Gernash Posted October 22, 2017 Author Posted October 22, 2017 (edited) On 10/22/2017 at 1:40 PM, Barachiel said: By the way, I've noticed that "The Master Plan" is actually a required master for Workshop Rearranged, but the guide makes no mention of installing it. Also, missed a couple of mods because I grabbed them while setting up the main modlist. Sim Settlements: Industrial Revolution - from kinggath himself.Crafting Workbenches - Far Harbor DLC - adds Far Harbor items to Crafting WorkbencesCrafting Workbenches - Nuka World Support - from same author, for Nuka World itemsThe Master Plan -WR Patch is overwriting the Workshop Rearranged Do not use it I've sent the edits in the (updated) patch to you Edited October 22, 2017 by Gernash
Barachiel Posted October 22, 2017 Posted October 22, 2017 (edited) Yeah, I figured it out, and posted on my stupidity just before you posted. What fooled me was, MO2 doesn't notice if master files change mid-list, so you have to kill MO2 and re-open it for it realize that the ESP no longer requires a certain master. It's at the bottom of the last page if you want to marvel at my dim-ness. Edited October 22, 2017 by Barachiel
Gernash Posted October 22, 2017 Author Posted October 22, 2017 (edited) The main problem I see is in the 2nd group of mods they push you mod limit very high E8 so 23 free slots Also the scrap patches interfere with all the NPC's and sooo much more I'll see if it can be rectified Edited October 22, 2017 by Gernash
Barachiel Posted October 22, 2017 Posted October 22, 2017 (edited) Yeah, I know. I'm considering doing some Merge Plugins to lighten the load, but I'm trying to find what I can merge that isn't already in a Core Patch as a separate master. Ooo, really? How does that work? You wouldn't think NPCs and random ground clutter would overlap. EDIT: Thanks for the patch! How do you make these in FO4Edit? Is there a youtube video to learn how to do this, or do I need my PhD in modding? Edited October 22, 2017 by Barachiel
Barachiel Posted October 22, 2017 Posted October 22, 2017 So I've done some Merges. Listing them here. Decided to start at the bottom and work my way up. Merged some of the secondary MODWiki patches, into "MODWiki Merged.esp". Core is untouched for obvious reasons, as are the custom "Bara" patches. Only the QuestTags patched is left, otherwise, due to errors when checking for issues.AI HotfixCraftingRedirectDoors-PatchModern Weapons PatchPower Armor PatchT-49 PatchWorkshop Rearranged PatchI'd love to merge all the LM esps into one, but a bunch are masters in the Modern Weapons Patch, so no joy there. Same for See-Through Scopes. Did decide to try merging True Storms esps, given how it's not actually part of the modlist. Compacted these mods into "TrueStormsMerged.esp"TS-Far HarborTS-Eearlier SunsetsTS-Eearlier Sunsets FHTS-Far Harbor Extra RadsTS-Glowing Sea Extra RadsTS-NukaWorld FH Compat
Gernash Posted October 22, 2017 Author Posted October 22, 2017 On 10/22/2017 at 5:45 PM, Barachiel said: Yeah, I know. I'm considering doing some Merge Plugins to lighten the load, but I'm trying to find what I can merge that isn't already in a Core Patch as a separate master. Ooo, really? How does that work? You wouldn't think NPCs and random ground clutter would overlap. EDIT: Thanks for the patch! How do you make these in FO4Edit? Is there a youtube video to learn how to do this, or do I need my PhD in modding?Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime.. This is also something I've been thinking about perhaps doing a video on Basic conflict resolution SO if you make a merged Patch you can check it. Merging software makes alot of assumptions that people know how to do stuff. Legendary Modification by teaLz - this is one of those mods that I look at as well. I keep wanting to just have LegendaryModification.esp and remove the rest and make a LegendaryModification-MW.esp that can be either a LM1 or a LM2 but I do not know if that would make all the thought police appear...
