Like the other guy says True Storms now uses an esm instead of an esp so both NMM and LOOT flag this file as requiring something that no longer exists.
uh, because it may not work? Odd question.... unless the Form IDs are the exact same in both, if you try to alter files in another mod, and they ain't called the same thing no more.... your snark is misplaced when you have no idea what you're saying lmao
I "still care" as well. Thank you very much for doing this and sharing the link!
Just for clarification, we appear to only need the file you linked? as it isn't a patch for the file that is unable to detect True Storms, but a standalone version of the file, correct?
If anyone is still interested in using the true storms patch you need to use fo4edit to remove the TrueStorms.esp master from this patch, and add the TrueStorms.esm master to it instead. I left instructions below in case your not familiar with fo4edit
0) download fo4edit from the nexus 0.5) for fo4edit version 4.0.1 or newer there are some extra steps. please proceed to the tutorial I posted below this one. 1) create dummy TrueStorms.esp file so that fo4Edit doesn't crash while loading your plugins 1.5) to create a dummy esp just copy paste another esp and rename the copy to TrueStorms.esp 2) launch fo4edit and wait for it to load all your plugins 3) locate GZ_ReverbAmbienceOverhaul_TrueStorms.esp (in the left window pane) and click the plus icon to expand the plugin 4) click on file header 5) locate the master files section in the right window pane 6) right click on the blank row above TrueStorms.esp and select 'remove' from the context menu 6.5) if fo4edit gives you warning about making changes just confirm that you wish to do so 7) TrueStorms.esp should no longer be listed under the master section in the right window pane 8) now look back at the left window pane and right click on GZ_ReverbAmbienceOverhaul_TrueStorms.esp 9) select 'add masters' from the context menu that appears 10) locate TrueStorms.esm in the window that pops up and the tick the box next to it before clicking ok 11) now just exit fallout4edit and you'll be prompted to save the changes 12) congratulations you're finished!
I'm getting the same problem as Reytag. There's no option to remove the TrueStormsFO4.esp master file reference when I right click on it in the file header.
@explodingsheep You can copy paste any exisiting esp (not the broken one listed in step 3) and rename the copy to TrueStorms.esp. That is your dummy esp so fo4edit doesn't crash when loading references.
@Zephirenth & Reytag This problem is a new "feature" of xEdit since I made this tutorial. The easiest thing to do would be to download an older version of Fo4Edit that doesn't have this "feature" I think it was implemeted for version 4.0.1 so 4 or below should be okay. I use 3.2.1 personally. They can be found in the old files section of the Fo4Edit download page. However, if you want to work around the new "feature" in the latest versions you need to launch FO4Edit with the arguments -IKnowWhatImDoing -AllowMasterFilesEdit see the tutorial below for detailed instructions on that.
Tutorial for Compatiblity with Fo4Edit version 4.0.1 and beyond:
If using an older version of fo4edit (4.0 or older) you can skip this tutorial.
xEdit versions 4.0.1 and beyond implemented a safety feature to prevent removing of master files like is done in the tutorial above. So if you want to use fo4edit version 4.0.1 or newer to fix the true storms patch you will need to follow this tutorial before doing step 1 from the previous tutorial. This tutorial will be split in two sections, one section is for Mod Organizer users and the other is for anyone who launches fo4edit directly (not through a program like mod organzier). I've also included a brief note for vortex users at the end.
Fo4Edit via Mod Organizer instructions: 1) Open mod organizer 2) look in the top left corner 3) click on the modify executables button (fifth from the top left, on the default theme it should look like two gears) 4) select fo4edit in the modify executables window 5) in the arguments line copy and paste the following -IKnowWhatImDoing -AllowMasterFilesEdit 6) click the modify button on the bottom left and close the window 7) done, now proceed with step 1 of the original tutorial
Fo4Edit Instructions ( for users who launch fo4edit directly): 1) locate your fo4edit.exe file 2) right click on it and select create shortcut from the context menu ( you can skip this step if you've already created a shortcut for ease of access) 3) right click on the newly created shortcut 4) select properties from the context menu 5) in the 'Target:' section move your cursor to the end of the line 6) add a space 7) copy and paste -IKnowWhatImDoing -AllowMasterFilesEdit 8) click apply in the bottom right corner and close the window 9) now when launch fo4edit you should do so through this shortcut 10) done, continue with step 1 of the original tutorial
Note for Vortex users: I don't use Vortex so I can't give as detailed instructions. If you launch fo4edit through vortex you should go to dashboard, find fo4edit, select to edit it, and paste -IKnowWhatImDoing -AllowMasterFilesEdit in the command line section, and click save. Then continue to step 1 of the original tutorial.
