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genolune

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Everything posted by genolune

  1. That's actually what I try to do for the very same reason as you. Same when I go to look at the .7z/.zip/.rar files to figure out stuff and it's things like original or something else which doesn't tell me anything so I go rooting around until I find a file that identifies what mod it is.
  2. Nuclear fallout creates some interesting specimens! haha. Well now I know what happens when bone weights aren't applied.
  3. Don't the Institute's synth vendors remind you of the Working Joes slightly? Everytime I talk to them I think "Seegson. Tomorrow, together." Maybe it's just me.
  4. You do now: Converting to Atomic Beauty article Make sure you get the mod author's permission to work on it and download it. It's not necessary for permission if you do it ONLY for yourself.
  5. Does Paypal give you an email? I don't use it so I don't know how much help I can give.
  6. Ah okay, because all of that is what I'm doing. It's only on small simple mods that have just an .esp like my Institute settlement mod. I would definitely look at older versions. I hadn't noticed a problem until recent months so the ones you have shown should be more stable with installation and uninstallation.
  7. I'm thinking that earlier versions were more stable. However, I switched over to Mod Organizer 2.0 to have more control. It's a much more advanced tool if you care to learn it but I like it and think that if you know what you are doing, it's the best mod manager. The S.T.E.P. Project covers it extensively for the first version of it for Skyrim and there are guides for Fallout 3 and Fallout New Vegas, though I don't know about Fallout 4. I can link you to some of the Mod Organizer stuff if you are interested.
  8. Two different universes. Skyrim is closer to the Witcher, but neither Skyrim nor Fallout 4 have the graphical quality. Fallout 4 is primarily a first person shooter with Skyrim being first being but melee oriented (with ranged magic and archery). Skyrim has better lore and quests and has a lot more mods available and participation. Fallout 4 has a more robust crafting system and it really shines in its settlement building. If you really like the Witcher and Dragon Age, go with Skyrim as that's much closer in the feel.
  9. That is sad. That is very unfortunate for the legitimate users. Me personally, if mine get stolen, oh well. I'm not supporting stolen files so I won't respond to messages, but I'm not going to punish everyone else by hiding or removing my stuff.
  10. Less of a request and more to put forth some ideas. I noticed that there was a distinct lack of mods to overhaul the Railroad, except for a few HQ and railroad armor mods. I say this because I've been compiling mods and manually repackaging them into overhaul packages for Mod Organizer, for now I have the Gunners, Brotherhood of Steel and Terminator Synths. One thing I have written down was potentially making Ticonderoga Safehouse a settlement with linked exterior and interior. That way if you want you can clean up the exterior and put up turret defenses (which might not matter when it comes to certain quests involving Ticonderoga) or leave the exterior dirty to blend in with the rest of Cambridge. The inside you could definitely clean up and decoration, add amenities, etc, since it's a safehouse that should have essentials. Once I figure out how to properly make interior cells this could be a thing.
  11. So in order to work in the Institute, I would need a portal, and the inside needs to reference the outside map marker? So in this case, I would reference the CIT Ruins as the parent location correct? Which one is the belonging xmarker?
  12. Yes, please! That would make interior cell settlements happen a lot quicker on the nexus.
  13. You can use this as a base: Wasteland 512 Textures as that includes some of the Wasteland Workshop DLCs, Automatron and Far Harbor textures. The large downloads are designed to be seperate and mimic the natural .ba2 structure so all you have to do is back up your .ba2 somewhere other than the Fallout 4 Data folder, pack the Wasteland 512 up using the same name and replace the originals. You can then use Texture Optimization Project if you want bigger textures and then layer with Vivid textures. If you wanted to skip the Texture Optimization Project, and just use Wasteland 512 as a base and then use Vivid that's a good option. That should improve performance a bit. I only ever noticed the Boston area recently but that may be because I've never flown over it with mods before and this particular instance I had 100+ which had me thinking, how can I squeeze every little bit from this game and the mods I'm using to maximize the game? Hence, manually repackaging, Mod Organizer, low settings, etc. Post 2: So I extracted all the vanilla .ba2 files, overwrote them with the Wasteland 512 textures, and repacked them. It was mostly good except for the puddles of water had a weird rainbow colored quilt pattern. I may have messed up with all the packing and unpacking. However, I have repacked all the Texture Optimization Project textures and Insignificant Object Remover into one archive and I can test and bring my results back here. Post 3: The Texture Optimization Project textures mess up the Synth Uniform by leaving the black tears on the cuffs. However, with more play time I may be able to combine vanilla textures, Wasteland 512 textures, vanilla or T.O.P. puddle textures (if it has them) to increase graphical performance. Once I do that I can come up with a guide for it. Then at your leisure, you may upgrade whatever textures to 1K, 2K, 4K, etc., with the performance pack as a base. That will become more important the more mods you load and the more you cram in your computer's video and system memory.
  14. Not to go too off topic but will anyone be rewriting this guide for functioning working interior settlements? I'd like for there to be one for easy reference as the Institute is boggling my mind trying to work with the exterior settlement guide.
  15. No, the cell window was. I manually selected from the list. Is that what the issue is?
  16. Just tried that and it didn't work. Are you sure it was the minus key and not a different one?
  17. So are you saying that using a linked reference to the power on marker will cause them to appear?
  18. Alright so I used an Automatron with all the voltaic gear, two gatling lasers, robobrain treads and Mr handy torso. It was nasty. When it wants to, it moves really quick and it looks like something from the opening scene Terminator 2: Judgement Day. Thanks for this thread! I haven't tested the Assaultron legs yet, but I think I'm going to pop on and do it real quick. EDIT: I just tested the Mr. Handy thruster, Robobrain treads and Assaultron legs. The Mr. Handy thruster is definitely slower than the other two but I'm almost thinking the Assaultron is as fast as if not faster than Robobrain and I think more mobile. I'd need someone else to test it though.
  19. The only two I know of are: Nude SHB LCC Male body Conversion LEWD CommonWealth Conversion
  20. Nope but you can point in the right direction for them to make it. ;)
  21. The handy torso says it does, but also by that logic the assaultron legs should be faster than the robo-brain treads.
  22. How do you merge them if they conflict? I thought FO4Edit didn't support merging anymore.
  23. It was a custom built to specification by Sager, definitely not a Wal-Mart one that I ordered beginning of this year or late last year. I'm unsure if the m2 ssd will work with Windows 7 Ultimate but it should considering the options I had were Windows 7 and Windows 10, I would just have to make sure on the hardware.
  24. A good weapon I can think of for this project is the Modular Simonov PTRS-41 Anti-Tank Rifle since it weighs 80 or so pounds and looks like it was made for Power Armor.
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