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Everything posted by Kelmych
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Weird Issue with Raider Armor/Skin
Kelmych replied to Barachiel's question in Guide Support & Bug Reports
Try using FO3Edit to look at the record for the NPC Crow and see if there is a mod that is making radical changes to him. -
It looks like the drop box links changed for several files in the guide. They have been updated now, so try again and let me know if it doesn't work this time. Yes the page is on a wiki and anyone can edit it. There are some minimal restrictions on who can edit the wiki based on how many forum posts a user has made, but if you want to edit it yourself you can (or you can mention suggested additions in posts like the ones you have entered).
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The new update for the guide includes the above recommended changes and additions. Thanks for providing them.
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The numbers I gave were for file size, not size on disk. The hudtemplates_darn.xml file size on disk is 69, 632. This file, and the menus\prefabs\darn\hudtemplates.xml file, should be exactly the same. Your hud_main_menu.xml file sounds like it is very similar to mine. Check the Archives tab in the right side menu and make sure you see Fallout - Invalidation.bsa. It will typically be in gray at the top. If not go to profiles and check automatic archive invalidation
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I am using Adjustable HUD - Darnified (version 1.2.1). In the Adjustable HUD mod folder in MO there should be a file aHUD.esm (18,963 bytes). In menus\prefabs\aHud folder there should be two files: hudtemplates.xml (25,269 bytes) and hudtemplates_darn.xml (69,262 bytes). There should be a menus\prefabs\darn folder with hudtemplates.xml (69,262 bytes). The menus\main\hud_main_menu.xml file should be removed or hidden (extension mohidden). In the DarnUI Support for FWE folder there should be a menus\main\hud_main_menu.xml file. If you look at the bottom of the file with an editor such as Notepad++ at the bottom of the file you will see a series of lines such as: <include src= "fwe\stealthmeter_dui.xml" /> . The number of such lines depends on which UI mods UIO notices; I have 12 lines. These lines are added to the file by UIO. The size of this hud_main_menu.xml file depends on how many such lines there are; my file is 25,463 bytes. Does this help?
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Several times while installing and testing I found that aHud wasn't working. I remember having to reinstall it and then hide the menus\main\hud_main_menu.xml file and copy the hudtemplates.xml file (as per the guide) before restarting, but I don't remember whether there were other changes I needed to make. As mentioned in the guide, UIO changes the menus\main\hud_main_menu.xml file in the mod with the highest MO priority that has this file. If you get the order of the UI mods wrong, then before running the game again you should delete and reinstall the mod whose file was changed and then get the mod order corrected before restarting.
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I signed up for the Discord tool using the link provided.
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Hang on perk select with Bashed Patch
Kelmych replied to Makkli's topic in Fallout 3 - Clear & Present Danger
The bashed patch doesn't affect many perks; in my game it only affects two. It's more likely that there could be some effects with the GUI used for level up. Is it one of the standard game perks or one added/modified by a mod; does it matter which perk you choose? Does it depend on where you are in the Capital Wasteland, or whether you are outdoors or indoors? It's possible that at some point the game got corrupted; I had problems with that on my original playthrough years ago. I've tried to be fairly careful with the game I have running now, both in avoiding mods that have known stability problems and trying to avoid breaking game scripts. -
This was reported in previous versions of xEdit (e.g., here). Perhaps this has not been changed (there are other forum users who are more familiar with the details of xEdit than I am) and while using xEdit you might still need to change the extension from esp to esm to get the any esp plugins with the master flag set sorted the way you want.
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I noticed that this post is a Mod Organizer 2 forum. MO2 does not work with the 32 bit Bethesda games (e.g., FO3, FNV). You need to use the original Mod Organizer. If you are using the 32 bit version of MO, did you launch the game using the normal game launcher once, which adds some registry keys that MO needs, before trying to use MO to launch the game? Also make sure that neither Steam nor MO are installed in a UIC controlled folder (e.g., C:\Program Files (x86) ) FO3 and FOSE should not need admin privileges, by the way.
