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Majorman

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Majorman last won the day on January 24 2020

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About Majorman

  • Rank
    Thane
  • Birthday 12/02/1986

Profile Information

  • Gender
    Male
  • Location
    Sofia, Bulgaria
  • Favorite Mod
    Fallout FWE
  1. The transition towards the SE was expected for some time now, wasn't it? Seeing the end of the line coming for STEP LE and the Wiki design, I think this is the proper time to thank the staff behind STEP and all the other modding guides hosted on this site. Really guys, your work is very much appreciated. You probably cannot realize just how long it took me to finally be able to enjoy Skyrim and your work was pivotal for the fulfillment of my goal, as it took me years to collect the money for a rig that can run Skyrim properly and was then delayed by real life. But your site was always there, keeping my interest in Skyrim and the Fallout series alive, hoping that one day I will be playing them. And your FNV and Skyrim (STEP, STEP Packs, Neovalen's Guide) guides made modding them (because, to be honest, the vanilla games are a buggy mix of great ideas and even greater design oversights) an easy and even thrilling experience. For all of this, thank you! I will not be joining on the SE bandwagon for the time being, because I've only finished installing STEP 2.10 in October and I don't really see the point of buying the same game once again, but I will undoubtedly stick around. Hopefully the Fallout 3 guide will be stored somewhere on the new site, and who knows, in a few years' time, we might have STEP: TESVI (unless it's a total disappointment, like Fallout 4, but that's going off-topic)? P.S. Forgot to mention that this site helped me decide on my hardware setup, saving me a lot of time and optimizing my expenses on the rig. You rock!
  2. Hi all, I have faced a really weird issue while running F:NV with ENBoost (just the VRAM tweak, no effects installed) and SMAA injected. Besides the weird anti alising on distant object while moving, which, as far as I know is to be expected for this particular game, I discovered that foliage is extremely pixelated and ugly, as if not rendered properly. See for yourselves: Here are my ENB settings: [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=true DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=true ReservedMemorySizeMb=256 VideoMemorySizeMb=16320 -->(I have 16 GB RAM, 8 GB VRAM) EnableCompression=true AutodetectVideoMemorySize=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 AddDisplaySuperSamplingResolutions=false [ANTIALIASING] EnableEdgeAA=true EnableAccumulativeAA=false As already mentioned, I inject SMAA Standalone as a proxy. I have disabled AA, anisotropic filtering and water-what's-it in fallout.ini, as per instructions. Please tell me whether it's a normal effect of using ENB on Fallout's enjine, or something's wrong with my setup. Also, is it possible to improve the AA by forcing supersampling through Radeon Crimson while using an ENB, without negating its effects?
  3. Thanks, Greg! It took me some time due to real life engagements, but I managed to install the SSD and migrate FNV to it. Turns out Steam did everything for me, turns out there was no need to backup NVSE and the 4 GB patch - Steam didn't overwrite (or "verify" as it calls it) anything in my folder. Easy as goblin pie (yup, I'm old enough to have played IWD 2 when it came out)!
  4. Finally, with the recent drop in SSD prices, I have now ordered a SSD. Naturally, I plan to migrate my modded FNV from the HHD to the new location in order to optimize load time. I have read a guide on how to do it and for the time being, do not plan to use Steam Mover. However, I would very much appreciate your insights on how to migrate my mods properly without screwing up my savegames. This will help with preparation immensely. First of all, I would like to know whether during migration/Steam verification (after migrating the files), Steam will replace my modified .ini files and the 4GB-enabled .exe and delete NVSE? Secondly, I expect that I will have to fix all links to the FNV installation folder. This includes game utilities (xEdit, LOOT, Merge Plugins, etc.) installed in an separate location, but what about the ones installed in the game folder (MO Legacy, Wrye Bash)? Thirdly, how to migrate successfully assets located under C:/Users (I believe that there are some .ini files and savegames there)? Is there something else I should be careful about? Thanks in advance for any help in this.
