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Everything posted by Kelmych
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As mentioned in posts before, the number of plugins that players can successfully use seems to vary. It might even depend on load order. I haven't had a problem with this in my FO3 game(s) but others have reported this issue. Since we don't understand it we don't have any recommendations on how to improve or fix it.
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Fixing deleted navmeshes from Pitt & BS
Kelmych replied to wellden's question in Guide Support & Bug Reports
I'm glad you find the guide useful. I periodically search through all the new and modified FO3 mods on Nexus, but there aren't usually very many that seem appropriate for inclusion in the guide so the the guide isn't updated often. I have one question on your original comment about Roy's recommendations. Did you mean that Roy recommended not using Quick Autoclean? The current version of xEdit 4.00+ (e.g., 4.02)does Autoclean or Quick Autoclean; it no longer works the same as xEdit version 3 when cleaning. -
Fixing deleted navmeshes from Pitt & BS
Kelmych replied to wellden's question in Guide Support & Bug Reports
Since Roy is the expert on deleted navmeshes (and lots of other things), this will be put in the guide when it's updated. Thanks for the information. -
pack A Real Explorer's Guide to Skyrim
Kelmych replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'll check this and post a reply -
Fallout 3: Confusing Early Game Issues
Kelmych replied to Keen7981's question in General Fallout 3 Support
When the PC leaves Vault 101 the game engine needs to do a lot of processing to get the surrounding area setup. If it gets overwhelmed it is common to see the kinds of problems you mentioned. You didn't mention the stats of your system; these matter a lot when you have added mods that add to this processing load when leaving the vault. Did you wait a little bit of time near the vault before moving toward Megaton This often helps at least a little. You might find some useful information in the FO3 guide on the STEP site (see my signature clock). -
Make sure that the DynDOLOD Resources SE archive is fully loaded. Some of the missing items mentioned above are in this archive. I have sometimes had some missing file problems when installing this archive, including some of the specific ones mentioned. On my system sometimes MO2 takes a very long time to install this archive while other times it is fairly quick. When fully installed on my system the folder in the mods directory is approximately 146 MB. I tried installing it several times before I was satisfied with the result. I posted my experience with this on Sheson's DynDOLOD SSE topic. Several others have mentioned a problem with missing files. I don't think there is much Sheson can do about it since the archive does contain all of the files.
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Yes, the set of DynDOLOD Resources files that were installed were incomplete. The 7zip file I downloaded seems to be complete. There is a problem when installing this archive file on my system with the FOMOD installer in MO2 (it also happened with the previous version of the resources file). There is a small window that blinks on and off very rapidly while MO2 is installing this archive. I have not seen this with any other archive I have installed in MO2, and sometimes the installation process does not install all of the core files. I ran the installation again, and this time I think it has all of the files it should have. Thanks for the help.
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As always, thanks for the wonderful DymDOLOD and all the help you provide in using it. I recently generated DynDOLOD using version 2.63. I needed to update the LOD so I downloaded the most recent versions of xLODGen and DynLODGen. I ran xLODGen and Texgen without any errors. When I ran DynLODGen I got an error that generated a bug report. The bug report file and the log file are in this archive file. What should I try next?
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I haven't had this happen to me so I don't know anything else to suggest. I have the Mod Organizer 1 Legacy version from the Mod Organizer 2 page as mentioned in the guide. I am currently running Windows 10 version 1809.