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You can get a free copy of Fantasy General from GOG here. Starcraft is being remastered, and you can get a free copy of the original StarCraft w/ Brood Wars Expansion here. Scroll down about half a page to get to the download link. For a limited time you can get a free copy of Galactic Civilizations I: Ultimate from Humble Bundle.
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Step CORE or Patches installation questions/concerns
Kelmych replied to Ellilea's topic in Step Skyrim LE Guide
You can find posts in the forums about Purity and Realistic Water Two. The consensus was that they are not compatible. You can edit the STEP patch to remove the dependence on the Realistic Water Two plugin, but there hasn't been any significant testing using STEP Core or Extended substituting Purity for Realistic Water Two. Moreover, Purity includes weather effects and almost all of the testing and effort with STEP to provide compatibility with added weather mods uses Vivid Weathers. -
Step CORE or Patches installation questions/concerns
Kelmych replied to Ellilea's topic in Step Skyrim LE Guide
This isn't quite how Packs work on the STEP site. The STEP team created and maintains the guides for STEP Core and Extended; these are not "Packs". This includes the individual mod pages on the Wiki for all the mods in STEP Core and Extended. The comments field for these mods do not include discussions of how these mods are affected by the presence of other mods not in STEP Core or Extended. In order to reduce problems, the recommendation for these has always been to install STEP Core or Extended starting with a vanilla Skyrim installation and to not add any other mods until these are installed and tested. Step 1, and the general idea in step 2, in the comment above is already the recommended approach in the guide when using STEP Core or Extended with any additional mods. There aren't any instructions in the STEP guide on how to install other mods while installing the ones in the guide. Any comments in the STEP forums on compatibility between mods in the STEP guide and other mods such as Requiem are from forum users, not official comments from the STEP team. Generally, of course, these comments are very useful. Sometimes they are out of date, and compatibility problems discussed might have been solved. At the end of the STEP guide it mentions Packs and the general concept that Packs are loaded after STEP Core or Extended is installed. The current STEP Packs include some that are intended to be installed after STEP Core or Extended is installed, and some that do not expect STEP Core or Extended to be used at all. The "Everything + The Kitchen Sink" pack does not use STEP Core or Extended. The "Requiem" pack threads haven't been updated in a long time. The advanced search function on the forum is often useful in finding discussions such as the compatibility discussions you are looking for. When you find such threads you might want to post specific questions like the ones you ask above in these threads even if they are old threads; you will probably get more responses when doing so. -
The SR:LE optimization subguide and the DDSopt Skyrim QuickStart guide use different optimization strategies for mod textures; the former is a little simpler while the latter uses a larger set of different processing parameters for different texture types. If the goal for mods like Falskaar is to reduce VRAM usage then whether the latter yields a better mix of optimized textures depends on how much resolution reduction is desired. I haven't seen any comparisons of the resulting textures for the two methods. I personally use the latter so that minimal or no resolution reduction is used for characters and items (inpart to avoid any noticeable degradation to characters and what they wear/use) and a little resolution reduction in landscape and some terrain textures since these have the most effect on VRAM.
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- ddsopt
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The material in the FO3 guide on BethINI was originally taken from a STEP guide for spINI. The FO3 instructions were changed to use BethINI since it replaces fINIp 3. The BethINI instructions on Nexus are simpler than those from fINIp 3, so parts of the FO3 instructions need editing. I don't, for example, see any comments about changing ArchiveInvalidation in the current BethINI instructions so this should not be necessary. It's still a good idea to change the INI files to read only once the INI files have been configured. I'm not sure whether BethINI does any tweaking on the FO3 or FNV INI files; I'll have to check this.
