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Everything posted by GSDFan
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There are files in my actual Skyrim folder.
GSDFan replied to acindron's question in Mod Organizer Support
Copied and pasted from the SRLE wiki: [spoiler=Creation Kit Multiple Masters]Configure The Creation KitThe Creation Kit is a valuable tool for Skyrim as it allows users to create and/or edit mods. It can be used to fix and change things not possible with the other 3rd party tools. Similar to Skyrim, the Creation Kit does not have default ini files until it is started for the first time and requires some basic setup to work properly for the purpose of this guide.Start the Creation Kit through the Steam context menu.Once the Creation Kit is loaded, exit the program.Navigate to the Skyrim folder (where CreationKit.exe is located) and open SkyrimEditor.ini.At the bottom of the [General] section, add the line "bAllowMultipleMasterLoads=1".Locate the line starting with "SArchiveList=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa".Locate the line starting with "SResourceArchiveList2=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa".Save and close the file.These settings will remain set for each subsequent run. These settings have accomplished the following:Setup the ini files for multiple master loads and to properly load DLC content. -
Did you restart MO?
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The edits you make are stored in categories.dat in the ModOrganizer folder. Remove that and you will be back at square one. You will lose all your edits though. No way to do it from MO as far as I can tell.
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That was a workaround, because at the time we were getting an access denied message and no root cause could be determined. Renaming it allowed it to be written to the root folder, you can't have two files with the same name in a folder. I guess the path statement was it. The FalloutNV.exe being written to the exes folder is the modified one.
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No, I played a couple of hours testing TTW setup. No problems to speak of. Steam is installed on an HDD, My E drive. E:Steam Fallout NV is installed on an SSD, My D drive. D:SteamSteamAppscommonFallout New Vegas. Skyrim and fo3GOTY are also installed here. MO is installed in each of the games folders, D:SteamSteamAppscommonFallout New VegasModOrganizer. The 4Gb launcher is installed in the Fallout new vegas folder, D:SteamSteamAppscommonFallout New Vegasfnv4gb.exe. There are no other entries in the Start in or the arguments boxes. I deleted the FalloutnvMO.exe from the Fallout New Vegas folder and also the FalloutNV.exe from the exes folder. The modified FalloutNV.exe gets recreated in the exes folder when launched from 4GB with the FNV path is added to the windows Path statement.
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No problem. I recently found that if I add the path to my Fallout folder to the Windows "Path" in the environment variables section of the advanced settings, I no longer need to have the argument in the launcher. The 4GB runs as intended. I am just wondering if having Steam, the game and MO outside of the Program File (x86) is influencing things in some strange way. Adding the NV folder path would suggest it is.
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@icapricorn Thanks, I am glad it helped. @GrantSP Do you use the 4GB launcher with -laaexe .FalloutNVMO.exe argument?
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I had to do that more than a few times. Yes, those are left over when the game closes. When the game is running they contain the inventory_menu.xml.uio in the menus folder, start_menu.xml.uio in the options folder and tutorial_menu.xml.uio in the menus folder.
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I can't say what is going on. I get this to work even without UIO. You can try the following to make a customization file. This is for UIO 1.10 If I am reading the UIO instructions right. In the UIO mod open the folder ..datauiopublic.Create a plain text file oHUD.txt.Open that file, paste the two lines below and save.aHUDaHUD.xml:HUDMainMenutrue The instructions on that page show double colons, but I read in the comments to use single colon. If the single does not work try the double.
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The UI install is very tenuous in MO and if I remember correctly NMM also. When installing in MO the files with the highest priority will get modified and even erased. The start_menu.xml in DUIs menus options got deleted or modified somehow that DUI got removed from the start menu portion. You may need to reinstall DarnUI after all mods are installed. If that does not fix it, remove both DUI and oHUD, Reinstall DUI and then oHUD or vise versa. Do not just disable and move them and activate them, the files need to be rebuilt when installed.
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You are probably right. I ran into issues when I was doing this and the reset helped.
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The fomod reset is to prevent the accidental use of the reactivate and deactivate buttons while installing the mods. They would remove the highest priority files in any active mod in the left pane. It is not needed, it is just a precaution. As for removing the install script that can be done for some of the mods like NVSE, but you do not want to do it for mods that need to make decisions on what to install, like oHUD and Project Nevada.
