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Everything posted by c0c0c0
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... AH. I see. Merge Plugins doesn't believe that MO can be used for this. Interesting. For anyone else following this, you can't save your Merge Plugins configuration until you select NMM instead of MO. Someone needs to tell Mator about MO2.
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I think you'll need to move the Creation Kit installation above Merge Plugins. The Papyrus Scripts folder doesn't exist until the Creation Kit puts it there.
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Under Merge plug-ins, the instructions say: Tick I'm using Nexus Mod Manager That's not right, is it?
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All the way up at "Checking \Local\Fallout4 Validity". Right before BethINI. By the way, the images for BethINI are a version or two behind. They are missing some options from the one I just downloaded. Nothing I couldn't SWAG my way through, but it might confuse some readers.
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Minor fix for the instructions: DLCList.txt the contents of which are: DLCCoast.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm I'm guessing that's old and should read: DLCCoast.esmDLCNukaWorld.esmDLCRobot.esmDLCworkshop01.esmDLCworkshop02.esmDLCworkshop03.esm
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I noticed that the version of Mod Organizer offered on the SkyrimSE Nexus site is a newer version than what this guide is linking to. Is there some Fallout specific difference between the two, or is it being considered for the next build?
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Is this still a live project? FO4 definitely needs some S.T.E.P. Guide-style attention. And I need something to do while the Skyrim modders work through the whole SKSE\SKYUI thing. :-) EDIT - Crap - I was viewing the thread wrong. This is, in fact, a very live project. Can't decide whether to be happy about that, or sad that I can't delete this post. :-)
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Well, *I* totally suck. Never even noticed the "Donate" button. After years of depending on this site. Big gold graphic and all. I shouldn't be allowed to drive. Well, consider it (finally) clicked. I get why that you haven't put advertising on this page, and I totally appreciate it. I know I tend to equate sites running that stuff with crap. But maybe there is something else that could be done on the wiki side to get the less involved site users more involved. Maybe a fund drive to pay for the SSE wiki, with a target and updates? Also, I know even dilettante like me can contribute by testing suggested mods. Maybe a mod of the week and a link to the related forum page? It's probably not my place to be making suggestions to the people who have already done so much for me, but I have truly come to depend upon this site for my playthroughs.
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Perhaps you should be recruiting. Toss the net out at Reddit (I know you aren't a fan) or some equivalent. Send out personal invites to people who have caught your attention. I'm sure there are plenty of people who are still heavily involved with the game who just don't know how to contribute. STEP has become the definitive guide for the best mods to start with - mods that don't work at cross-purpose - and I suspect there are many who would hate to see it waste away. I know I personally will be hesitant to start SE without a step guide.
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ACCEPTED XP32 Maximum Skeleton Extended (by Groovtama)
c0c0c0 replied to EssArrBee's topic in Skyrim LE Mods
Nothing should override the skeletons, unless you have a specific reason to do so. If anything does, move them lower until they don't. -
I'm running a straight F&L build - nothing added, nothing missing. All the Omurta goons in Gomora, as well as the guy who comes up to give you advice right before you enter the strip the first time, are all walking around in their underoos. I was supposed to pickpocket one of them, but the thought grossed me out and so I'm gonna search his room, instead. I only bring this up because it suggests that one of the mods we're using for clothing textures ain't quite right. Unless I'm the only one with this issue. In that case, *I'm* not quite right. And I'm okay with that.
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Haven't got that far yet but I'm curious - does LOOT leave that ordering alone or do you have to create a rule?
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I see that the F&L guide says that the Bashed Patch comes before the Merged Patch. That's the opposite of everything I've ever read elsewhere, although that was admittedly about Skyrim. But it's also not how I understand the patches should work, since it should be important to determine how conflicts are resolved prior to creating the leveled lists resulting from those resolutions. No? Is FNV different from Skyrim in this regard?