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20th century Weapons Reborn Excaliberized patches download
Kelmych replied to BilboNorris's question in Guide Support & Bug Reports
There are three patches in the Compatibility Patch section of the guide that affect 20th century weapons: 20th Century Weapons Reborn eXCaliberized with additional patches,20th Century Wpns -Plus- Reborn for FWE 603 ....As mentioned in the guide, these two are optional because 20th century weapons itself is optional. If it is used these two patch mods should be used. Finally the Wasteland Patch Collection includes patches that have 20th Century Weapons as a master plugin. -
20th century Weapons Reborn Excaliberized patches download
Kelmych replied to BilboNorris's question in Guide Support & Bug Reports
These weapons are distributed using records in the patch files in the Compatibility Patches section. The records in the base 20th Century Weapon mod plugins generally provide only these weapons to supermutants and NPCs vs. providing weapons from all the weapon mods in the guide. -
Question about Ghouls Hires Retuexture
Kelmych replied to Sonreac's topic in Fallout 3 - Clear & Present Danger
The main Ghouls Retexture file isn't used, only the optional textures. There isn't an optional Roberts body file. Breeze and Roberts files are similar and often the textures are compatible, so for this mod the optional Breezes file works for both Breezes and Roberts. Russian mod authors often avoid uploading to Nexus because of the restrictions on ensuring that all posted material has authors permissions. For the DLC retextures this isn't an issue, but the author doesn't post anything on Nexus or similar sites. -
We typically recommend avoiding DDSopt if possible with high quality textures such as those from Starac. Its main value is in producing better quality mipmaps, and better compressed normal maps when reducing texture size. Many of the better texture mod authors have already done a lot of this. DDSopt is very useful for a lot of the vanilla textures and some of the mod textures created soon after Skyrim was released, but even there you can find texture packs with vanilla textures that have already been optimized with DDSopt.
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Fixes for 3DNPC Fallout Bundle?
Kelmych replied to TheGrandSirPiggy's question in Guide Support & Bug Reports
Thanks for noticing the issue with the bashed patch section; this has been fixed in the guide. "For Tweak Settings tick Combat: Auto Aim Fix" should be checked. Does the problem happen when the 3DNPC mod is initially installed, or does it not show up until later in the game? If it is the latter then it might be a scripting-related problem; these are usually hard to debug and fix. -
Several users have reported problems with the number of plugins and merge recommendations will be added. I don't understand why this problem happens, but I suppose the Windows environment might affect this and Windows 10 is very different than Windows XP for which the game was designed. Would it be better to include the merge recommendations along with the mod list, to have a separate page and/or guide topic with merge recommendations, or a combination? The Fallout NV guide uses a combination of both methods. Would it be better to label more mods as optional, or to provide potential merges so they don't need to be eliminated? There have also been comments about the number of mods included and the size of the guide; some users would prefer a simpler guide with fewer mods. It isn't obvious how to do this while still supporting users who want the full set of mods. If there are suggestions comments would be useful.
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What kind of system are you using? I haven't had problems with numbers of plugins with Fallout 3 in the playthroughs I have done since I originally started playing it years ago. There can be problems with mods that use a lot of script processing or, for systems with modest VRAM, mods with a lot of high resolution images. Mod Organizer supports multiple profiles, so try creating a few profiles. For example, a profile with only the core mods and another with core plus other mods they aren't shown as optional. Do the problems occur at the start of the game or after playing a while? Fallout 3, unlike Fallout NV, doesn't have inherent problems with number of plugins. Of course, there are still potential problems with CPU usage and VRAM. There can also be problems with the Windows environment. The guide includes information on any problem areas we understand. Suggestions on which plugins that are easiest to merge could be provided. This isn't in the guide since there not been many users with problems that seem to be related to nr of plugins vs. other problems
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
I have also noticed the lack of Alcohest and Dwarven Spirit in loot, and I have found no recipe for either. I have been able to get the ingredients for White Gull which can often be used instead of these two. White Gull can usually replace these two, but the strong alcohols it needs are often scarce and/or expensive. The other ingredients for White Gull are fairly available. The game description states the lack of recipes for these two ingredients, and also says there is a price and scarcity change of these two ingredients and alcohol in general. The scarcity and cost of strong alcohols, and inability to transform weak alcohols into strong ones, seems to be a problem in Primer. The author wants to make alchemy harder but less arbitrary (the conventional recipes require specific ingredients that are all too often quite hard to find), as stated in the description. I haven't seen any comment by the author on why all strong alcohols are scarce and/or expensive. I haven't looked at the configuration file to see how to make changes in this yet; the description implies that most features can be changed in the configuration file.