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MrBrightside

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Everything posted by MrBrightside

  1. Is there anywhere you'd recommend to post this issue? I'm still not sure if this is a permission issue or if xEdit just isn't cooperating with MO (my money's on the former).
  2. Also having downloaded CaliberX, what happened to the bullet and ammo box meshes? All I'm seeing are casings. Also another thing, does the weapon enhancement pack for the FO3 weapons added by PN override any of the previous texture packs? I don't want it messing with EVE/WRP
  3. Alright so I'm at the weapons portion of the guide and I'm going to be trying something on my own in conjunction with this. First, a few questions 1. Is it possible to modify the Weapons of the New Millenia mod to only include certain weapons within it to the game? Or am I better off downloading the individual weapon mods and merging them? Reason I ask is because while Millenia does amazing work I feel that some of the weapons break immersion and I'd like to narrow down what WotNM adds. 2. Is it possible to modify the CaliberX patch for WotNM to only work for certain weapons (maybe going into xEdit) or would it be better to do it manually through GECK and xEdit? This may become redundant due to my future plans. 3. How many esps can be merged at once? 4. If I were to make a patch utilizing CaliberX's resources, can I still use GECK and xEdit on esps inside merged plugins? Reason I'm asking this is because I'm going to be attempting a massive patch utilizing CaliberX that will eventually include every firearm in the game. I did this once before a few years ago and it mostly worked, but I'm going to get it right this time. What I do remember is using the resources in CaliberX in conjunction with modding tools to change everything from the ammo and casings for weapons to the ammo boxes in the game. This whole thing eventually blew up because of updating mods and being unable to keep up with the patch, but most of the weapon mods haven't been updated for a while so I think I'm safe.
  4. Would I have to reinstall MO in a different place to make this work? While this workaround means that I can move forward in the F&L guide it means that anything I need to edit in xEdit will need to be moved from MO's mod directory to FNV's data directory to be edited, then moved back again.
  5. This issue existed before I was running MO as admin. Also thanks for trying to help, though this does mean that trying to utilize xEdit is going to be rather tricky.
  6. Thanks for the help, it turns out placing xEdit outside of my G drive and running it as admin helped to make it work. What I had to do additionally was pull the plugin file from Mod Organizers mod files and into the FNV data directory in order to clean it successfully. Only problem is I had to run it from outside MO to do it. While running it outside of MO it only sees the plugins in the FNV data folder, which is where I had moved the plugin. However, once I had successfully cleaned the plugin (NCR overhaul distributed), an FNVedit backup appeared in its folder within the MO mod directory. So its a bit confusing. Unfortunately this means that for me to successfully run xEdit it has to be outside of MO, for now. Any suggestions? Also I am running MO as admin still.
  7. I'll try and see what I can do about moving the programs. The issue right now is that FNVedit cannot clean nor apply bash tags right now without going into that "re-name" issue that I posted earlier. To bring this back up to speed when I try and apply bash tags to the advanced recon mods as I close xEdit It tells me that it 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 get a similar message if I try and clean a mod through xEdit. I have assumed that this is a permission problem so far and have tried to fix it by running xEdit and MO as Admin and by trying to get full control of my FNV folder, but neither have worked so far. I am not sure why xEdit is doing this. Edit: Also regarding MO's ini, I do not know what you mean by "arguments", I'm assuming its something to do with how the ini is written
  8. G:\SteamLibrary\steamapps\common\Fallout New Vegas\Mod Organizer Is where my MO exe is G:\SteamLibrary\steamapps\common\Fallout New Vegas Is where my FNV exe is as well as my FNVedit exe G:\SteamLibrary\steamapps\common\Fallout New Vegas\FNVLODGen 3.1.2a Is where I have LODGen G:\SteamLibrary\steamapps\common\Fallout New Vegas\LOOT Is where I have LOOT G:\SteamLibrary\steamapps\common\Fallout New Vegas\Mopy Is where I have WryeFlash G:\SteamLibrary\steamapps\common\Fallout New Vegas Mods\Merge Plugins-69905-2-3-1 Is where I have Merge Plugins
  9. Just tried to do the steps to take full control of the FNV folder, it only sort of worked. It said it couldn't let me modify certain files (mostly ini and a few exe files). Still I thought that I had control over the rest of the folder. But FNVedit still isn't working for cleaning.