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FO3Edit: Trouble Cleaning DLC Deleted Navmesh's
Kelmych replied to Keen7981's question in xEdit Support
I don't understand why those fields are missing; in the Record Header field of FO3Edit 4.0.2 I see Signature and FormID that are missing in your screenshot. Do you see these fields in other records or are they gone from all records? Did you download the Part 2: Cleaning the DLC text file; you might want to do this to make sure nothing is forgotten. Did you make the changes to Options mentioned in the video? In FO3Edit 4.0+ there is an additional Options tab (Expert) and two of the changes were moved from the General tab to this new tab. -
One of the instructions on the Merge page, step 8 of the "Create Merge", seems to either apply to a different version of zMerge or else I am doing something wrong. Step 8 says " Click the data tab make sure Copy General Assets is Unchecked (anything else can remain Checked) then hit OK. When I ran zEdit 0.6.4 Portable to create the Weather Systems Merged then on the Data tab I got 4 sets of information: Plugin Data Folders, Bethesda Archives, MCM Translations, and INI Files. I don't get a "General Assets" area or the associated checkbox at all like the one shown in your screenshots. There is a checkbox in Bethesda Archives which says "Build Merged Archive" with a further choice of Extract, Copy or Ignore. If I am seeing the correct menu on the Data tab what should be checked or chosen? I have always found your guide very helpful and even periodically wonder how you ever have the time to maintain it.
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The Mod Organizer 2 page on Skyrim SE Nexus includes an updated version of the Mod Organizer 1 Legacy application that is supposed to work with the new Nexus API.
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I put them on Dropbox so you can access them here. If you want I can leave them there until you have a place you want to use as a host. I can provide the above url in the REGS guide if you want. Eventually I should move this and other patches to Mega or Google drive cince Dropbox requires login to get them.
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I have the files for the following Dreadflopp patch folders that are used with the REGS pack: Dreadflopps Old and unsupported patchesDreadflopps Patches for Dreadflopps packs + Survival by Smile44Dreadflopps Patches for some other mods I useDreadflopps_Patches_MergedWould you like to provide them for you, and if so what is the best way? I'd like to see these become available again since they are used for the REGS guide. Thanks for creating these.
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Regs mod pack missing Dreadflopps Modular patches
Kelmych replied to sattyre's question in Pack Support (retired)
There seemed to be only a few things on the REGS guide that needed updating so I haven't been as active with updating it, and I also got involved in other tasks. The main items needing updates (other than checking for mod that aren't available) are Expanded Towns and Cities (needs adding the newest version and changing the patch instructions) and adding Complete Alchemy and Cooking Overhaul (CACO) v2. I also want to add Beyond Skyrim - Bruma (and later Morrowind) but I want to make it compatible with CACO v2, which rebalances potions and cooking, and Book Covers Skyrim. I built patches that do this, as well as some additional CACOv2 patches for mods in REGS, but testing the patches has taken a lot more time than I expected. When STEP makes or selects a guide for SSE I also want to provide a REGS version that uses it as a base; unfortunately this means removing some good but older mods that have no SSE versions and looking for newer location mods that do. I do have have all the mods in the guide including Dreadflopps patches. If we can get permission to rehost these, or if Dreadflopps is willing to allow STEP to manage these patches, we should be able to handle your request. -
QuazarX has published several retexture mods. Some of these use textures from NMC and from chucksteel (author of DCInteriors) which are used without permission of the original creator. Both NMC and chucksteel have commented about this. I spent some time a while ago looking at the comparable NMC textures and QuazarX retextures. It was apparent in some of the textures I examined that the QuazarX retextures had started with NMC textures. I also looked at the vanilla textures, and I was surprised that QuazarX hadn't started with these textures since he clearly had the skill to make excellent retextures based on the vanilla textures. The guide excludes mods with texture or model changes done without authors permissions, so the DC Interiors retextures are not included in the guide. A note will be added to this guide mod Notes about this.
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I changed the FO3 guide for setting up Mod Organizer to use the new version of xEdit for cleaning. I still have a few changes to make to the instructions on cleaning the FO3 DLC ESMs (since they include Roy Batty's procedure for removing some deleted navmeshes from two DLCs). The biggest problem is that the videos that including cleaning which are referenced in the guide are no longer correct.
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I haven't done this in a long time, but I think when I did it it was in the hud_main_menu.xml file in menus\main in DarnUI Support for FWE (or in whichever mod is the last UI mod installed before UIO that has this file). I think aHud might also do some of this.
