because the game was told not to render anything outside of it.
rhodsey Posted March 25, 2017 Posted March 25, 2017 On 3/24/2017 at 11:43 PM, Gernash said: INI Settings required for the MODWIKI I got annoyed at this point with my motherboard as My video card could not draw enough power and kept ramping down (Slowed down to 40% speed) And that section on is just broken. What are your thoughts in the upper section?I'm going to do another testing pass over it and perhaps change a few things.(Not like me changing stuff...) I'll DEFINITELY do I High and Mid spec ENB in that section it's on the TODO. Just color and effects are Subjective and reviewing stuff like that is time consuming. Going throug the wiki It's mostly a copy and Paste of KESTRA's Work the TEST page is the revision.The section above that is fine. However even in the published guide there are bits that need cleaning up or don't make sense (and I mean on the guide itself as opposed to explaining in the forum here). As I said I'm trying to look at it both for you and me as someone seeing the guide for the first time and not having read through many forum pages here as it can be very hard to follow. To the point where I've almost but not quite finished the guide as I don't actually know what to include and what not to at parts. I'll go through the existing guide today and make a list for you. Just to clarify though this isn't because I don't appreciate and am not extremely grateful for all the work you've done, it's just to make sure the guide works properly for anyone and not those who follow through the thread.
GabaZieute Posted March 25, 2017 Posted March 25, 2017 Just to be sureAny World mod (like Hangman's Alley Interior Apartments, Diamond City Outskirts - The Hole REDUX) have to be loaded after the worldpatch so they won't be affected by the patch culling Same for Tree mods ?
Gernash Posted March 25, 2017 Author Posted March 25, 2017 The issue with world space is that their navmesh attaches to a vanilla one. if you have 2 next to each other they CTD when you cross the boundry these 2 overlap in the fens area. -5,-6 (there abouts) and the other world space mods touch alot of that. DO you want both mods running?
GabaZieute Posted March 25, 2017 Posted March 25, 2017 Diamond City Outskirts - The Hole REDUX, I am not sureBut Hangman's Alley Interior Apartments transform a shithole into a nice settlement, so yes I keep that one.So if unsderstand, I need to make sure that no world mods I added have a navmesh conflicts (the Worldpatch fixes navmesh conflicts from Modwiki world mods)going to google that ;)
Gernash Posted March 25, 2017 Author Posted March 25, 2017 The navmesh stuff I'm doing is "out there" I don't think their are any how to's
rayhne Posted March 25, 2017 Posted March 25, 2017 On 3/25/2017 at 4:27 AM, c0c0c0 said: It does, but I'd be careful. If you scrap any of the ones that are still standing, you can get pre-culling issues where everything disappears when you enter the "box" because the game was told not to render anything outside of it.I tend to Scrap then rebuild at that spot. Who wants to live in building with holes in the roof and walls?
Gernash Posted March 25, 2017 Author Posted March 25, 2017 (edited) On 3/25/2017 at 12:23 PM, GabaZieute said: Diamond City Outskirts - The Hole REDUX, I am not sureBut Hangman's Alley Interior Apartments transform a shithole into a nice settlement, so yes I keep that one.So if unsderstand, I need to make sure that no world mods I added have a navmesh conflicts (the Worldpatch fixes navmesh conflicts from Modwiki world mods)going to google that ;) MODWiki-DNV_HAIA-Hotfix v1.0.0-17371-1-0-0 uploaded load after Worldspace. NOTE: this is for both mods (Hangman's Alley Interior Apartments, Diamond City Outskirts - The Hole REDUX) Do you get Pink walls in hangman alley with patch? please tell me if you do or don't Edited March 25, 2017 by Gernash
dreadflopp Posted March 25, 2017 Posted March 25, 2017 Regarding NAC, do you think it's worth it? I have decided to play without ENB, I wasn't really happy with some areas. The light was at times way too bright indoors, turning off ENB fixed it. I may try some other ENB, but I have decided to go with True Storms instead of NAC. True Storms is (as I'm sure you know) a pure weather enhancer mod and doesn't change colours and stuff, thus it works with most ENB's. Since you use ELFX and Ultra Interior Lighting (it seems fixed now btw) for indoors and can use ENB's for the outdoors, is there any use for NAC? It conflicts with so much and is a master to several of your patches. Going without it makes stuff so much easier imo. Another thing that seems good with True Storms is that it adds a radiation filter that can be added to your settlement buildings, allowing you to hide in your settlement buildings from radiation storms.
Gernash Posted March 25, 2017 Author Posted March 25, 2017 mmm, I've used both the combo I have now makes a better lighting base IMO too bright? You may have your gamma to high. doesn't change colours and stuff When did that happen? the latest version? have you tried photorealistic commonwealth? if so did you adjust the Brightness with the tool handle? was night time soo dark you were scared of it?
Gernash Posted March 25, 2017 Author Posted March 25, 2017 (edited) enb bright indoors? disble bloom Since you use ELFX and Ultra Interior Lighting (it seems fixed now btw) for indoors and can use ENB's for the outdoors, is there any use for NAC? I'm looking for a neutral color overall NAC is used for that as a baseELFX does about 40% of worldspace (in time it will replace NAC I'm sure)Ultra Interior Lighting does what ELFX does I'm assuming they will be the competing mods. Edited March 25, 2017 by Gernash
dreadflopp Posted March 25, 2017 Posted March 25, 2017 I think my gamma settings are alright, I used photorealistic commonwealth. It's a little too saturated for me, but that's very subjective of course. I played the first Brotherhood mission where you go to a place with a lot of synths and a rocket lauch. It was bright indoors but the Brotherhood companion had his power armor light turned on which was too bright. Turning ENB off made it look better. When I reached the rocket launch area it was so bright the screen actually turned completely white. Again, turning ENB off fixed it. I didn't adjust brightness in-game. Latest version. But lighting mods can look very different depending on monitors, bloom effects etc. The nights weren't too dark :) I wasn't scared but had to use the pip-boy light to see. See this comment from fadingsignal regarding True Storms and colours etc:https://www.reddit.com/r/FalloutMods/comments/4qglv7/fo4_vivid_weathers_vs_true_storms/
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