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Everything posted by Kelmych
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My comments were only about the PC version; I don't know how the DLC is handled for the console versions.
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The first sentence in the referenced article is wrong, at least in 2017 (vs. 2014 when it was written). Bashed Patches include a lot more changes than just merges of the leveled lists, even in Skyrim where the patch capabilities are limited. The development team has been working on adding changes so the Skyrim version of WB will eventually handle the bash tags in the bashed patch section of the WB Advanced Readme. I haven't found the TES5Edit merged patch that useful in Skyrim since there is no equivalent to the bash tags that can control which mod's objects will "win". The TES5Edit merged patch in Skyrim is more comprehensive than the bashed patch, but I find it takes a lot of editing of the patch plugin so the correct version of the objects are selected. The TES5Edit Merged patch is described in the FNVEdit Training Manual; the manual hasn't been updated for Skyrim. You would typically use one or the other but not both unless you are willing to do a fair amount of editing to the TES5Edit merged patch to eliminate the conflicts with the bashed patch.
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That's been my major complaint with Mass Effect 1 and 2, at least on the PC. The DLC still costs a lot more than the original price of the game. I doubt I will get the new ME game because of this (and the issues with the ME3 ending)
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I filled it in. A short version of my answer would be that I build compatibility patches of modest size when I need to but I would much prefer to use automated patchers for almost everything and only create patches manually for a few things. When I tested Mator Smash I found it successfully handled a lot more than I expected.
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For Fallout 3 there are a few tweaks that might be useful to add to Bethini (from the ini settings page for the STEP FO3 guide). I didn't suggest them before since they aren't always recommended for low end systems, but high end and probably medium end systems can use them. For the vanilla game the first 2 General fallout.ini tweaks seem to be needed for multicore CPUs. The third General tweak is needed for all systems. I expect Bethini already provides any falloutprefs.ini tweaks needed in the Display area. If Flora Overhaul is used the first Grass tweak is recommended for lower end systems and the second fallout.ini Grass tweak and the falloutprefs.ini Grass tweak should be useful for medium and higher end systems. I have used but not done extensive testing with the recommended fallout.ini Display tweaks from 'Fallout Street Lights".
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Fallout 4 lore seems very different from Fallout 3/NV to me; it's like a magic cleaning wind moves through postwar Boston on a regular basis. The guide hasn't added any of the Fallout 4 based resources yet; if there are some that are reasonably lore compatible with Fallout 3/NV let us know. I've been reviewing the new additions and changes on Fallout 3 Nexus. There hasn't been much that seems relevant, but I'm testing a few things. I was reading the FO3 related portion of the changelog for TTW. Adonis might have some recommendations for additions to the FO3 guide; I'm not sure because a lot of the TTW additions created by the TTW community are only to be used for TTW.
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Did you try loading the game with vanilla Skyrim files (no mods at all)? When a save gets corrupted there is no message, at least I've never had one when a save gets corrupted. I have had situations when the game is running fine and I make a save, but in order to get the save to load I have to greatly reduce the set of mods being used. Your mod list is very large. Try removing the Requiem related mods in addition to what you already tried and see what happens.
