BipolarOne Posted October 24, 2016 Share Posted October 24, 2016 What people don't see are the 6 other modded builds plus BETA builds and vanilla testing. If it's good I'll write it to disc. The Steam menu top left, back up an restore games, will make a compressed install .exe for disc or not for disc. Then uninstall, and everything left is the mods. Just need to grab the .ini and the hidden files for load order at users/name/appdata/local/fallout Then dump it with the remaining Fallout 4 game folder and compress it. NMM started doing that an profiles, I haven't gotten time for it though. Worsin's hasn't been updated since January and I haven't checked it, but I typically edit Worsin's mods for PA in experimental learning about it. There was a incorrect entry for T60 that wouldn't allow more power armor mods on the right arm I think. Then making hotrod servos so there's a 10% speed boost on overdrive servos. Making a PA carry 800-1200 inventory carry weight or adding durability via cryogenic treatment of forged steel or titanium. T60 works well with a 20% speed boost, based on advanced T45's 30% max. Russian Radio is broken I think. Most of the CBBE clothing was merged. Vault 111 settlement's vault door, Diamond City auto close door, Videos, and about 1/3 of Diamond City radio were all lacking sound attenuation, making those sounds really loud compared to other sounds (because people don't know sound attenuation exists) Then I hardly have time to watch videos on the TV in the game anyway. I adjust the attenuation when I have time. I installed a HQ make up mod on top of Looks Menu Compendium, whoops. It was built as cross referenced compartmentalization, or as somewhat organized groups. Component groups made of similar types of content based on Worsin's working with a group of mods. So you know there are a few mods that make up the base of it. Then other stuff gets chucked in as we play, which usually breaks the game, causing a restart. It's kind of like, making time for organization so that mods can be installed and it creates the load order automatically, it never goes perfect though. Maybe at around 40 hours of play or so there were random issues that began or CTD. From there I was desperate enough to risk cleaning the mods. Which IDM (Identical To Master) entries were removed. Set delete to disabled (causes crash at load on items which two mods change) Then Sort Masters, which adjusts esm/esp headers to load masters in the same order as the game loads esm/esp. Though xEdit created backups of the esm/esp when it was cleaned, and it was done with the load order completely loaded (not correct way, just the faster way) At 254 mods xEdit wouldn't load all of it at once anymore, begging the question, will the game load 255+, which was silenced by the reality that if all of it can't be loaded with xEdit then I couldn't really edit it as a whole. Bunch of mods were merged into one, though some files wouldn't merge and were skipped. This was done with a xEdit script. Instead of grabbing all the weapons, I just got what I really liked, then merged that together. Then there was an amount of small misc mod that was merged. Then stuff installed at the end to go to max again. It hasn't been threaded together. Instead it plays on the override mindset. Each esm/esp overrides the last, and in these areas an amount of content is edited by several authors. So the original intent of the author's work is ignored if another author changed the same data loading later in the list. However this plays on the anti-overhawl mod, where one mod changes or touches on everything, similar to the way the unofficial patch does that. Less probability of this override amount being significant enough to cause an issue. The component build plays on this as well, there's no reason to get two mods to change the same thing, unless you want to replace someone's content with something else on purpose. What we would do to thread this, is fix any conflicts (not the stuff that doesn't matter, we would ignore that) then create Overrides for anything that required two mods content to be used as masters. Mod A and Mod B both add nice things, an override is created that uses Mod A and Mod B as masters, where the final entry is combining both. I think the best way to do this would be Vanilla +DLC build testing & configuration. Then ENB (because FO4 desperately needs one) but a ENB matched with weather that is matched with nights. I use Subtle ENB that was designed to work with True Storms, Then True Nights which was also designed to work with True Storms. DOF disabled un-tethers underwater IMOD with the game's DOF, Fr4nsson's light tweeks disables bloom and IMOD based lighting of dark areas. Then we run FXAA to polish the image on ENB builds. The ultra G0D Ray Nvidia performance fix mod. You got the basic DLC build plus a ENB build based on lighting/weather. That could be played or tested while gathering groups of content types, downloading it, and placing it inside custom categories. 20Gb or 40Gb of that would be enough to start installing it in a way that also builds the load order as it's installed. Mostly everything would be chucked in before the lighting an weather base, which would cause a new game to be required to be started. Though it could be added in as a group then play tested, then merged together if possible. Much better result that way I think. Particle Max was lowered to 1024 from 1280 causing issues, but 750 causing True Storm issues with fog, dust, and rain particle effect issues. Ultra texture size was reduced to high without noticing a drop in detail. Shadow draw distance was set numerically to 8192 and to use a 1280 shadow map at a currently 64 LOD (seems like 128 or 256 looked better or to glitch it out to work like older games) Then we reduced sliders for draw distances to Nvidia experience recommendations for 500 series cards (even though it's using a 900 series) grass at 3000 an everything else 25% or so. At this point I'm beginning to consider game optimization mods more, because I largely ignored them. The system is overclocked 9% CPU/GPU/RAM so it will crash the O/S and any Application, but maybe only once per 8-16 hour shift. It's a good idea to relaunch these Bethesda games every few hours. Then it's also good to reboot the computer every 4-12 hours. Advanced System Care Pro does data & computer maintenance. But yeah it's always teetering on crashing itself. The CPU was un-parked with an App from Skyrim ENBs to use more energy and use the multi-cores sooner. Though the CPU cooler and subsequent Overclocking was performed for video encoding as the CPU is going on 4 years old. Good for a little while. This is the 1.7.15.0 version of FO4 (it's older) but I had just finished this build when the new patches came out, I didn't want to break it, so I declined updating. To do that in Steam you go to manage downloads, hit the X to decline, and it should still work if Steam is in Offline mode, just remember to keep X declining the patch. I read the patch notes on it, and decided it wasn't worth taking. The goal here was to make a build I could use for a while. I've got almost 80 hours playing the game, and I'm just now starting to get tired of the mod build of it. Eventually I'll start over an update, then try to make a larger build of mods from what I learned on the previous 7 builds. Though sometimes that is changed drastically to keep things fresh or try something new. From WBO & Weapon Mods Extended and Super Mutant Overhawl then the later FO4 patches, there is a end game'ish level of difficulty and challenge. But spawns were not increased, so it can't be all that hard. The damage is way over powered, if the perks for damage are taken, an they are for this character, it's way OP. So via survival options the rates were changed to 0.50 for the player and 2.00 for the actors (basically the original survival mode) but this was just a hotfix an attacking end game level actors with it is like MMM 500 health in FO3 but doubled, it's silly hard to not die using a 5mm/5.56mm assault weapon. It's a hotfix only though, until I can come up with something better. Explosives, Energy Weapons, and .308/7.62 comes to mind. Link to comment Share on other sites More sharing options...
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