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MrBrightside

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Everything posted by MrBrightside

  1. I have also tried unblocking the .dll files that are in MO2, its still not working.
  2. Moved MO2 to a completely different drive, still getting error code 5.
  3. I hit unblock, but I still can't download the zip in MO2. If I extract the files manually, how can I then get them into MO2? Edit: What I mean by still can't download is that after unblocking the WAR zip, I attempted to download it into MO2 and got an error code 5 again.
  4. https://imgur.com/a/AVTYk This is the message I'm getting. Edit: It also says installation failed (error code 5)
  5. Thanks for the input, however I am still not fond of the vanilla way that certain poses are with weapons. If I only install some of the basic poses (probably the idle ones), that won't make or break it right? Also kudos for linking a diagonal movement mod, I've always wanted to try one.
  6. After some trial an error, it appears that xEdit and MO2 are functioning normally together for now. Thanks so much for the help guys, this definitely clears a major hurdle for me. You guys rock.
  7. Alrighty, figured out my plan of action with the WOTNM and CaliberX. Another issue, this time with Weapon Animation Replacers. The linked download for WAR can't be picked up by MO2 for some reason (I'm running MO2 due to compatibility issues between MO1 and xEdit). This means that the mod installer version doesn't seem to be working. Will I still be in the clear if I do the manual installation in MO2? Edit: Guess the real question is will I still be alright with the rest of F&L if I just install the mod manually. Not sure if the mod page has the patch though.
  8. So I think that downloading the whole package and getting rid of the leveled list and then getting the CaliberX patch could still work. There'd be less work involved. Alternatively I could just make a big merged patch of all the weapons I want, then manually create my own CaliberX patch while adding quests to add the calibers to the game (that'd require GECK).
  9. List didn't seem to copy over, should I run LOOT? Otherwise I'll just try and sort manually. Edit: It seems that the left hand pane resembles MO1 as I left it, the right hand pane attempted to put them alphabetically. Edit: Alright I moved the load order correctly over from MO1
  10. I, I think its working. If it is, this could be huge. If I cut and paste everything what will happen to my mod list though? Won't it become jumbled? Should I use LOOT after I transfer everything?
  11. Alright I now have MO 2. Right now its only seeing the Data folder of FNV. How do I redirect it to see the MO mod files? Or should I just copy/paste everything from MO1 to MO2?
  12. CaliberX does natively replace the calibers, but not for modded weapons. I could change the weapon calibers in xEdit, but adding the calibers requires an activation quest.
  13. Also, besides making the patch wouldn't I have to activate several of the calibers via GECK?
  14. How do I do that? I know I mentioned making this in the past but that was 2-3 years ago and I've forgotten how to do it in the time since.
  15. Alright, I'll download MO2 and try and go from there. You mentioned a discord server earlier, do you think that would be of some help as well?
  16. Coming back to ask another question, regarding the Weapons of the New Millenia if I can't remove certain guns from the mod itself, can I prevent them from appearing in game by getting rid of the leveled lists via xEdit? Theoretically that would mean they just wouldn't spawn right?
  17. GSDFan, unfortunately that didn't work. Grant, would switching to MO2 mean having to re-do most of what I've already accomplished in MO? Edit: Also I don't know if I mentioned this yet, but I noticed that the modified esps from xEdit were actually ending up in my overwrite folder. So yes, xEdit is producing the changed plugins but they're all ending up in overwrite for some reason. What reason could there be for that? https://imgur.com/a/NzplB For some clarification.
  18. Adding it to the exclusion list didn't help.
  19. I've tried that, it had no effect on the error message.
  20. https://imgur.com/a/52pmK Link to a screencap of the issue, this applies to cleaning and bash tags. Here's a log of what happened when I tried to add bash tags to the Better Burned Man Mod. I apologize for the length.
  21. Not sure where the FNVedit logs are, also do I need to use imgur to post images here? I have a screencap of what happens when xEdit tries to go through with saving a plugin that's been altered. Will post my MO ini here as follows (didn't do the edits yet) Also made an interesting discovery, the altered files were being saved to the overwrite folder in MO for some reason. They do work, but I don't know why they're being put in Overwrite. Still a permission issue I think.
  22. Gotcha, thanks. Now since its been a few years since I made the patch for CaliberX for every firearm in the game, the process is just editing them all in xEdit under a new file right? Or would GECK be involved?
  23. Alright, then I could probably undo that in xEdit can't I?
  24. I have been having a rather interesting issue recently involving running xEdit through MO. I have since developed a workaround, but its time consuming and not optimal. What is happening is that when I run xEdit through MO, I can utilize all the functions but whenever I make a change to a plugin (cleaning, moving something, adding bash tags) I get a message that usually looks something like this "could not rename G:\SteamLibrary\steammaps\common\Fallout New Vegas\Data\Advanced Recce Merged.esp.save.2017_12_25_13_39_12 to G:\SteamLibrary\steammaps\common\Fallout New Vegas\Data\Advanced Recce Merged.esp". I included a screencap for some clarity. I'm not sure exactly what's happening, but I think that it might be a permissions issue even though I'm running both xEdit and MO as admin. I have tried to gain full control of the FNV directory via win10 security settings, but I'm not sure if that's working. Tried to untick read-only for the folder, but that isn't working either. My workaround to this so far is to install xEdit in a different drive entirely and run it from there, but then it only picks up stuff in FNV's data folder instead of MO's mod directory. However, it can edit plugins that I move into FNV's data directory without any issues. So theoretically I can move plugins back and forth from MO's mod directory to the data folder in MO to edit them, but this process really only works when I'm editing one mod at a time and is not at all optimal if I'm having to edit a plugin with multiple masters. If anyone could provide any suggestions, I would greatly appreciate it. Edit: for some reason my screencap didn't show in the attached files
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