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Majorman

FalloutNV Curator
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Everything posted by Majorman

  1. Discussion topic: ETJ Realistic Enhanced Blood Textures by Eli-TheJanitor Wiki Link A modern update of Enhanced Blood Textures.
  2. Discussion topic: Decayed Ghost People - Fixed by polferrera, Kiwi Wiki Link
  3. According to the patch notes the sound was fixed by the release of OWB. The readme on YUP also states the fix was part of the unofficial patch up to that point, then removed as redundant. So it could only serve as a sounbd replacer, I guess.
  4. Discussion topic: Frozen Hitman locomotion by Hitman, Visualcore Wiki Link
  5. Discussion topic: Unarmed Animations by Johnsonn Wiki Link
  6. Discussion topic: Hit's Anims - Animation Fixes by Panzermann11 Wiki Link
  7. Discussion topic: Hit's Anims - Season 3 by Hitman47101 Wiki Link
  8. Discussion topic: Hit's Anims - Season 2 by Hitman47101 Wiki Link
  9. Discussion topic: Hit's Anims - Season 1 by Hitman47101 Wiki Link
  10. Discussion topic: Butcher Pete - A Melee Animation Overhaul (Part 1) by rockbiter68 Wiki Link
  11. Discussion topic: Butcher Pete - A Melee Animation Overhaul (Part 2) by rockbiter68 Wiki Link
  12. Discussion topic: ISControl Enabler and Ironsights adjuster (now ESPless) by Xilandro Wiki Link An alternative to IsController (patches animations automatically) with the added function of options to align weapon sights.
  13. Discussion topic: Fallout 3 Weapons Restoration by Yukichigai Wiki Link
  14. Discussion topic: FalloutNV:Fallout 3 Weapons Iron Sight Modders Resource V1dot3 by LORD DARIUS, Jtrainz Wiki Link Needed for FO3 Weapons Restored.
  15. Discussion topic: Delay DLC Redux by had0wshayd3 Wiki Link Delay DLC and Courier's Stash scattered all-in-one package.
  16. @AiKiXeN it's fixed now. DarN UI should be above oHud. It seems that changing the mod's name (as it was changed during the re-upload) has taken it down from the modlists itself - this seems to be a vanilla feature of the Wiki. Will have to beore careful from now on. Find the mod section on the guide to make the necessary ini edits to make the text flow naturally.
  17. I'm seeing this very late, but Altitude.esp should be last in the load order. LOOT should have placed it last, but always check just in case. I will leave this here in case someone is struggling with it.
  18. Created a new mod page for Fallout 3 Weapons Restoration. Will replace PN in the next version of the guide (currently working on it). Since it is cut content (sort of) - as 90% of the assets exist in the game (after all, FNV is built upon FO3's assets) it is much closer to the STEP Mandate. Classic Fallout Weapons Remastered is a great mod, but I don't plan on oncluding it at the current stage. It is outside of the STEP-Core boundaries
  19. @theblackmanI'll definitely try them out in preparation for 1.1.1. I think the transformation of OGG files to WAV might be the main benefit here, as the guide contains replacers for most of the textures (and some of the meshes) anyway.
  20. I am not familiar with process and feel it might be too advanced for the casual modder. For reference, notice how the comments section in Nexus is filled with complaints from people who failed to follow the process by the book. I don't want to dedicate much time in tracking issues that Step users had with BSA decompressor. But maybe @TechAngel85 or @z929669 have more experience with BSA Extractors for Skyrim? I can't also judge the performance gain. This is a new tool (June 2022) that I'm not familiar with. But most of the concerns I shared under p. 1 apply to it as well. I am planning a version 1.1.1 of the guide and this mod is shortlisted. Currently the guide uses Collission Meshes, but it's more taxing to the system. I will have to assess where both overlap, I am considering dropping Collision Meshes entirely. Will be included in version 1.1.1. So, since you are interested, you can go ahead and put Mesh Improvement Mod and Elijah Voice Audio Files Fix on the Wiki.
