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Kastergir

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Everything posted by Kastergir

  1. Yeah, you know, its a legal thing really . Germany, as its own sovereign, is absolutely free to make its laws as it sees fit, and tbh. I am quite amazed how much disrespect this fact earns in this discussion...i.e." stupid idiots"..."get over yourselves"...."blahblah" etc. How about "Stupid US of A, friggin get your Gun laws sorted already, its idiotic people can buy guns and ammo in Supermarkets ! " Sounds good ? And yeah, it is a well known religious Symbol....which is part of why the laws prohibiting its useage/public display are problematic, since Germany also grants freedom of religious practice XD . But it can get much more trivial than that...a few years ago, I was flying back from India with a box of matches in my pocket...both sides of the cover richly decorated with deity depictions, a svastika in each of the 4 corners . I actually was a little bit worried when passing through customs... Oh, and btw..."loving what the Nazis did during wartime because that's war"....is kindof...idk what to call it really . Let me tiptoe around it : If you had half as much of a clue about what the Nazis did during wartime as I have, you would NOT have written that . Or, maybe you still would have. Which would make you a deeply disturbed person In my book .
  2. Perhaps Wolfenstein was banned in those countries and people wouldn't know about its existence. Not surprised. You maybe surprised to learn that Wolfenstein3D for instance was not banned . Just heavily edited so it did not show the Nazi Swastika . Also the Anthem of the Hitler regime was edited out . Even the Boss was changed so he did not resemble Hitler that precisely anymore . [source] Game developers go to some lenghts n/p to get their Games on the market in Germany . Same is true for "Return to Castle Wolfenstein"....well, any game of the Series obviously XD . p.s.: you really think people in Germany would not know about that GameSeries if it had been banned ? Really ? *sheesh*
  3. ^This. I would be more concerned about the Data folder in "Fallout4" directory - since the most adviseable ModManager - NMM - actually DOES copy files into this . So, if you are getting ready to mod your game, and want to be kindof failsafe: make backup copies of the .inis you modify - before adding anything to them .make a backup copy of the entire "Data" folder - before installing any mod .make sure you are not using the latest official Beta Patch .Then, just do the .ini edits, download NMM, and get modding :smile: . Anything goes wrong, you can easily restore your installation to Vanilla state . Your game "not working ever, again" is something that will NEVER happen . If all else fails, you can do a file verification through steam - or even uninstall and redownload . And even in the latter case, nothing has to be lost. Just before you do it, backup your saves, note down all the mods you had installed, install those again after redownload of Game, copy your old saves back into the appropriate folder and -Viola - you will be good to go again .
  4. Looks like Research Projects covers at least part of what you are looking for ?
  5. Looks like omegadir started a WIP on something like that a while ago, then the P seemed to have stopped ( judging by the action log ): Institute Bunker
  6. True ofc. But then, imho it would be nice if the abilities you mention werent that easily available to the Player . If only I knew how to create mods, I would start working on a set of mods where the Player has to learn a whole lot of stuff - through quests, books etc. - to be able to do quite a lot of the things they atmo do as if it was 2nd nature . I have quite some part of that Idea already mapped out in my head, as it stands though I no nothing about writing mods really, and mostly lack the time to read up and practice really fast . I may get there later than sooner, but if I am lucky, some other, more experienced people will have worked soomething like it out way before Id be able to make it .
  7. Imho, you can kindof bet that the huge majority of people making and using "NaziThemed" stuff for games like this one are NOT doing it for historical reference XD .
  8. I heard it will arrive when Bethesda is ready to release it . Dont quote me on that though, just a rumour ... XD .
  9. Best practice definitely is to disable and completely uninstall the old Version before upgrading . In fact, quite a few mods even require ( as in tell you in bold letters "YOU HAVE TO DELETE THE OLD VERSION COMPLETELY" on their decription page) you to do so .
  10. Yep you can . I was trying out Mo2Alpha3 a few days ago, and installing mods worked . You do have to disable bsa_extractor.dll in ...\ModOrganizer2\plugins by either renaming or deleting it, otherwise MO2Alpha3 crashes after each mod install ( the mod will be installed ok though ) . There also seems to be an Issue of "it" not properly installing some meshes or so for Homemaker - but then, some people say that is a problem with Homemaker itself instead of the ModManager you use . If you are fairly new to modding games, or have no experience with ModOrganizer, Mo2Alpha3 may not be the thing for you yet, probably better to wait for more stable releases - as it is still in Alpha, you have to expect bugs/glitches, limited functionality of some stuff etc ( though people reportedly have MO2 running togethger WITH LOOT, FO4Edit, F4SE and I "think" ( as in "am-not-sure" ) even Wrye*ash . It is mentioned on the GitHub page that it is a release for Testers - people not willing to put up with workarounds, stuff not working draganddrop clickandgo easily etc. may be better off using NMM still .