  5. Spent 5 hours googling and found a solution - I hadn't updated NVSE in 2 years. So in case others encounter this issue, always update JIP LN, the mods that display error messages and NVSE to the latest version.
  6. Sorry for resurrecting this thread, but I've encountered the same issue today. After updating to the latest version of JIP and updating some of the related mods (like CASM, JIP CC&C and the JIP Recipe Menu), the latter no longer work (I also receive a big warning message on loading my latest save). I tried reinstalling JIP and then reverting to an older version, but to no avail. What can I do to "save" my savegame (200+ hours in)?
  7. I really hope that non-Skyrim guides will be moved to an alternative location. The guides for FNV and FO3 hosted on STEP are the best I've been able to find on the web. However, I also have a side question: what will happen to the excellent utility guides - like the exceptional guide on the functionality and setup of MO, ENB, etc. Will they be migrated, or should I take measures archive them in Word while I still can?
  8. Hi Mono, if you are still taking care of the guide, please note the instructions on Unofficial Patch Plus have to be edited. Any version newer than 2.0 is split into 2 plugins - one for bugfixes only, and another for modifying gameplay aspects.
  9. I have the same issue and no idea how to fix it. However, there's a simple workaround: you can go to the original mod folders (on the left pane) and move the plugins that are part of the merge to "Optional". Once done, make sure you have all the folders containing assets activated on the left pane and activate the merged .esp on the right pane.
  10. Mentaltyranny, what you describe sounds a lot like the description of a mod called SkyTEST - Realistic Animals and Predators. Do you by chance have it installed? It could be the culprit.
  11. Ok, solved, I'm an idiot who forgot to tick "Archive Invalidation" after migrating my profiles from MO 1.
  12. Excuse me for resurrecting this thread, but since I migrated to MO 2, I'm having the same issue https://www.dropbox.com/s/5es3iun09jrzbns/ScreenShot24.bmp?dl=0 I'm positive that it all comes down to BSAs since all is fine under MO 1. I've checked the Archives tab and Fallout - Invalidation.bsa is missing in MO 2. Do you know how I can get it to appear?
  13. https://www.nexusmods.com/newvegas/mods/64805?tab=description There's a new LoD mod that I've been using together with the ones from the guide and its looking great.
  14. I have the same issue here. Unfortunately, 1 BSAs are unchecked - Advanced Reckon Gear.bsa and Advancced Recon Armor.bsa. I can rename only one of them to Advanced Reckon Merged.bsa, so one will alway be unchecked. Any suggestions what to do other than activating Advanced Reckon Armor.esp?
  15. Bethesda's Fallout games are not bad. But Fallout 4 is a terrible Fallout game and an abysmal RPG. The protagonist's backstory makes the RP elements too linear - there is no chance a sane parent out for revenge will root for the Institute ever. It also lacks consequences for the most part - one can work for the institute almost to the very end and then betray them in the end. New Vegas, for example, blocks certain factions' storylines very early as you start working for the competition. Dialogues are badly written and often the choice of a line by the PC leaves to exactly the same response. Some characters are not lore friendly and even break FO's internal logic - like the infamous kid in the fridge. The factions that you mention are poorly designed - the whole idea is more suitable to a Blade Runner game than to Fallout. And again, considering lore-friendliness - compare the life-like synths to the other bulky metal robots in the series - how has a post-apocalyptic world managed to achieve such an evolution in robotics without any industry running whatsoever. And everybody and their grandma in Bethesda FO games has an access to FEV and creates super-mutants (FEV was supposed to be a super-secret experimental substance). Also, the axing of the SPECIAL mechanics for a streamlined, idiot-proof perk based system was a big "f*ck you" to veteran fans. I think that I could get into FO 4 though, if it bore another name and was marketed as an action game with some RP elements, but then BioShock Infinity is a better story-driven action game with RP elements and GTA V is a better sandbox action game.
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