Barachiel Posted October 23, 2017 Posted October 23, 2017 So I'm actually playing the game now. Returning problem of items on the HUD reading {Scrap}Coffee Mug [[[[[[Ceramic]]]]]] and worse the more parts it breaks down to. The only fix I've been able to find is to move the Valadicl's Item Sorting main ESP below *everything*, even the MODWiki Core patches, and that just changes it to {Scrap} Coffee Mug. Not exactly a game breaker.
Gernash Posted October 23, 2017 Author Posted October 23, 2017 (edited) How Stuff works 101.001 THE INTERFACE MCM -Mod Configutation Menu This adds a new Menu in the Pause page of the gasme using F4SE. As mods begin to support it it will do away with the HOLOTAPE Settings. HUDFrameWork The Mod adds a Framework to the visable interface do mods can display info on the screen THIS MOD ALTERS HUDMenu.SWF DEF_UI This mod alters the interface so Mod authors and end users can change Placement Fonts, Sorting order and other visual elements that affed the Game and/or items Updated ICONLIBS2 Aditional Icons for the game MODWIKI Uses all of the above to sort items and add Icons. The Following files cannot be over written ..\interface\lyrConf.xml ..\interface\DEF_INV_TAGS.xml ..\interface\DEF_INV_TABS.xml The file you made while installing the MODWIKI ..\interface\HUDMenu.swf If any of these files are overwritten then your interface will not work as intended. NOTE: the Modwiki uses VIS as a base and is "Mostly comparable" but there are MANY differences, I've tried to have enough backward comparability so if other mods are used they complu with VIS Tags, but the sorting/layout in Built into the Patches and xml Files. Fault checking: if you see {Scrap}Coffee Mug [[[[[[Ceramic]]]]]] DEF_UI is not functioning Edited October 23, 2017 by Gernash
Barachiel Posted October 23, 2017 Posted October 23, 2017 (edited) Thank you, sempai! Checking MO, the last files to overwrite those three files are from the MODWiki Core Patches. It's at the bottom of my MO mod order and should overwrite EVERYTHING else. According to the Conflicts tab, it's ovewriting the files from Valdacil's Item Sorting and Quest Tags EN. Tried hiding them, didn't fix anything. Edited October 23, 2017 by Barachiel
Gernash Posted October 23, 2017 Author Posted October 23, 2017 (edited) The lightning bolt (-) means it's being overwrite by somethingThe lightning bolt (+) means it's overwriting something else Edited October 23, 2017 by Gernash
Barachiel Posted October 23, 2017 Posted October 23, 2017 No. I've been considering the Cartographer's Map Markers mod, but I've not actually enabled it yet. HUDMenu.swf final version is from HUD Framework. I know I ran the app to make it compatible. I ran it again, and it STILL didn't work right. Then I noticed a pre-made DEF_UI compatibility file on HUDFramework's page. It was just a premade HUDMenu.swf. That works fine. Weird. No idea what I was doing wrong, generating my own.
Gernash Posted October 23, 2017 Author Posted October 23, 2017 I'd assume you are copying it somewhere odd and then it's getting overwritten or your renaming it incorrectly. all good if you use a 16:9 LCD I have a 16:10 so I posted the instructions
Barachiel Posted October 23, 2017 Posted October 23, 2017 (edited) I have a 27" 3840x2160 LG monitor, 16:9 ratio. So far, so good. Though running at this is KILLING my FPS. I'd drop down to 1920x1080, but i love my borderless windowed mode. EDIT: Yeah, I dropped back down, and i shot up from 30-40 FPS back to 60. Edited October 23, 2017 by Barachiel
Gernash Posted October 23, 2017 Author Posted October 23, 2017 (edited) My friend has a 4k screen, I've set his up so you have a 1k,2k,3k,4k modes for desktop so you can use the one that suits the game most. ----RAW Resolutions----1k 1920x10802k 2048×11523k 3072x17284k 4096x2304Highend TV should have a GAME Mode that does all the UPSCALING etc--------------------------- borderless windowed mode shouldn't slow down the FPS much. Edited October 23, 2017 by Gernash
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