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wip-fallout-4-using-modorganizer-2


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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 21

I 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 by Gernash
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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...

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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.7z

should 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.

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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.

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https://forum.step-project.com/topic/11094-wip-fallout-4-using-modorganizer-2/?p=186762

 

and the reduced fire

https://dl.dropboxusercontent.com/u/73053307/MODWiki/Reduced%20fire%20damagev1.7z

 

Disable vertical spawns

 

seems to be a decent balance and everything seems to work


I 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 by Gernash
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yep,that should be it

test 2

navmes

fire

all 3

 

 

, was almost done with the complete patch and CK died arrrg 2hrs down the tube


I sec I'll make an all in one.

https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWiki%20-%20Navmesh%20-%20Patch.7z

it'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 by Gernash
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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

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