Gernash Posted October 14, 2016 Author Share Posted October 14, 2016 tee he heeeI know that.. problem is they don't do anything even though I've assigned and action or weapon to that hotkey.Hot Keys runs via a scriptunless your missing Fallout4Custom.ini[Archive]sResourceDataDirsFinal= bInvalidateOlderFiles=1 Link to comment Share on other sites More sharing options...
Gilgamesh2k5 Posted October 14, 2016 Share Posted October 14, 2016 Hey grasslands and a little bit of green don't conflict? Going through you Landscapes and LOD and am in the plugin part, installed After the fallout, WET and grasslands. Am I supposed to pick one or the other? Link to comment Share on other sites More sharing options...
Gernash Posted October 14, 2016 Author Share Posted October 14, 2016 Save your frame rate and just do the CORE then tell me what extra you want atm I have not revised the extra landscape and misc stuff thats on the to do They do "conflict" and overwrite each other (not reallty a problem) Link to comment Share on other sites More sharing options...
Gilgamesh2k5 Posted October 14, 2016 Share Posted October 14, 2016 (edited) okay cool, so when you say just do the core, should I not install WET (the water texture), in the plugin? I only ask because I noticed that vivid weathers also modifies the water textures...so don't install anything from that landscape plugin yet?I definately want that after the fallout it looks awesome. In my last install it made the commonwealth look amazing Edited October 14, 2016 by Gilgamesh2k5 Link to comment Share on other sites More sharing options...
Gernash Posted October 14, 2016 Author Share Posted October 14, 2016 (edited) that would be simpler, you can it all works but just try core 1st there are alot of changes just in there Edited October 14, 2016 by Gernash Link to comment Share on other sites More sharing options...
darthf1 Posted October 14, 2016 Share Posted October 14, 2016 (edited) Great job on the v2.0! Currently i have MODWiki - VAFS non PA - Patch installed but i dont see it anymore in the gameplay section; is this patch now incorporated in the MODWiki - Core patch or do i still need to have this installed seperately? And do we need the Test.esp? Edited October 14, 2016 by darthf1 Link to comment Share on other sites More sharing options...
darthf1 Posted October 14, 2016 Share Posted October 14, 2016 And where should we put the Worldspace esp's in the loadorder? Link to comment Share on other sites More sharing options...
LordKee Posted October 14, 2016 Share Posted October 14, 2016 There is a new update to Weaponsmith Extended 2 Plugin (in guide v2.345 (2.4 Beta 22) and the new one is v2.360 (2.4 Beta 26)) 1) OK to install or will it require modifications to core patches?2) what would be a smart way to handle these kinds of updates regarding MO2 and merged mods? Usually I tend to merge main mod with updates and additional files if any. This time around I also rename the mod in MO2 with (mark them (Merge)) so I know to take steps in case some mod is updated so I don't mess up (such as replace the darn mod and forget additional files...) Link to comment Share on other sites More sharing options...
JUNKdeLUXE Posted October 14, 2016 Share Posted October 14, 2016 Not being able to get FO4Hotkeys to work, I set out on some detective works (deactivating and re-activating mods and try)... the culprit is the addon "Take Cover". With both Take Cover and F04Hotkeys one or the other doesn't work. I believe this is because they both share a hotkeys.ini file that seems to overwrite eachother (even when using MO2 vfs). Link to comment Share on other sites More sharing options...
LordKee Posted October 14, 2016 Share Posted October 14, 2016 (edited) Not being able to get FO4Hotkeys to work, I set out on some detective works (deactivating and re-activating mods and try)... the culprit is the addon "Take Cover". With both Take Cover and F04Hotkeys one or the other doesn't work. I believe this is because they both share a hotkeys.ini file that seems to overwrite eachother (even when using MO2 vfs).I had it working on previous installation, but I did naturally modify the hotkeys.ini manually. As the file is the same one in both mods the virtual file system is not going to solve it and just overwrite it with which ever mod you have installed later. Edit:PAMS Light been updated to version 1.2 (1.1 in the guide)Reverb and Ambiance Overhaul update to 1.6e (1.6d in the guide) Edited October 14, 2016 by LordKee Link to comment Share on other sites More sharing options...
JUNKdeLUXE Posted October 14, 2016 Share Posted October 14, 2016 correct, having just tested that (consolidating hotkey.ini files in one file)... It should still be mentioned in the guide though, so people don't waste a day troubleshooting (like I just did). Link to comment Share on other sites More sharing options...
Gernash Posted October 15, 2016 Author Share Posted October 15, 2016 (edited) Great job on the v2.0! Currently i have MODWiki - VAFS non PA - Patch installed but i dont see it anymore in the gameplay section; is this patch now incorporated in the MODWiki - Core patch or do i still need to have this installed seperately? And do we need the Test.esp?Patch is incoperated in the modwiki END OF LOAD ORDERWORLD SPACE MODSModwiki - Worldspace - PatchNot being able to get FO4Hotkeys to work, I set out on some detective works (deactivating and re-activating mods and try)... the culprit is the addon "Take Cover". With both Take Cover and F04Hotkeys one or the other doesn't work. I believe this is because they both share a hotkeys.ini file that seems to overwrite eachother (even when using MO2 vfs).I'll make a modification to the location og the config ini files and move it to the games\fallout 4 directory in the next patch with the appropiate overwrites in the next MODWiki CORE patch Weaponsmith v2.360 test OK Edited October 15, 2016 by Gernash Link to comment Share on other sites More sharing options...
Gernash Posted October 15, 2016 Author Share Posted October 15, 2016 THIS was postedMO is switching development from individual development into NMM or the next version of NMM. So if the "NEW" NMM handles mods the same as MO most of this site will be taken down. Which was the reason for doing it in the 1st place. The Mods will remain etc Link to comment Share on other sites More sharing options...
Gilgamesh2k5 Posted October 15, 2016 Share Posted October 15, 2016 wait what? Link to comment Share on other sites More sharing options...
Gernash Posted October 15, 2016 Author Share Posted October 15, 2016 https://www.nexusmods.com/games/news/12905/? Link to comment Share on other sites More sharing options...
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