darkgametrain would you consider uploading your files to the Nexus. The original mod author has his permissions set so anyone can modify this patch and upload it themselves if they wish. or maybe would you consider another hosting site and commenting the link here?
21 comments
https://www.nexusmods.com/fallout4/mods/43145/
all credits to
GalenZ for the mod https://www.nexusmods.com/fallout4/mods/14007?tab=description
darkgametrain for the tuts he post
Just for clarification, we appear to only need the file you linked? as it isn't a patch for the file that is unable to detect True Storms, but a standalone version of the file, correct?
0) download fo4edit from the nexus
0.5) for fo4edit version 4.0.1 or newer there are some extra steps. please proceed to the tutorial I posted below this one.
1) create dummy TrueStorms.esp file so that fo4Edit doesn't crash while loading your plugins
1.5) to create a dummy esp just copy paste another esp and rename the copy to TrueStorms.esp
2) launch fo4edit and wait for it to load all your plugins
3) locate GZ_ReverbAmbienceOverhaul_TrueStorms.esp (in the left window pane) and click the plus icon to expand the plugin
4) click on file header
5) locate the master files section in the right window pane
6) right click on the blank row above TrueStorms.esp and select 'remove' from the context menu
6.5) if fo4edit gives you warning about making changes just confirm that you wish to do so
7) TrueStorms.esp should no longer be listed under the master section in the right window pane
8) now look back at the left window pane and right click on GZ_ReverbAmbienceOverhaul_TrueStorms.esp
9) select 'add masters' from the context menu that appears
10) locate TrueStorms.esm in the window that pops up and the tick the box next to it before clicking ok
11) now just exit fallout4edit and you'll be prompted to save the changes
12) congratulations you're finished!
If using an older version of fo4edit (4.0 or older) you can skip this tutorial.
xEdit versions 4.0.1 and beyond implemented a safety feature to prevent removing of master files like is done in the tutorial above. So if you want to use fo4edit version 4.0.1 or newer to fix the true storms patch you will need to follow this tutorial before doing step 1 from the previous tutorial. This tutorial will be split in two sections, one section is for Mod Organizer users and the other is for anyone who launches fo4edit directly (not through a program like mod organzier). I've also included a brief note for vortex users at the end.
Fo4Edit via Mod Organizer instructions:
1) Open mod organizer
2) look in the top left corner
3) click on the modify executables button (fifth from the top left, on the default theme it should look like two gears)
4) select fo4edit in the modify executables window
5) in the arguments line copy and paste the following -IKnowWhatImDoing -AllowMasterFilesEdit
6) click the modify button on the bottom left and close the window
7) done, now proceed with step 1 of the original tutorial
Fo4Edit Instructions ( for users who launch fo4edit directly):
1) locate your fo4edit.exe file
2) right click on it and select create shortcut from the context menu ( you can skip this step if you've already created a shortcut for ease of access)
3) right click on the newly created shortcut
4) select properties from the context menu
5) in the 'Target:' section move your cursor to the end of the line
6) add a space
7) copy and paste -IKnowWhatImDoing -AllowMasterFilesEdit
8) click apply in the bottom right corner and close the window
9) now when launch fo4edit you should do so through this shortcut
10) done, continue with step 1 of the original tutorial
Note for Vortex users:
I don't use Vortex so I can't give as detailed instructions. If you launch fo4edit through vortex you should go to dashboard, find fo4edit, select to edit it, and paste -IKnowWhatImDoing -AllowMasterFilesEdit in the command line section, and click save. Then continue to step 1 of the original tutorial.