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Posted (edited)

Thank you

So my load order should look like:

 

  • MODWiki - Armor - Patch.esp
  • MODWiki - INNR - Patch.esp
  • MODWiki - Worldspace ALL - 203 Patch.esp
  • MODWiki-CORE-Patch. 2.1.1
  • MODWiki-BettersettlersClothing-Patch.esp

I'm not using Take Cover but it's a master for Core
Looking into it with Fo4edit, it seems you only add settings to some Take Cover Ingestibles
Can I safely remove those edits with FO4Edit from Core so Take Cover is not a master anymore ?
 

Suggestion : Since Core is a merged patch, could you please add an optional download with all the single modwiki patches ?
So people who cherry pick in your guide can build their own  merged Core Patch

Edited by GabaZieute
Posted (edited)

Thank you

So my load order should look like:

 

  • MODWiki - Armor - Patch.esp
  • MODWiki - INNR - Patch.esp
  • MODWiki - Worldspace ALL - 203 Patch.esp
  • MODWiki-CORE-Patch. 2.1.1
  • MODWiki-BettersettlersClothing-Patch.esp

I'm not using Take Cover but it's a master for Core

Looking into it with Fo4edit, it seems you only add settings to some Take Cover Ingestibles

Can I safely remove those edits with FO4Edit from Core so Take Cover is not a master anymore ?

 

Suggestion : Since Core is a merged patch, could you please add an optional download with all the single modwiki patches ?

So people who cherry pick in your guide can build their own  merged Core Patch

Make a empty dummy file of Take Cover esp

check error on MODWiki-CORE-Patch 2.1.1

delete any errors (usualy come up as white FORMID in italics)

CHeck error again if OK clean masters on MODWiki-CORE-Patch 2.1.1

exit and save move MODWiki-CORE-Patch from overwrite folder to mod patch folder

 

Should be golden

  • MODWiki - Armor - Patch.esp
  • MODWiki - INNR - Patch.esp
  • MODWiki-CORE-Patch. 2.1.1 <-----lowest in the load order on Left side it has to overwrite the XML files for Item sorting.
  • MODWiki-BettersettlersClothing-Patch.esp
  • MODWiki - Worldspace ALL - 203 Patch.esp

I only have a loose patch version of 2.1.0 many many cosmetic changes in 2.1.1 and 30+ bugfixes

 

Ver 2.1.0 was a cleanup of 2.0.3 for latest mods (Removing masters etc)

Ver 2.1.1 is continuation of the Wiki.(trying to release all the "ADDONS" as standalone.

Ver 2.1.2 is a crafting/workbench overhaul for CORE (TBA)

 

Once you get it running you will understand when you look in your Pip-Boy or home plate. 

Edited by Gernash
Posted

What would the load order be for the worldspace mods be (Plenty 'o' Exploration, Stumble Upon Interiors, Beantown Interiors Project and Subway Runner)?

Posted

I'm starting world space now it will be updated today.

Power armor will be done as well but I'm stripping war tags out till I convert it (have to mod it a lot)

Posted

Minor fix for the instructions:

 

DLCList.txt the contents of which are:

DLCCoast.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm

 

I'm guessing that's old and should read:

 

DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
Posted (edited)

I'm currently using https://www.nexusmods.com/fallout4/mods/102/?tab=2 I'll do a rewrite of that section once patches are complete Fallout4ConfigTool is a bit more complicated. And I have some custom settings.

 

my DLCList.txt is

 

DLCRobot.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
DLCCoast.esm
 
so just replace yours
 
I've read nothing about it's order but if you were a stickler then
 
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Edited by Gernash
Posted (edited)

MODWiki-WorldSpace All-Patch V2.1.0 is uploaded It is an Overwrite patch of all the worldspace and MODWiki-CORE(VER2.1.2 - The one I'm currently editing live) elements.

 

It DOES NOT include Navemesh Fixes or Pre,Vis culling (NPC running through walls, looking around a corner and the landscape disappears(concord) near some(Lexington) train stations Purple walls appear and disappear etc

 

I do not know if the issues persist with the Latest versions of the Worldspace MODS. I'll go into Bug checking mode after I've Updated The WIKI sections.

Edited by Gernash
Posted

Hey thanks for the worldspace patch. I see it only requires BT interiors and Plenty Exploration esp's out of the worldspace mods. What about the others? Do I have to disable them? If not, then what's the load order for them?

Posted (edited)

So... somehow I'm not understanding the Modern Weapon section. It seems like you are saying that you've updated it, but I don't see any updates, still seems empty/lacking in instructions/purpose to me. Any updates on how this is going? Got thus far in the mod list, but I definitely can't finish without adding modded weapons/replacers. 

By the way, I really appreciate this mod pack! I've been looking for something like it for a long time, somehow I didn't know this even existed. Thanks for all your hard work!

 

EDIT: OK, I think  I've figured out how you've organized this section. To be frank, it is not at all clear how you have intended this to be used... I humbly submit that you might want to be more detailed on how your plugin sections are organized.

Edited by MysticDaedra
Posted

oops I just updated the page.

The Mod Versions are complete.

The patch is a separate Download on the nexus under options.

 

more detailed on how your plugin sections are organized.

 

I'm open to suggestions, I thought it was click the button install the mods... I'll remove the "Realism" mods to make it clearer for now


There you go only modern weapons in that section

Posted

I'm doing the PA section ATM

 

I did a quick run into concord and I can confirm the instance doors are still there (Overlapping ones with BTInteriors) and the clipping for the Subways I have not played with the holotapes but is I cant resolve it in game I'll make the patches later this week.

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