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Ukerin

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  1. @Gernash, here are some suggestions I would have for an update in the future: -Remove ELFX, there seems to be some redundancy/doubling up with this mod that makes dark areas too dark to see in even with a flashlight. I believe it is doubling up with NAC and the ENB preset. +Add Manufacturing Extended (https://www.nexusmods.com/fallout4/mods/15429/?) and perhaps its add-ons Manufacturing Extended Expanded (https://www.nexusmods.com/fallout4/mods/18345/?) and Soylent Green (https://www.nexusmods.com/fallout4/mods/15776/?), this adds some immersive ways to make items +Add Workshop Synth Production (https://www.nexusmods.com/fallout4/mods/16354/?) and its fix (https://www.nexusmods.com/fallout4/mods/25785/?), some might think this mod is a bit OP, but it allows you to build you own custom villagers. I would consider this an optional settlement mod. +Add Conquest (https://www.nexusmods.com/fallout4/mods/12511/?), for immersion, after all why should we be confined to just setting up shop in specific spots, if we are already building things from scratch anyway, why can't it be anywhere? +Add Sim Settlements (https://www.nexusmods.com/fallout4/mods/21872/?), again for immersion, allows settlers to build there own stuff so that you don't have to. There is also an expansion pack for it (https://www.nexusmods.com/fallout4/mods/25213/?) +Possibly add Any Mod Any Weapon (https://www.nexusmods.com/fallout4/mods/4515/?), some might say it is OP, adds a fun macgyver feel to weapon crafting, so probably optional +Add True Frags (https://www.nexusmods.com/fallout4/mods/19464/?), more deadly explosions +Add Wild Plants Farming (https://www.nexusmods.com/fallout4/mods/16810/?), Immersion again, lets you grow a wider variety of food. +Add Beast Master (https://www.nexusmods.com/fallout4/mods/14265/?), lets you tame creatures, not really for immersion but a cool option for some companions +Add Faction Housing Overhaul (there are like 5 of these, https://www.nexusmods.com/fallout4/mods/searchresults/?src_name=faction__housing__overhaul), upgrades various factions to make them more worthwhile to pursue. +Add Diamond City Enhanced (https://www.nexusmods.com/fallout4/mods/12005/?), makes Diamond City more of a diamond city. There is a worldspace glitch just past the bulkhead door on the left, it probably just needs patched. All of these mods mentioned seem to work without additional patching, Wild Plants has patches for VIS and UOF4P and Beast Master build into the FOMOD. The worldspace is the only problems I found but can still be played through. There are also a few problems/fixes that should probably be addressed: -The High Resolution Texture Pack is not really mentioned in the guide, but it probably shouldn't be used, I had several glitches when using it. Some of the issues were even darker shadows (this made even wearing sunglasses or power armor impossible), as well as a black face bug when using a custom skeleton (CBBE). There is a fix for the black face (https://www.nexusmods.com/fallout4/mods/21907/?) but I couldn't find one for the lighting. It should probably just be noted not to use it since the texture overhauls more or less cover all the important stuff. -As mentioned, ELFX also causes problems with shadows being too dark. I tried a Sweet FX config that was supposed to help with that, but ended up just cutting it because it was compensating for that too. -There are a few worldspace glitches I ran into, namely Quincy when using the Start Me Up option to start there, I am floating a mile in the sky with some objects and the terrain far below. You can't really move in this area at all due to invisible terrain as a result. Also the one to the left past the bulkhead in Diamond City. -I've also had issue with objects becoming invisible if I clip them while walking around, they reappear when I step away but if it is say a bench, I would have to jump over it. I haven't really noticed this everywhere, it might just be Diamond City with that Enhanced mod I mentioned. -The biggest problem, that I can't really seem to find a fix for and can't really ignore is the completely random CTDs pulling the c0000005 access violation error. This is not an issue with the computer, this is the only game that does it, and only while modded (at least through MO2, haven't tried NMM). I believe it is some kind of issue with using Windows 10 Pro. At first I thought it was a mod I had that altered Dogmeat, which it worked fine for about 4 hours after removing that (compared to immediate CTD when I got close to Dogmeat). However, I've had it randomly at various points with various other mods (like the UHD Pipboy mod) or even when just starting the game. It doesn't seem to have a reason, and nothing I have tried gets rid of it completely.
  2. Ok, yes, thank you. SMIM was what was preventing that. As soon as I added it, the Core Eligibility worked.
  3. If the only thing I need is the patch itself and the esps for the patch, then I should be good. SMIM was an option to choose whether I installed it or not before the Core Eligible screen, so I would assume it is "optional"
  4. I am running a heavily stripped hybrid STEP Core setup that pretty much cuts out most of the "HD" mods or mods that only add aesthetic improvements (e.g. the entire clutter section). I am still wanting the bug fixes and the gameplay/character enhancements. I am wanting (or needing to know if necessary for) it to register as Core Eligible when installing for the Core Patch to be properly installed. If I just manually take the STEP Core Patch.esp out of the zip and load it, there are no missing masters but the installer still says it isn't eligible for Core. My question is: What mods are required for the STEP Compilation installer to register as being STEP Core Eligible? I found on the STEP Compilation page a list of the esp files required for the patch, but it doesn't say which mods make the installer eligible (and just those mods are not enough). For reference, here is my current mod list:
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