Jarda Posted May 8, 2017 Posted May 8, 2017 IF you use Survival Options by Jekod then Arbitration - Survival Damage can be disabled and controlled via the holotape.PRC Patch for Enbs.esp Loads at the end...Unfortunately, Because I've changed A lot of the naming structure and how they are sorted into sub-menus it's not 100% compatible.Well thought, I forgot to mention the damage multiplier thing in my previous msg. I tried Radrose and let it overwrites Core patch. Mostly everithing was ok, but then [Crops]Corn and [PreWar]Canned Dog Food happened.I decided to look at the xml's myself, and managed to solve it. I'm not expert at regex, but Radrose sintax seems weird.You wrote the xml like [\(\[\|](Example)[\|\]\)]but Radrose has it like [\(\[\|](Example)[\)\]\|] See? Like I've said, I'm not that good on regex, but I don't know if it is intended to work this way. I might be wrong tho. Anyways, this fixed the issue.I'm missing a couple more icons on Cooking Station, maybe from More Recipes mod, and all the pipe guns, but that shouldn't be that hard to correct myself now.
Gernash Posted May 8, 2017 Author Posted May 8, 2017 [\(\[\|] not sure, I don't think it matters just the \{ can't be used in a submenu [Crops]Corn and [PreWar]Canned Dog Food were not working as there is no tag for [Crops] only [Crop] and [PreWar] not Prewar. There are a few typos there in my stuff. 1
Gernash Posted May 8, 2017 Author Posted May 8, 2017 Another crash leaving the On a Dime Diner. I kind of expect them but thought you might like to know. I was making VIS patches but they are doing a much better (and faster) job of it.I'm suspecting a memory allocation refresh issue with the faults you have been describing. Basically when zoning it's not releasing memory and CTD you get the same sort of issue when loading from death.
rayhne Posted May 9, 2017 Posted May 9, 2017 I'm suspecting a memory allocation refresh issue with the faults you have been describing. Basically when zoning it's not releasing memory and CTD you get the same sort of issue when loading from death.Is it fixable or should I just put up with it?
Jarda Posted May 9, 2017 Posted May 9, 2017 The maximum incoming damage multiplier on Survival Options is 3.00. I've assumed it uses the same math as Arbitration and edited to 5.00 on FO4Edit.This is my 1st solo edit btw. The values and terminal entries are ok, but I'm not really sure about how to confirm the effect ingame.
Gernash Posted May 9, 2017 Author Posted May 9, 2017 MODWiki-CORE v2.2.6 UploadedSynth Overhaul - C.A.S.T (Retexture - 4k 2k) - Updated.Snap 'n Build - Removed (Additional Patch if you still have a copy.) More Duct-tape applied with Heaps of crappy little things you wont care about!!!!!
TDarkShadow Posted May 9, 2017 Posted May 9, 2017 MODWiki-CORE v2.2.6 UploadedMore Duct-tape applied with Heaps of crappy little things you wont care about!!!!!I think I speak for all of us we do care, Gernash.My game has never looked so good and it is all thanks to you (and the many mod authors.thank you so much for the great guide! As a side note, DEF_INV_TAGS.xml has <tag icon='rfood' keyword='Prewar' hidetag='true'/> twice in its file, at line 172 and 173.Mistake or is this done on purpose?
Gernash Posted May 9, 2017 Author Posted May 9, 2017 (edited) One is Prewar the other is PreWar due to Typo in core patch it's just a "Fix" I'm going through the limited sub menus we have access to and I trying to think up a Cleaner interface. I didn't change it as I need to review all the Food types and further sort them at some stage between rad food and "clean" food I assume this is helpful to players. Edited May 9, 2017 by Gernash
Gernash Posted May 9, 2017 Author Posted May 9, 2017 (edited) @TDarkShadow Also thanks for the comment, I was being facetious with the "More Duct-tape applied with Heaps of crappy little things you wont care about!!!!!" I've spent many hrs tidying the in-game menus etc but hopefully it won't be noticeable and the game should just play as intended (seamlessly) If you're OCD about menu positioning and placement(for weapons, armor, PA and Alchemy) then you'll jump for joy with the consistent menus. But I dare say most will not notice the changes. Edited May 9, 2017 by Gernash 1
Jarda Posted May 9, 2017 Posted May 9, 2017 I guess this is the perfect time for me to learn about modding and esps. I can't trust my changes on Survival Options. In my understanding, the value check for 5.00 dmg mult is always returning false on the holotape.Guess I will read a bit and maybe I even become able to do some other useful stuff. Thanks for the patch. Should I stick with the one you provided outside Nexus(cleaned masters), or can I clean the new one myself?