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GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
I posted my notes in the Mod Organizer - Fallout support - UIO and Mod Organizer. There are a lot of things I learned while doing this. It is a process, but it works. It is just load order, no hiding of files unless you want and no whatever.xml editing. Hats off to Tannin for all the improvements to MO and jazzisparis for UIO. -
After many iterations I believe I have laid the groundwork for a successful install of the UI mods in Mod Organizer (MO) with UI Organizer (UIO). When Using MO as your mod manager it was not easy to install UI/HUD mods without the use of third party tools, which added a layer of complexity to the process of installing UI/Hud mods. Mod Organizers mod isolation feature prevented a mod being installed from seeing other mods that are required and some mods refused to even install due to not being handled properly, necessitating the use of FOMM to install UI mods as one big mod. MO has matured to the point where the mods I tried below installed without error and they will see other mods when being installed. With the advent of UIO, the final obstacle to a working HUD in Fallout New Vegas has been removed. UIO does in MO what Unified hud did in Nexus Mod manager. UIO is a NVSE mod that dynamically creates the required Hud extensions at game launch allowing you to add, remove or change the order of UI hud mods in the priority order of MO. We are still held to the MO last file wins rule though for a properly working setup. The list below can be used as a starting point for installing the mods you need. It is not an all-inclusive list and you can add mods to it or remove the ones you do not want. The way the list is ordered will give a working setup. If you find an element not working, look for the conflicts in the MO info pane and move your mods accordingly. The following process will require that the overwrite folder be empty of all files and folders and unless otherwise stated the mods are installed via MO install. FOMM will be noted when needed and will require a FOMM reset, which is outlined below. Important note, you can install UIO now, but do not enable the mod until you have finished installing your UI mods. This will prevent certain files from being changed or removed if you like to test while installing mods. [spoiler=FOMM Reset] If you have used FOMM before you need to do this reset to prevent any accidental removal of files if reactivate or deactivate is pressed. Start FOMM from MO and select Fallout New Vegas as the game to manage. In the main window. Click the settings button. In the settings window click on the Fallout New Vegas tab. Look for the Install info line and make note of the path to the Install info folder or you can copy it to the clipboard. If your NMM install points to this you may want to change the location of this folder.Close out of FOMM so it is no longer running form MO. In Windows file explorer either navigate to the install info folder or paste the path in the address bar and press enter to go there. Once in the Install info folder delete any files and folders that are there and close the window.The reset is done. The next time FOMM is run it will inform you that it needs to upgrade some files. This is OK to do as we are treating this as a onetime install for the selected mod. The reset needs to be done before any FOMM installed mods. [spoiler=The Mods List] DUINV. DarnUI mod needs to be installed so other mods can detect it. For you TTW fans, Darnui ttw 2.4 is working in this setup.FPSWeaponWheel.Shilo Clean Pipboy screen. You will need to select MTUI or DUINV on the Advanced Options section of the install window.Note that at this time I have not been able to run MTUI, I get infinite main menu on a new game.Shiloh DS - Color Survival Map & Icons.Advanced Recon Trap Detection.Advanced Recon Thermal Nightvision.Advanced Recon armor stealth gearJIP Selective-FireJIP Realistic Weapon OverheatingJIP Companions Command & ControlProject Nevada and Project Nevada extra options. FOMM Install. Do the FOMM reset if not done. Both of these mods need to be installed with FOMM. Project Nevada extra options will not install the Cyberware option if it does not see the core mods and it will not in MO. PN provides its own MCM menu system so it needs to be installed early to let the Mod Configuration Menu mod to override it. When finished make a mod out of the over write folder. Name it appropriately.The Mod Configuration Menu, MCM. This mod needs and will detect NVSE.If installing FOOK install it here. See the note on the FOOK description page about the Project Nevada Equipment Module.The Weapon Mod Menu. This needs to see NVSE and will when it is installed. This works with the MO install and detects NVSE.Move Darnified UI to the highest priority at this time.One Hud. FOMM Reset. FOMM install. Upon activation it will detect DUINV, MTUI or Vanilla. It also saw the Powered power Armor mod and installed the PPA files. Create a mod out of the overwrite folder.Flashlight NVSE. FOMM Reset. FOMM install. This needs to be installed with FOMM to detect NVSE and the MCM mod. It also needs to be installed after oHUD as the flashlight_battery.xml file in oHUD is outdated for the current version FlashlightNVSE. Make a mod out of the overwrite folder and activate.Enable UIO.With the exception of FlashlightNVSE, OneHUD should be the last UI mod installed. Start the game and enjoy. Don’t forget to press the “I†button to see the HUD elements. [spoiler=Mods not working and still under investigation]MTUI I hope that this helps others in setting up your UI in Fallout New Vegas. If you have any other mod success / fail stories please add them to this post.
