Gernash Posted November 1, 2016 Author Posted November 1, 2016 (edited) Hi, Seems the DLC01 Workshop Power generator is bugged don't use it. I'll add a Power generator mod in (LAW Friendly) And exclude the Large fusion generator in the next patch. Ok, I think I have WOTC stable now. 3-4hrs game play no ctd.There seems to have been 3 spawn packs outside of combat bounds and they were causing CTD around the sanctuary area. I have resolved this by adding meshes to the -26,18 through to 21I also recommend disabling vertical spawns as there are a lot of roof areas without meshes, when I get a faster Graphic card I'll spend some time making meshes. Unless somebody know of a mesh mod... I'll upload my meshes in a day or 2 as I've gone back to fixing the mesh overlaps with subway runner as they cause issues in the other cities with invisible purple walls. Edited November 1, 2016 by Gernash
LordKee Posted November 1, 2016 Posted November 1, 2016 Didn't feel like playing yesterday but before that I did a fairly long session with test2 v6 and that reduced flame patch. Didn't crash at all. I did remove the bPreCulledObjectsEnabled=0 as the slowdowns especially when walking through Concord were rather annoying. I didn't have glitches etc either. Regarding those navmesh edits, is this the reason why when entering some buildings in Concord companions don't follow inside? (i.e doors that loads a new area type of buildings). Not an important issue actually, places I have looted have been just OK to do "solo". Sad about the power generator, I was planning on building up my char with enough perks to get to those bigger generators, I'd hate to have to litter the settlements with several small ones. If at all possible, some way to keep those big output generators would be good, or have some option to tweak the settings. Just make the cost to build one reasonably high...
Gernash Posted November 1, 2016 Author Posted November 1, 2016 https://www.nexusmods.com/fallout4/mods/12258/?will be the replacement as it's law frendly/descrete has crafting mats. The meshes in some places are unlinked by a tiny bit in concord and lexington that's why the mods stand at one end of a street looking at you. https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20Interface%20Update.7zshould resolve pathing issues in concord,vault 101 cliff fase, 3 out of bounds, 5 sections of lexington and a few rooftops. I need to learn more about this as the file is getting large, I'm assuming it's pulling the entire NAVMesh for the zone. But there are no breaks in it all joined.
LordKee Posted November 1, 2016 Posted November 1, 2016 That fusebox mod seems fine. I'll try out the patch when I have the chance :) Keep up the good work!
JUNKdeLUXE Posted November 1, 2016 Posted November 1, 2016 for some reason Place Everywhere doesnt work for me...
Gernash Posted November 1, 2016 Author Posted November 1, 2016 (edited) @JUNKdeLUXEF8 when in Build menu if you did the INI rename Edited November 1, 2016 by Gernash
Gilgamesh2k5 Posted November 2, 2016 Posted November 2, 2016 hey bro, been hitting midterms this week, won't be able to play till friday...so how is the patching going bro? WOTC still being a pain in the dick?
Gernash Posted November 2, 2016 Author Posted November 2, 2016 Yes and no, turn off the vertical spawns and install the patch and all is good (only tested lexington,concord,sanc castle so far.)
Gernash Posted November 2, 2016 Author Posted November 2, 2016 New WorkshopRearranged overwrites the Build of the Large fusion reactor, CTD when scrapping seems to be gone now. It just being a constructable object and no changes made confuses me as to how it was CTDing the game as a recipe.... Oh well just one of those mysteries I suppose.
Gilgamesh2k5 Posted November 2, 2016 Posted November 2, 2016 which patch?I see a v2.6 and a mesh patch in the forums..oh and reduced fire...all three?
Gernash Posted November 2, 2016 Author Posted November 2, 2016 (edited) https://forum.step-project.com/topic/11094-wip-fallout-4-using-modorganizer-2/?p=186762 and the reduced firehttps://dl.dropboxusercontent.com/u/73053307/MODWiki/Reduced%20fire%20damagev1.7z Disable vertical spawns seems to be a decent balance and everything seems to workI need to do a tidy of all of that still just testing areas and spawn rates etc. As far as I can tell if you're not fused about getting a lot of equipment the WOTC+Mama's boy let's you play a Vanilla-like game Anything harder then that is'a a base building exercise and very hard to Quest and explore. Too many distractions. Edited November 2, 2016 by Gernash
Gilgamesh2k5 Posted November 3, 2016 Posted November 3, 2016 so remove test 2.5 patch and install 2.6 or install the mesh patch?I installed the mesh patch, reduced fire, new generator and test 2.6
Gernash Posted November 3, 2016 Author Posted November 3, 2016 (edited) yep,that should be ittest 2navmesfireall 3 , was almost done with the complete patch and CK died arrrg 2hrs down the tubeI sec I'll make an all in one.https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20Navmesh%20-%20Patch.7zit's large I have not trimmed it yet Maybe tomorrow I'll have the proper one done. it includes settlement patches and bald heads fix Edited November 3, 2016 by Gernash
Trokhon Posted November 3, 2016 Posted November 3, 2016 ah many thanks I see WOTC is needed with this patch. With the old ones it was not? My problem I just started and with WOTC its too hard for me at the moment :) Would it be possible that you make a version without WOTC dependency? many thanks
Gernash Posted November 3, 2016 Author Posted November 3, 2016 That patch is for wotc+All worldspace+scrap+settlement updates+ better settlers. Are you using all the world space mods?
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