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Posted (edited)

Is this still a live project?  FO4 definitely needs some S.T.E.P. Guide-style attention.  And I need something to do while the Skyrim modders work through the whole SKSE\SKYUI thing.  :-)

 

EDIT - Crap - I was viewing the thread wrong.  This is, in fact, a very live project.  Can't decide whether to be happy about that, or sad that I can't delete this post.  :-)

Edited by c0c0c0
Posted
  On 1/14/2017 at 12:59 AM, Gernash said:

OK, CORE Patch update for release. Looks like Raider WIP Overhaul Will be bring out a Different ESP from the looks so that will break patches again. 

What I'll Do is release

 

CORE 2.04

CORE+PA 2.04

 

Then then Raider Overhaul 12.5 comes out I'll check to see how much it breaks as Modern Weapons and Realism both rely on overwrite and integration patches to function as intended.

 

Things being added

 

Weaponsmith Extended - VIS Icons Patch 

 

I was in the process of making a Keyword patch for INNR but this is a nice complete one. This will be Hopefully what all the weapon naming and tags will be based off of. Waiting on author as I have to hack it up a bit for intergration to CORE so it's all seamless through the versions.

Made my day.

Been doing Frost, but I'm going to have to fire up this one once the new patches are out.

 

01/14/2017

 

UPDATED FOR NEW Upcoming PATCH Ver 2.0.4)

 

LooksMenu v1-2-0

Settlement Objects Expansion Pack - All DLC v1.6.0

Renovated Furniture 4.2

Workshop Rearranged 0.5.6

Caliente's Beautiful Bodies Enhancer -CBBE- c2.3

BodySlide and Outfit Studio - v4.2.1

Immersive Mouth and Teeth - 4.2

Raider Overhaul WIP 12.4

 

 

 

 

NOT UPDATED FOR CURRENT PATCH VERSION (Ver 2.0.3)

Extended weapon mods 1.6

Beantown Interiors Project 8.6

Subway runner dynamic lighting (shadows) v7

Posted

I noticed that the version of Mod Organizer offered on the SkyrimSE Nexus site is a newer version than what this guide is linking to.  Is there some Fallout specific difference between the two, or is it being considered for the next build?

Posted

The Nexus version is under active editing by @LePresidente but as he is not as conversant with the code as @Tannin was, it is to be considered very much a WIP and you may experience bugs. That is why the download links mention being willing to provide logs and bug reports.

 

As far as functionality is concerned if the last 'official' version from @Tannin works, just use that.

Posted

YA I have not played with the "New" version OF MO2. I have been actively watching the progress in the forums in regards to the DEV posts But as far as patches go MO2 version does not matter. I spent a lot of time with the initial MODWIKI but can't devote that amount of extreme time anymore. (up to 20hrs a day)

 

I'll be spending 1-2 hrs a night redoing it for the new Mod Updates. I devoted alot of time to the modern weapon sections and the structure for the core section fell behind (outdated) So I'm Having to redo a lot of it.

 

I'll link a BLOG/Progress at the top of the wiki so you can see the status of it all. I'll update each time I do something to it.

 

Project/Wiki not dead just Gooo Slooow

Posted (edited)

If there are any Mods you think enchance the game please tell me about it. I've not stared at the Nexus Lately.

 

The Time is now if your looking for the extra mod to be added....

Edited by Gernash
Posted (edited)

Well I have 4 mods suggestions really. 

1. Thematic and practical - https://www.nexusmods.com/fallout4/mods/16207/? - Its a settlement mod that adds some cool and lore friendly furniture. 

2. HUDframework - https://www.nexusmods.com/fallout4/mods/20309/? - Its a core mod that is needed for a lot of different mods, like number 3 

3. Immersive HUD https://www.nexusmods.com/fallout4/mods/20830/? - I don't think its needed to explain, Gopher have made this mod for pretty much all Bethesda games. 