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GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
I am finalizing my notes on UIO. I am going to make a new post the MO Fallout Support and sticky it for finding. There are some procedures that workarounds that I have found that will make for a successful UI install. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
I just finished the UIO install. All elements appear to work in the MCM and the UI hud works as intended with. I loaded up on mods that are not in the F and L guide, I figured I might as well get as many covered as possible. Edit: Mada a correction Moved FlashlightNVSE to the end due to a outdated onehud flashlight_battery.xml file. [spoiler=UI install with UIO 1.10 in MO]Unless otherwise stated all mods are installed via MO install. FOMM will be noted when needed. This list is from an earlier post on how to install the hud mods in MO with FOMM. It has been add to and modified for the use of UIO - UI Organizer at Fallout New Vegas, a dynamic patcher in the likes of Unified HUD Project – uHUD. Important note, you can install UIO now, but do not enable the mod until you have finished installing your mods. This will prevent certain files from being changed or removed if you like to test. Mod Organizer now handles most of these mods without error and mods installed from MO will detect the installed mods. This list is ordered to allow the best use of the mods. We are still held to the MO mod isolation, last file wins rule. While other mods can be installed, they have to follow that rule. To that end Darnui will always need to be moved to the highest priority slot when installing mods, with the exception of when you are installing oHUD, which needs to be dead last with Darnui just above it. If you have to install a mod that requires oHUD, oHUD will need to be removed and reinstalled. If something is not working you can move it in the priority order and see if it changes. The Mods.MTUI or DUINV. Choose one or the other. They both conflict with each other. MTUI was not tried in this test. This mod need to be installed so other mods can detect it.Note about DUI. While I was doing this I moved this mod to the highest priority to allow the features to work.FPSWeaponWheel.Shilo Clean Pipboy screen. This will detect which one is installed, MTUI or DUINV.Shiloh DS - Color Survival Map & Icons.Advanced Recon Trap Detection.Advanced Recon Thermal Nightvision.Advanced Recon armor stealth gearJIP Selective-FireJIP Realistic Weapon OverheatingJIP Companions Command & ControlProject Nevada and Project Nevada extra options. FOMM Install. Both need to be installed with FOMM. Project Nevada extra options will not install the Cyberware option if it does not see the core mods. PN provides its own MCM menu system so it needs to be installed early to let the Mod Configuration Menu mod to override it. When finished make a mod out of the over write folder. Name it appropriately.The Mod Configuration Menu, MCM.If installing FOOK install it here.The Weapon Mod Menu. This needs to see NVSE and will when it is activated. This works with the MO install and detects NVSE.One Hud. Upon activation it will detect DUINV, MTUI or Vanilla. It also saw the Powered power Armor mod and installed the PPA files. Flashlight NVSE. This needs to be installed with FOMM to detect NVSE and the MCM mod. Make a mod out of the overwrite folder and activate.Move the Darnified UI mod to just above OneHUD.Enable UIO.With OneHUD this should be the last UI mod installed. Start the game and enjoy. Don’t forget to press the “I†button to see the HUD elements. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
I have not gotten far with the new version of UIO. I will take your list of mods and try them. That probably will not be until this evening though. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
Downloading now, will take a look and see. i guess I will have to start from scratch. Edit: just a preliminary observation, DUI needs to have higher priority than Ohud and they will most likely have to be the mods that have the highest priority in the load order. DUI also over writes two files in oHUD. They are start_menu.xml and hud_main_menu.xml. The start_menu.xml can never be overwritten, this will prevent an error message when accessing the MCM menu. The second file, hud_main_menu.xml, mus be hidden to restore the oHUD functionality. Try that and see if that fixes it. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
As stated earlier, here is what I found trying to get this going. The gist of this exercise was to get a feeling on how UI organizer operates in MO. From my findings the includes_XX files need to be hidden. UIO provides them dynamically in the overwrite folder. The last hud_main_menu.xml will win and potently break DarnUI and in this setup adjustable HUD. I guess my next step would be is to hide all instances of these files and see what happens. [spoiler=UIO oHUD workaround]This will follow UI section of Fear and Loathing. These are my findings and a workaround to get the functionality of One Hud back when using Ui organizer. At this time I am just concentrating on getting this to work. I have not done any extensive in game testing, so there is no telling what else may happen. When installing mods look for the following files and hide them in the respective mod, UIO dynamically provides them: includes_HUDMainMenu.xml includes_StartMenu.xml There may be others that have the “includes_†prefix. I will add to the above as I go. It is important to not here that from my observations, if they are left in the mod, the one with the highest priority will get updated and the change will persist until the next game start. The procedure. The first thing is to install UIO and enable it in the left pane. Priority is not a problem for this mod. Install