  10. Alright I got onto the Nexus Discord and am talking about it with another guy. This might be an issue with windows 10. Re-installed xEdit, run both that and MO as admin, but still can't get FNVedit to clean things without that error popping up. I've already went into the properties of the FNV directory folder to give all users full control, but I can't seem to untick the read-only property. I can, but then if I right click the folder again it is ticked again. Is there anything else I can do to get full control of the folder?
  11. Something I've noticed, that whole thing with FNVedit has it trying to rename files in places they do not exist. I think its trying to find them in the NV data folder, when they're in the mod organizer mod folder. Is there a way to change where FNVedit is looking?
  12. One last note for right now, I had to kick Wasteland Flora off the list for now, its giving my game massive stuttering issues.
  13. So I can move the whole folder? Will try that. Won't there be issues of MO looking for files that aren't there anymore? Anyhow, the permission issue does seem to be what is vexing me. Is there a way to run FNVedit as admin through MO? Otherwise I'm going to try and figure out ways to get more control over the folder. I'm sorry for constantly pestering the forum, but you guys and this guide have been a godsend to me since modding for me has always been a painful trial/error process that more often than not ends with me breaking the game.
  14. I've held off on the Advanced Recon bit while still going through the list, though the same problem is presenting itself again in a different way. While following the steps for installing NCR Trooper Overhaul Distributed, I am instructed to clean the mod in FNVedit of 6 ITM records. I go through and clean the mod, then when I'm exiting FNVedit I'm hit with that same error message again, only this time around the NCR Trooper Overhaul Distributed mod. I suspect that this is some kind of permission/authority issue since someone else appeared to have a similar problem for skyrim. I've tried to deactivate read-only for my whole FNV folder, but for some reason it doesn't seem to work as the next time I check its properties, it is read-only again. I have tried to give myself full control over the folder through properties but that doesn't seem to be working either. For some reason FNVedit isn't being allowed to re-name things inside my FNV folder. Unless I was supposed to have Mod Organizer outside of FNV, in which case that could raise a bit of a problem. Edit: Just realized what you said Grant, and I may have accidentally put MO inside my FNV folder. Does this mean that I'm screwed?
  15. I merged the plugins, however it said that there weren't any errors (this was after multiple times of attempting to merge the files and re-downloading the mods). I did manage to make the bash tag process work, but only by not applying the tags to the header, and I'm not sure if that's a good thing or not. I make the merge, I go to FNVedit, double click the merge esp, hit apply script, do the bash tags sequence, and when it asks me to add them to the file header I get the message I posted above. It just went though when I chose not to.
  16. Still running into the same situation. The message I get is that it 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'm not sure what this means. Also Advanced Recce was what I chose to name the merge
  17. I've developed another problem. While attempting to merge the advanced recon plugins, I get to the part where I need to generate bash tags and it told me it could not rename the file in an error message after I hit the OK on generating bash tags. Now it shows up in MO as not having no valid game data. I tried again following the instructions but in FNVedit it says again that it cannot rename the file (the esp).
  18. One last thing, for the Steve Bison hotel am I to name both files as the same to get them to merge? I'm sorry if I sound stupid but I didn't see that in the instructions and to me that seems like the only way to get them to merge.
  19. Nvm, I'm stupid. I think I may have fixed the issue for now, my apologies.
  20. No good, says it restored 1 file but FNVedit is still picking up the previous mentioned DLCs in red, and the audio/dialogue conflicts remain. NV exe through MO makes it to the first part of the loadup then fails. Also thank you so much antipodean for the advice.
  21. Alright solved the application error, still no dice on getting it to run through MO, crashes when I'm midway through launch. MO is indicating that some of the DLC files are overwritten/overwrites, not sure if that was part of the process. Edit: Loaded up FNVedit, some of the DLC are showing red. Pretty sure that's not supposed to be happening. Dead Money and OWB are showing red, Lonesome Road in Orange. Also it appears the errors are either dialogue or sound related, and just a few things. I do not want to be screwing with the main files, but I don't know why verifying integrity isn't working. Edit: Sorry for constantly adding to this, I'm just trying to narrow down why things suddenly fell apart in the F&L process. Normal Steam launch is still the only way it works.
  22. Alright now its telling me that I have application error 5:0000065434. I don't understand, I never messed with the games executable. Now the only way to activate the game is through Steam's launcher, even the fallout launcher menu in MO isn't working. I tried verifying integrity of game files but its not working. I'm going to stop trying to fix this for a while, I seem to be digging myself into a deeper hole
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