  21. As @theblackman explained, the assets of those mods (meshes and textures) are needed by other mods on the list. In both cases issues are caused by poorly designed plugins and I have provided modern alternatives that actually work as initially intended. I'm not sure Tech plays FNV, but in case you are interested: the author of FCo left the mod in a pretty bad shape. For example: The FOMOD installer will always intall "FCO - OHSB NPC Edits.esp" and "FCO - Russel.esp", even if they are not ticked durinf installlation. Those plugins will search for masters that >96% of the people downloading FCO for the first time do not have in their setup, which leads to immediate CTDs (Error: Master not found) upon starting the game. This alone has caused hundereds of people to delete the mod at that initial stage. "FCO Master" and "FCO - NPC Change.esp" contain a lot of pathing issues, pointing to textures that are either missing, or located in folders different than the ones the plugins refers to. This has been the cause for the infamous "pink face" bug (missing face texture), "double irises" bug and "cross-sightedness" One of the "optional features" of the mod is a plugin that added a cool-looking green-glow effect to glowing ones. The script is terrible, though, very taxing to the system and perpetually running in background, so it is bound to cause CTDs and worsre yet, since it gets baked into savefiles - cause savegame corruption. FCO contains its own body textures for "African Male" and "African Male Raider" races (and only for those two). It was supposedly aiming to reduce neckseam. However, rhe mod does not use vanilla file structure and does not play well with body replacers that use different UV mapping than vanilla bodies - therefore will cause visual bugs with pretty much any male body replacer. The optional "Sweating" effect does not seem to work and probably addes another useless script that would get baked into our savegames if it installed correctly - but it does not, as the FOMOD installer does not add the ".esp" extension at the end of the file and the game does not recognize it all. FCO does not cover any of the DLC content, leaving those characters vanilla. So what does "FCO - The Last Few Edits" do: Corrects the pathing errors to ensure no more missing texture errors. All improtant eroneus entries in FCO Master get overriten. There are still some custom races that have the "pink face" error, but they are not assigned to any of the NPCs. For some reason the author of FCO - The last Few Edits forgot to make them unavailable to the player, so you can see them during character creation - but not during gameplay. Remade "FCO - NPC Changes" from scratch, making sure that all NPCs (even DLC) ones are covered, The only exception are Marked Men, as there are no existing textures for their specific "charred red" skin tone in FCO. On top of that I have found workarounds to make FCO work with Robert's Male body and left very clear instructions how to prevent the usage of the broken plugins. The only remaining issue is that FCO currently requires that faces are generated in real time (via bLoadFaceGenHeadEGTFiles=1 in Fallout.ini) instead of coming pre-generated. This in turn has an impact on performance, but only noticeable on older hardware (I have i-5 7400 and RX 580 8GB and do not feel a drop in performance, for reference). There is a way to "fix" even that issue, as done in this mod and as explained in the Facegen guide. P.S. It's a question of personal preferences as well. It's either FCO or NV Redesigned an d I tend to like the faces of FCO more.
  22. I only heard about this yesterday. The latest version of Darnified UI TTW was uploaded to ModDB yesterday, so I will update the link later today (EET zone). Edit: Changes to Darnified UI and Anniversary Anim Pack are done, thanks @brandonpotter0!
  23. Update: I went through the mods and updated the installation instructions where necessary. Added one mod to the list (iscontroller), it is a soft requirement to one of the old mods that got updated. Those that do not have iscontroller will miss some weapon recoil animations, that is all. It is safe to install iscontraller mid-play, it will not break anything. @MistahFixIt I updated my version of DarnUI to the latest available and also reinstalled oHUd from scratch with all its bugfixing. I think you might have forgotten to install the scripts via the fallout.ini update the first time and that's the reason you didn't see any text. oHud works as intended with DarnUi all the bugfixing edits. But since you found a workaroung - no need to tinker it further.
  24. Discussion topic: iscontroller by onvil Wiki Link Patches all animations to work with custom meshes.
  25. @z929669, @MistahFixIt, I recently discovered that DarnifiedUI has been updated recently (as in after the last update on the guide) and streamlined. I was planning to do a check for mod updates in the coming weeks, but have been really busy playing Pillars of Eternity 2: Deadfire and didn't find the time. I will really try to check for updates on the modlist soon and update the modlist accordingly. It will be a small update,just to ensure everything is up to date.
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