primary need HUD and make sure that Primary Needs HUD.esm is not enabled in the load order. Go to the file tree tab and hide includes_HUDMainMenu.xml. UIO creates this file and updates it on the flyFrom MO install the mod configuration menu. oHUD install. Do not install with MO or FOMM. Download the file to a new working directory. Once that is done, extract the oHUD.Fomod from the one hud rar file. Once that is done, extract the contents of oHUD.Fomod. You should now have an oHUD.esm flie and two folders, menus and textures. Navigate to the menusprefabs and right click the PrimaryNeedsHUD folder and open it in a new window. Move up to the Options folder and double click to go into it. Double click the Labels folder and copy PNHLabels.xml file. Go to the PrimaryNeedsHUD window and paste PNHLabels.xml there. Back out of the labels folder and double click on the settings folder. Once there, copy PNHSettings.xml file. Go to the PrimaryNeedsHUD window and paste PNHSettings.xml there. This copy process will overwrite all files in pHUD except the ESM. Navigate to the top level of the working directory. You should see oHUD esm and the two folders, menus and textures. Select all three and archive them up. Copy this archive to your MO fallout downloads directory. In MO refresh to see your copied archive and install and enable it. Go to the file tree tab and hide includes_HUDMainMenu.xml.Install Darn UI and enable the ESP. Install Adjustable HUD (aHUD) in MO. The install will see DarnUi. Make sure that aHUD.esm is not activated in your load order. At this point you should have a working, selectable selection for the adjustable elements in the mcm. Install flashlightNVSE. Conflict with flashlight_battery.xml in oHUD. Comparing the two, the one in this mod has all of the entries of the one in oHUD and will prevent the version error when changing settings in the MCM.Project Nevada. Install method FOMM from MO. PN Core. When asked about the MCM items, select keep the newer ones. Select yes to all.PN Extra options. Make any selections and install. There are no other dialogs when installing. Click OK to finish.PN – Extra options Script fix. I did not see this in Fear and loathing. Add if needed. Exit out of FOMM. Right click on the overwrite folder and create a mod from it. Give it an appropriate name, something like Project Nevada FOMM. Activate the new mod. Open the information panel and click on the File tree tab. Expand the menus, prefabs folders and hide the following files: includes_HUDMainMenu.xml includes_StartMenu.xml includes_TutorialMenu.xml[*]Advanced Recon Trap detection. Installed in MO. Make the selections you want and click install. This mod does not have and conflicts.[*]Advanced Recon Range Finder. Not much on the installer, click install. Go to the prefabs folder and hide includes_HUDMainMenu.xml. Important note. If left here in the load order it will interfere with the aHUD section of the MCM. It this mod can be moved above aHUD or you can hide the hud_main_menu.xml file in menus, main.[*]FPS Weapon Wheel install through MO. There are no conflicts with other mods.[*]JIP Realistic Weapon Overheating. After install hide includes_HUDMainMenu.xml. If left in this position it will interfere with DarnUI and adjustable Hud. It can be moved above Adjustable to function or you can hide the hud_main_menu.xml file in menus, main.[*]JIP Selective-Fire installed in MO. After install hide includes_HUDMainMenu.xml. If left in this position it will interfere with DarnUI and adjustable Hud. It can be moved above Adjustable to function or you can hide the hud_main_menu.xml file in menus, main.[*]JIP Companions Command and Control installed in MO. After install hide includes_HUDMainMenu.xml. If left in this position it will interfere with DarnUI and adjustable Hud. It can be moved above Adjustable to function or you can hide the hud_main_menu.xml This ends the Fear and loathing UI section. It appears to work, although I did only load a save that was just before you exit Doc Mitchells house to check the MCM menus. I did not go into the pip boy to see what is going on there. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
Some news on the UIO / oHUD front. I have come the realization that without the help of jazzisparis, the author of UIO – UI Organizer, oHUD will never work in your load order. Unless I am doing something wrong, no amount of configuration settings will make it work. My theory is it is from the support for aHUD and primary needs is baked in. The only way I can get any results is to actually install primary needs and aHUD into my load order without enabling the respective ESMs and doing some creative file management. At this point I have all of the elements of oHUD working, but as I do one thing, I break something else and having the extra files is not a good thing. I only have oHUD and MCM installed and working. I will continue to push on and document my findings so that others may build upon it. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
Try dropbox -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
Here is the file I mashed together. If you use it, it has to be after DarnUi and the Weapons mod menu. I did not test for the functionality in game, just wanted to get rid of the WMM message about files being wrong. Edit: it will not let me attach the archive. -
GUIDE Fear and Loathing in New Vegas - Feedback
GSDFan replied to EssArrBee's topic in Fear & Loathing in New Vegas
I had to combine edits from WMM into the one for Darn. I can upload it if it is OK. -
Mod Organizer FOSE installing with FO3 GOTY
GSDFan replied to sutex's question in Mod Organizer Support
One other thing comes to mind, did you clean any ESPs or ESMs and have them as a MO mod? The cleaning process may have corrupted the file, not speaking from experience here.- 88 replies