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Maybe it's there and I missed it, but is there anything like the Skyrim guide for setting up NVidia card settings for FNV? Are the "optimized" GEForce Experience settings sufficient for a GTX970 running Rudy ENB? Long time Skyrim modder here, but this is my first time testing the waters with FNV. I feel like such a noob.
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I finally go around to doing this - copying over all the key files from a fresh download over the originals. The good news is that my Sort button works. The bad news is that I still have the same plugins error. I guess it isn't having any real impact so I can ignore it. It's just annoying.
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Actually, I did encounter something that wasn't working: The plugins "Sort" button. Regular LOOT seems okay. Why do I need a "good Mod Organizer archive stashed away"? Can't I just download the latest and grab the files from there? This install is only about a month old.
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Not sure if this is a bug or just a usage issue. Mod Organizer seems to be working just fine for me, but the alert icon is lit up, and this error is listed under "Problems": The following plugins could not be loaded. The reason may be missing dependencies (i.e. python) or an outdated version: F:/Core/steamapps/common/Skyrim/Mod Organizer/plugins/proxyPython.dll That file is, in fact, in that directory. What's curious about this is that I didn't update MO to have this start happening. So do I just download a new version of that file from github and overwrite the one that's there?
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
c0c0c0 replied to darkside's topic in Skyrim LE Mods
Is it *just* the cooking that's impacted by the incompatibility? If so, I like your work around. Maybe I *can* try running with CACO... -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
c0c0c0 replied to darkside's topic in Skyrim LE Mods
I wouldn't call it "laziness". Is it even possible to make one's mod compatible with every other mod? I like mods like these because they consume clock when performing an action. They prevent you from, for instance, making 150 assorted pieces of weaponry in the space of one second. A bajillion hours will pass with the menu up, and iNeed will starve you to death. It keeps progression at a more moderate pace and helps prevent becoming too god-like before you even finish the main quest. As to how they conflict... From the CACO forum: "Living Takes Time - not compatible with the Hunger and Fatigue features of CACO. There are also incompatibilities with CACO's cooking system. There does not appear to be any way to fix this without editing LTT's scripts. There is a long discussion of these issues under CACO's bug tab (marked as 'Not a bug')" It actually not that long. On the bug report, one user wrote: "Now here is the problem. When you activate the cook pot or the oven, CACO 'processes' a bunch of ingredients and LTT is interpreting it as Eating. So you can actually waste hours just clicking on the pot and then backing out." Another user said it's worse than that. So this is a pretty fundamental problem and I'm not certain there is a fix. Time Flies (reportedly) has the same issue. It's more a matter of what is more important to you. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
c0c0c0 replied to darkside's topic in Skyrim LE Mods
Really? I asked the author about that, thinking he'd have some of the same issues with changes made to ingredients, and he said, and this is a direct quote: " So, still no plan to support CACO in the near future." Are you saying you use it and it works despite his lack of efforts in that regard? He also added, "Hopefully there will be someone forking this mod and finally support CACO." Dude *looking* for someone to fork his mod - that's not a great sign. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
c0c0c0 replied to darkside's topic in Skyrim LE Mods
I really want to use this mod but it seems to have problems with all of the "Living Takes Time" type of mods, which I consider far more important to my immersion. I recognize that this is not the universal priority, but it's something to consider. -
Another vote to add it. It's been part of my load for almost a year and it's been nothing but useful.
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ACCEPTED XP32 Maximum Skeleton Extended (by Groovtama)
c0c0c0 replied to EssArrBee's topic in Skyrim LE Mods
That was likely the cause in my case, as well, but this was the fix. -
ACCEPTED XP32 Maximum Skeleton Extended (by Groovtama)
c0c0c0 replied to EssArrBee's topic in Skyrim LE Mods
I had the shield-under-my-feet issue. -
ACCEPTED XP32 Maximum Skeleton Extended (by Groovtama)
c0c0c0 replied to EssArrBee's topic in Skyrim LE Mods
I actually *had* to install this to fix problems with my animations. *Should* have worked with XPSM. Just didn't.