  11. Nice of you posting this, I have not really played FO4 for over a week by now, since I was insecure whether to just go back to NMM, but on the other Hand would rather use MO2 - if only I could get FO4Edit to work it . This information will definitly help on that ! One other thing, do you plan on adding in F4SE ? I read the 64bit to not have any problems at all running from within MO2 .
  12. Nice Idea, actually making it a Quest getting the Vehicle together/working, and then ongoing maintenance necessary . In regards to what Ethreon said - and he is right with that: since the Commonwelath is hilly, rocky, filled with ruins and rabble, how about thinking of a kindof custommade buggy thing ? You know much like "salvage engine and other necessary parts from vehicles, get the required pieces to get that stuff repaired, then put all of it into a custommade steelframe..." - kindof like a Sand or BeachBuggy . Ofc it then would be necessary to create some kind of content which explains how the Player is able to do that all thta kindof stuff . But *heh* you know - QuestMods ?
  13. Yeh, pretty smart workarounds :smile: . Of course, you could also go into BigPicture mode, then go to Library -> Fallout4 -> Manage Game . Click on "Set Update Options" . Choose "Do not Automatically update this game" from the dropdown menu . And click ok, then "back" a few times until you get to the Screen where you leave Big Picture mode . Not nearly half as smart, but is said to work also . :wink:
  14. Yep, thats exactly why I am still using NMM for the time being . I could simply install and run the mods I want through MO2, but I can't get it to talk to Fo4Edit . So yeah, I am planning to look into the CW benches not added into AWKCR and see what I can do to them to not mix up the categories. This, and hopefully also finding the ( admittedly little bit, but its still sparse at occasion for me ) time to edit Homemaker to ONLY show me what I want/need ( have no use for Raider or SuperMutant Stuff ) may allow me to play with the mods I want without hitting the cap . heres hoping XD . Come to think of it : anyone every suggested to NovaCoru ( maker of Homemaker ) to revert back to .esps and make some of the buildsets optional installs ? I mean, sure she has all hands full,what with constantly updating HM, now also porting it to hopefully adhere to SK standard....but the modular approach would probably help a great deal of people who love using her MOD - and others together with it . @kingculex : What is TagBag ?
  15. Well, I am waiting for stable FO4Edit through MO2, and thats about it . As soon as I can get that to work, I'll ditch NMM for good . In the meantime, I have simply backed up my Data folder . Let NMM mess with it as much as it wants, as soon as NMM is gone, my Data will be as on day one again ;) .
  16. Havent tried it myself . Maybe usefull ? Covenant Ownership
  17. If you consider hopping in on the Beta, maybe this will be an interesting read for you: Write counts while loading game quadrupled with 1.3 BetaPatch . When I read this on the Beth Forums, I was like "screw it" and opted out - and I am not even using a SSD .
  18. Just when I walked down the street earlier, I saw it running around the corner and disappearing through a sewer entrance . I think it just does not feel ready to face the world yet .
  19. kingcluex, just check the latest updates to AWKCR, Armorsmith and Crafting Workbenches . They have done it :smile: . Unified Keyword resource for Clothing, Armors and Weapons done, AE and CW already ported towards it . Ill install al that either later tonight or tomorrow morning, and then throw all the Building MODs in . IF this finally enables me to use AE, CW, AS; OCD, HM, RD etc. without ANY keyowrd/category mismatch whatsoever - I am going to have to win the lottery so I can shower all the people involved in making it happen with money :wink: .