4. Lever action fix https://www.nexusmods.com/fallout4/mods/20454/? - Now actually counts the bullets in the Lever action gun. 

 

Also for some reason this mod is not on the list when it comes to reference on the Icons for Val sorting https://www.nexusmods.com/fallout4/mods/11063/?. Seems like a obvious choice to me. 

Edited by Marayoor
Posted

Thanks, I'll review the mods. With the naming changes I'll examine which HUD (the XML config files and ICON Packs) that will be used globally. The  HUDframework looks interesting. I'll stare at it later.

Posted

Patch Naming Change - To reflect what's changed.

Ver x.y.z
x: Major version i.e. Rewrite of the whole patch.
y: Minor version i.e. Mod updates that break/incompatable with the MODWiki Patch system.
z: Updates and PAtches i.e. My spelling mistakes, added content, updates to interface, new mods

The new release version will be 2.1.0

New Patch Release Layout
Modwiki-CORE-Patch will be in every version (I'll compile it into a single patch on release)

Each Addon section will have it's Own single Patch i.e. Modwiki-ModernWeapons-Patch

WorldSpace will have it's Own single Patch i.e. Modwiki-Worldspace-Patch

There will be an added choice section in the installer (Future release) that will have a base damage adjuster/ballance

Posted

Added Nukacola 7.62x39 ammo rounds for handmade weapons

Noticed there are Multiple crafting benches :- TODO will clean up the Workbench Menu to only have the Correct ones displayed and add perk requirements.

Posted
  On 1/17/2017 at 3:56 AM, Marayoor said:

Well I have 4 mods suggestions really. 

1.  - https://www.nexusmods.com/fallout4/mods/16207/? - Its a settlement mod that adds some cool and lore friendly furniture. 

2. HUDframework - https://www.nexusmods.com/fallout4/mods/20309/? - Its a core mod that is needed for a lot of different mods, like number 3 

3. Immersive HUD https://www.nexusmods.com/fallout4/mods/20830/? - I don't think its needed to explain, Gopher have made this mod for pretty much all Bethesda games. 

4. Lever action fix https://www.nexusmods.com/fallout4/mods/20454/? - Now actually counts the bullets in the Lever action gun. 

 

Also for some reason this mod is not on the list when it comes to reference on the Icons for Val sorting https://www.nexusmods.com/fallout4/mods/11063/?. Seems like a obvious choice to me. 

HUDframework- will be added as it's a feature that will be expanded on by other authors.

 

Immersive HUD - Yesish. The Modwiki uses DEF_UI and the default is for 16:9 format I use 16:10 so the display is abit off. I'll have to install NMM the the spare PC and make up some different rez files as the autopatcher will not run in MO2 (as far as I can tell)

 

https://www.nexusmods.com/fallout4/mods/11063/? - The ModWiki uses a different icon pack and Color settings are in the Wiki as well Not really sure about this mod as it contains a lot swf files. Personally if you are just looking for color PIP-Boy then that is included in the WIKI.

 

Lever action - I've spotted a lot of animation fixers. I've made a list and they will be included in the next version after 2.1.0

 

Thematic and practical- will look into it when I have more time.

Posted

MODWiki-Core-Patch ver 2.1.0 released The addons have not been done. It will take me time.

 

For those that just use the CORE for their loads ENJOY!!

Posted (edited)

About Immersive HUD. Yes, the auto patcher doesn't seem to work in Modorganizer2, as the auto patcher needs to be in the same folder as the HUDMenu.swf. 

So if you move the contents from the Autopatcher.zip to the ModorganizerData2\Fallout 4\mods\DEF_UI\interface and run the auto patcher there, following all the instructions from the installer, you should have now a Hudframeworked patched DEF_UI. I'm running the game in 16:10 as well, so this is something I had some grievance in as well, and as far as I tried, I do not have problems with the mod doing it this way. 

 

Edit: Of course, changing the name of the newly created file after the patcher is done is needed but that is explained in the autopatcher. Just a heads up :P

Edited by Marayoor

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