Gernash Posted May 9, 2017 Author Posted May 9, 2017 MODWiki-CORE v2.2.6 on the nexus is generations newer. I cant recall the masters I removed for you(NAC Stuff?) but I assume that is all included now in the Fomod installer. I'd recommend disabling all the "OLD" patches and installing the nexus fomod
TDarkShadow Posted May 9, 2017 Posted May 9, 2017 (edited) MODWiki-CORE v2.2.6 on the nexus is generations newer. I cant recall the masters I removed for you(NAC Stuff?) but I assume that is all included now in the Fomod installer.Yup, mostly NAC stuff which you now put in a separate esp, but it does miss some NAC effect stuff like the RadX and Buffout visual effects.[spoiler=Missing NAC effects]FormID - EditorID00024057 - RadX00033779 - MedX0003377B - Mentats0003377D - Psycho000366C5 - Jet000518BB - BerryMentats000518C5 - OrangeMentats000518D0 - JetFuel00058AA3 - Buffjet00058AA8 - PsychoJet00058AAC - PsychobuffHowever even the NAC.esm has the wrong values for Psycho BuffIt has the spells / enchantments of fortifying damage resist and fortify strengthThis should be NAC_PsychoFX "PsychoFX" [MGEF:11197A62] and NAC_BuffoutFX "BuffFX" [MGEF:111981FC] 00058AAD - Overdrive0010129A - GrapeMentats00150729 - DayTripper And then there are some inconsistent values / effects in the Core and Nac patch.[spoiler=Inconsistent NAC Stuff]FormID - EditorID00033778 - Buffout00033779 - MedX0003377D - Psycho000366C5 - Jet0004A520 - ClothesDeaconSunGlasses (Eli_ArmourCompendium replaces an armor-addon model) Edited May 9, 2017 by TDarkShadow
Jarda Posted May 9, 2017 Posted May 9, 2017 MODWiki-CORE v2.2.6 on the nexus is generations newer. I cant recall the masters I removed for you(NAC Stuff?) but I assume that is all included now in the Fomod installer. I'd recommend disabling all the "OLD" patches and installing the nexus fomod No, NAC was fine, you removed the Gunners thing and some other stuff which I can't remember. But you said you couldn't help with Tales of Commonwealth, so I removed it myself. No issues so far, but I guess you had reasons for not touching it.This is why I asked about cleaning this new patch myself. I managed to create and test an esp. It has the Arbitration recommended dmg values. Enemies and locations can be seen on compass, but I've drastically reduced the distance for locations, since I couldn't find a way to show already discovered places only.It works on Survival only, I will attach it here in case someone wants this changes. No conflicts, it contains just GMST's.Survival Dmg_Compass.zip
Barachiel Posted May 9, 2017 Posted May 9, 2017 (edited) How do i safely remove Snap-n-Build with the site page gone? The holotape didn't spawn, and I didn't get the addon to add one manually. Also, the headlamp on the T-49 armor is not working. Don't know if that's a patch issue, or a load order issue. Edited May 9, 2017 by Barachiel
Barachiel Posted May 9, 2017 Posted May 9, 2017 (edited) Okay, I updated to the new Core patch and the missing world is back. Invisible walls, floating enemies, the whole nine yards. I have both ini edits as instructed in the patch installer for the Worldspace patch. Edited May 9, 2017 by Barachiel
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