  20. Opt out of the latest Beta Patch in Steam, disable autmatic updates through Steam by going into BigPicture mode and set the required setting there, do a game cache verification ? Just guessing tbh, but that FPS drop could well be related to the Beta Patch . I
  21. Weeeelllll.... heres a few MODs commentpages, maybe youd like to endulge yourself and read up about what has been happening around SettlementKeywords, and quite a few of those MODs who are full ocompatible, or partially compatible, or not even trying to be compatible with it... .... Well yeah, I was kidding . Serious, quite some people have been looking into this, debating it, and been working to make something work . Even just trying to read up to get an Idea about what already HAS been said and done will probably blow anybodies schedule XD . As far as I know, Settlement Keywords is absolutely, perfectly 100% well functioning as intented . Problems arise when MAs want to port their MODs onto it, but still mess around with menue/category structure - instead of working with what SK gives them . SK is imho simply the best way at the moment . Making Settlement Build menue stucture used in MODs a matter of upblic opinion and maybe even Vote (!?!)) will dissolve the entire effort into a nightmare - not only because of most likley agreement NEVER being reachable, but also: update nightmare . Stuyk, creator of SK, has made a REALLY nice Video explaining how it works - and how it comes things sometimes do NOT work together well . You can watch it here ->SettlementKeywordsPage If all else fails - i.e readymade "drag-and-drop" installation options NOT being provided by those damn lazybum MAs who simply to refuse to work their asses off 24/7 so EVERYONE can use THEIR work for free without ANY sweat - you can simply start to educate yourself about FO4Edit, and create patches for all those building MODs you want to have working together yourself . Its pretty easy apparently . Here is a really, REALLY good post about this - written by kingculex on SKs comments: Missing categories is often largely due to an incompatible mod. This will hopefully be resolved when more mods convert to using Settlement Keywords. For now there is in an option to make your own compatibilty patch .esp until more mods convert. You will no longer need a compatibilty patch when all mods convert. :smile: So I will repost this here. (My experience level with FO4EDIT is beginner.) This is not my guide that I link, I just used it to make my patch. I can not stress enought how important it is to at least read the linked guide. It is very detailed and has pictures. All credit for the guide goes to Zrynoth. Guide: http://www.scribd.com/doc/235574282/Guide-to-Make-a-Patch-for-Solving-Conflicts ***Make sure you back up your mods just in case you do something wrong. Nothing should happen to the them if you select a new file when you first do **Copy as an override into...*** and then the new file when you select **Copy as an override into...*** for the next FORMID list.*** But here are the steps a bit more detailed to go along with the guide. These do not replace the guide but should help make it easier. Inside FO4EDIT: 1. Apply the filters as described in the guide. 2. When you select the first FORMID list in Settlement Keywords and right click and select **Copy as an override into...*** a warning window will pop up. 3. Select "Yes, I am absolutely sure" 4. Select a new file which is an option at the bottom of the "Which files do you want to add this record to?" list. (Its a list of all the mods loaded into your Fallout 4. 5. Name the new file something you can remember. 6. Go to the next FORMID list in Settlement Keywords and select "copy as override into" again but select the new file you created, 7. Do this till each FORMID list in Settlement Keywords is added to the new file you created. (The Red ones should be the only ones showing up if the filters are applied. The FORMIDS with RED TEXT and RED BACKGROUND are the ones you need to concentrate on.) 8. Open the first FORMID list by clicking on it and you will see a FORMID list from each plugin that has its own version of that FORMID list. The each FORMID list has the name of which mod it comes from at the top of it. (Fallout.esm, Homemaker.esm, Alternate settlements.esp, etc.) 9. In the FORMID list from each mod you will see some are red. Compare the FORMIDS in the lists to the FORMID list you added to your new file. Alternate Settlements and any mods already compatible with Settlement Keywords should be fine so focus on the ones like Homemaker. 10. You next click on the Red FORMIDS in the list that Homemaker (or any conflicting mod) adds and drag them to the blank space at the top of the list in your new file. (The FORMID list in your new file should be a duplicate of the Settlement Keywords list.) The blank space is located where on the left of the view window it says FORMIDS and should be right under the name of the mod. You should see a plus sign next to your mouse pointer. 11. Drop the RED FORMID there to add it to the list 12. Repeat for each conflicted FORMID. The color of the text of the FORMID should change from red in your FORMID in your new file. Might change to yellow/orange or green. It is ok as long as the text of the FORMID is not red. 13. Repeat steps 8 to 12 for each FORMID list until all the Red Text FORMIDS are added to the FORMID lists in your new file and they are no longer red. The color of the background does not matter. 14. Save the file when all FORMID lists in your new file no longer have red text in your new file. It should be an .esp file. (Ctrl+S to save or you should be prompted to save when closing FO4EDIT.) 15. Load the new .esp file after you save it last in your list of mods (last in your load order) so it does not get overwritten. Thank you leithesky for this alternate way to do step 10. 10a. Select the blank space under the name of the new file/mod you created when you did **Copy as an override into...*** the first time. 10b. Right click on it and select ADD. 10c. A new lFORMID that says "NULL - Null Reference [00000000]" should be added to the FORMID list in your new file. 10d. Repeat 10b and 10c until you have enough "NULL - Null Reference [00000000]" FORMIDS. You can always remove extra. 10e. Drag the RED TEXT FORMIDS from the conflicting mod to the "NULL - Null Reference [00000000]" FORMID. 10f. Drop the dragged FORMID from the conflicting mod on top of the "NULL - Null Reference [00000000]" FORMID. (A plus sign should be on your mouse.) 10g.The dragged FORMID should overwrite the "NULL - Null Reference [00000000]" FORMID. 10h. Repeat for all RED TEXT FORMIDS until they are added the FORMID list in your new file/esp. Hopefully this helps, it will get quicker the more you do it and it is an easy way to fix some conflicts. A player can also learn to change FORMIDS to do things like increase the radius of lights. It took me longer to write this than it did to make my first compatibility patch and it was my first time using FO4EDIT. (in other news: Steam has finished downloading Fallout4 . Damn you BetaPatch, and welcome MO2Alpha3 to my Fallout4 experience XD ) .
  22. You mention you did run memtest, it came back ok ? No RAM errors ?
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