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Thanks very much for the mentioning these; the guide will be fixed shortly. As always. comments and are appreciated including what might be added to the guide. I like the guide to be fairly comprehensive but at the same time useful across a wide range of Bethesda Fallout and modding experience. Lately there seem to be more guide and forum users who don't have extensive modding experience, and I am trying to make the guide easier for them to use particularly on their initial time they are following the guide. I've been fairly busy for a while but I want to get the guide back to being up-to-date. I also want to add some FO3 examples of plugin merging and eliminating masters from plugins since this topic comes up regularly and a few examples are often better than having only long text descriptions.
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The Wasteland Patch Collection: STEP Patch and 20th Century Weapons
Kelmych replied to Tapachi's question in Guide Support & Bug Reports
This question has come up several times. I provided an answer in this post. If this doesn't provide a sufficient answer let us know. -
ESC menu, containers not working
Kelmych replied to simslim3232's topic in Fallout 3 - Clear & Present Danger
I've noticed that after I initially leave vault 101 the game engine uses a lot of resources for a minute or so and after that it goes back to normal usage. I have, over the years, run the game on computers with varied capabilities but I have not had the problems that you mention. Here is the load order in my current profile. Note that I sometimes use this profile for testing as well as playing the game. [spoiler=CPD load order]Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm 20th Century Weapons.esm Advanced Recon Tech.esm Point Lookout Reborn.esm Mart's Mutant Mod.esm ArefuExpandedByAzar.esm DCInteriors_ComboEdition.esm Mothership Crew.esm Enhanced Weather - Rain and Snow.esm iHUD.esm Inventory Access.esm Vault 101 Revisited.esm RiversideCafe.esm WastelandGuards01.esm CRAFT.esm FO3 Wanderers Edition - Main File.esm Project Beauty.esm EVE.esm Detect Traps.esm aHUD.esm GeorgetownExpansion.esm RH_IRONSIGHTS.esm xCALIBR.esm Xepha's Dynamic Weather.esm Crowded Cities Redux.esm Project Beauty- Vault 101 Revisited.esp UF3P - Exotic Caravans.esm FortIndependenceRedesigned.esp The Mantis Imperative - Mantis.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Broken Steel.esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp EVE Grenade Explosion.esp Advanced Recon Range Finder.esp Advanced Recon Tech FWE.esp Advanced Recon Tech.esp MetroCars.esp ArlingtonRestoration.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp DC Moods.esp delaypl.esp UUF3P - FWE Patch.esp IMPACT.esp Blackened FWE + MMM + EVE + Project Beauty.esp Nat_Guard_Refurb.esp DCStreet - BS.esp Realistic Interior Lighting.esp MegatonClinicRefurb.esp WeaponModKits - BrokenSteel.esp Rivet City Realignment.esp Temple of the Union Overhaul.esp 20th Century Weapons -Plus- Reborn Cut Weapons.esp WeaponModKits - Zeta.esp overhead.esp WeaponModKits - OperationAnchorage.esp RH_WMK_Bridge.esp The Mantis Imperative - Jello.esp HeirApparent.esp The Pitt Moods.esp WeaponModKits - ThePitt.esp Laurens_Bathroom_poetry_V1.esp Confessor Cromwell has a Break_EV.esp DarNifiedUIF3.esp CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp DelayAnchorage.esp Flora Overhaul.esp WeaponModKits - FWE Talon Loot Crash Fix.esp Another Interior Mod.esp PointLookout Moods.esp WeaponModKits - PointLookout.esp Blackened RH + FWE + EVE.esp tubRRCompound.esp lexx_brahmin-variant-Fo3.esp PLweightadjust.esp NotSoFast.esp ChopShopModv13.esp Billboard Camps.esp MoreMapMarkers.esp BBBackpacks-v1-1.esp Exeter-Type3-armor.esp Armor Repair Kits PL - FO3.esp MegatonLighting.esp UniqueWeaponsRetextured.esp PlasmaRifleAwesomefiedWMK.esp Fo3HirezdFlamer.esp Fo3HirezdMinigun.esp RH_FWE_Bridge.esp Assaultrifle_replacers_WMK+RH+FWE.esp BornAgain Outcast v3.esp BaileysCrossingMetro.esp BauPetSupplies.esp DecoShampooAndSoap.esp K9BreedsMoreDogs.esp Dragonskin Tactical Outfit.esp Advanced Recon Gear.esp Powered Power Armor.esp ZL-ACR.esp Better RC Church.esp DelaySteel.esp Detect Traps - The Traponator 4000.esp DragonskinBonusPack.esp DynamicCrosshair.esp Enhanced Weather - Weather Sounds in Interiors.esp Museum.esp Dree Perks.esp PotomacSteamworks.esp CanterburyCommonsInteriors.esp Brahmin Dairy Products.esp FeralGhoulTest.esp Flashlight-LOS.esp GlowingGhouls-MMM.esp GNR Enhanced.esp JIP Companions Command & Control.esp JIP Realistic Weapon Overheating.esp JIP Selective-Fire.esp K9Breeds.esp megalight.esp Millenia_AKS74U.esp ZL-MP5 Pack.esp PPA - Broken Steel.esp PPA - FWE.esp PPA - Mothership Zeta.esp PPA - Operation Anchorage.esp PPA - The Pitt.esp RagdollOverhaulFo3.esp Monticello Park.esp AutoGates.esp RubblePilesFix.esp Stimpak Counter.esp Tribal_DX.esp UrgeWashingtonBoS.esp Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp bzBodySuits.esp Xepha's Dynamic Weather - Rain.esp Xepha's Dynamic Weather - Sandstorms.esp YearlingBooks.esp FWEAlienWorkBenchFix.esp Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp WinterizedT51bDX.esp UniqueWeaponsRetexturedPITT.esp Enhanced Weather - Rain and Snow in Fallout.esp Real Radiation Suit FO3.esp Headwraps Galore.esp (TWPC) PLR-UUF3P-ISS Patch.esp Boulevard of Broken Dreams.esp IntoTheDeepWoods.esp Existence 2.0.esp ArefuExpandedByAzar-Radio.esp Conelrad 640-1240.esp ZL-SVD-CALIBR.esp delayzeta.esp PLFewerItems.esp IntoTheDeepWoods-Forested Overhaul Patch.esp STDG.esp Some Audio Glitches Eliminated.esp Double barreled shotgun fix.esp RadioFix_FO3_BS.esp CouncilSeatFix.esp GilbertToys.esp Xepha's Dynamic Weather - Main + DLC Merged.esp (TWPC) DM-UUF3P-DW Patch.esp The Mantis Imperative - Nasty Zeta.esp ZL-MP5_fix.esp Bashed Patch, 0.esp (TWPC) BBB-UUF3P-FWE Patch.esp (TWPC) BRCC-PB Patch.esp (TWPC) BVR-FWE Patch.esp (TWPC) CMRP-FWE Patch.esp (TWPC) GE-UUF3P Patch.esp (TWPC) K9B-MMM-UUF3P-FWE Patch.esp (TWPC) RIL-UUF3P-DM Patch.esp (TWPC) RRE-PB-FWE Patch.esp (TWPC) TMI-FWE Patch.esp (TWPC) 20CWRECW-WMK-RIFWC-UUF3P-FWE Patch.esp (TWPC) BFO-MMM-EVE-UUF3P-FWE Patch.esp (TWPC) WD-DIFF3-UUF3P-FWE Patch.esp (TWPC) DIFF3-RI-EVE-MMM-WMK-PRA-F3HMG-F3HF-20CWRE-IMPACT-UUF3P-FWE Patch.esp CPD_Ingestible_Patch.esp