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Thanks! I hadn't gotten all of them previously.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
Thanks. I read the instructions but I didn't understand that part. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
With Primer do when you meditate do you need a whole set of new ingredients for a potion or just the alcohol part; the description makes it sound like you need everything again? Were you able to find all the ingredients you needed as loot or plants other than one Alochrest? How does the item substitution work; if I click on the ingredient in the alchemy menu should it cycle through the substitute items? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
So far I left the Primer settings at default except for allowing Alchemy anywhere; I might change it back later. I have other questions about Primer. I like that it changes the recipes so that multiple ingredients can be used as substitutes in a recipe. So far in White Orchard, however, I haven't seen any situations where it allows me to substitute an ingredient I have instead of one I don't (I watched the video that showed Primer doing this; I don't see quite the same GUI in my game). In addition, there is a problem with the recipes needed for White Orchard quests. This includes at least a Swallow potion, a Specter oil, and some bombs. The game itself puts all of the ingredients to make at least one of these items for quests in White Orchard either at a merchant or somewhere in loot or a plant. Primer changes the ingredients for all the recipes, and some of the ingredients for the important recipes (e.g., Nekker heart for grapeshot bombs) aren't available anywhere in White Orchard. Moreover, some of these ingredients that are available at a merchant cost more money than I have. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
I forgot to mention that I installed NPC Scabbards manually as per your forum message, which is also not in the guide yet. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
I am using the GOG GOTY version of Witcher 3 and I am able to get the game running without apparent error when following the guide. I did uncomment line 287 of a Primer script as mentioned in the Primer readme (mentioned in the forum but not specifically mentioned in the guide), and I had the problem that Paul666root mentioned in September and I had to add the 1.30 version of maincreditsmenu.ws (overwriting the 1.31 version) (the file is available in the unification patch mod that Darth_mathias mentioned above). I haven't finished following the full recommendations from the mod to get Witcher 3 GOTY working properly when mods compatible with 1.30 are used; when I finish testing it I'll post the results. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
When I used ScriptManager I saw the r4game.ws script noted with red text. Using Notepad++ I compared the r4game.ws files in the updated version of Friendly HUD Animation update created by Neovalen referenced in the guide and in the updated Selectable Main Menu referenced in the guide. In 2 functions in the script they seem very different and not particularly compatible, or am I not reading them correctly? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Kelmych replied to Neovalen's topic in Unsupported Game Guides
I thought the GOG GOTY version was in a separate folder so you could have both versions available, assuming you wanted this. -
Question regarding affinity command through MO
Kelmych replied to Enomer's question in General Skyrim LE Support
Mod Organizer automatically recognizes FOSE and adds it to the list of executables whcih run using the MO GUI. If you want to use MO you can't use a shortcut such as the one you show since this bypasses Mod Organizer and starts the game from the command line vs. Mod Organizer. Fallout.ini includes a parameter for setting the number of cores; most users find the game more stable if this is set to 2 (vs., for example, 4) even if the CPU has more cores available. -
That's great and well deserved. Since this tool came out I can't imagine setting up any of the Bethesda games without it.
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Two Year Old Save - New Computer - Possible to revive?
Kelmych replied to TehPenguin's question in Mod Organizer Support
The last update to Skyrim was version 1.9.32.0.8 in March 2013. Was your game saved with a Skyrim version prior to this? In the past (years ago) I was often able to use games saved with some previous versions of Skyrim. I did need to make sure I was using the current version for some of the mods I had. If you didn't update SKSE to the current version, for example, you need to update it as well as some of the mods that use SKSE (especially any mods that put dll files in the SKSE folder). -
GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
It's likely that Internet Explorer is set as the default xml editor; it usually is. It isn't as easy to use it for editing xml files as it is with other xml editors. I find it's a lot easier to use Notepad++ for editing xml files, as well as any text INI files in the game. When I install Notepad++ I choose the option to have it included in the context menu (the menu that shows up when you right click a file) so it's easier to get to it. When installing optional files, unless the guide says otherwise, you want select the optional file and click the MO Install icon, but once the installation menu window is seen use the same mod folder name in MO as you did when installing the main file. When you click "OK" a new window will pop up that includes the "Merge" and "Replace" choices. -
LOAD CTD on slightly-modified STEP-Core
Kelmych replied to thedmbarlow's topic in Step Skyrim LE Guide
I thought you purposely linked to the 2.2.9 guide since it was intended for users with 1Gb VRAM. The 2.2.9.2 guide is for users with a minimum of 2Gb VRAM. You can still use it with 1 Gb VRAM but it takes a lot of tailoring. I would, for example, expect Immersive Citizens AI Overhaul and DynDOLOD to be among the first mods left out because of the script and VRAM loading. When I was using STEP 2.2.9 with a 2Gb graphics card I reduced all the exterior normal maps to 1K and also monitored my VRAM usage with GPU-Z If I didn't do this reduction I got CTDs on a regular basis, and when I got a CTD I noticed it almost always occurred when my VRAM use went over 2 Gb. I have had situations when I couldn't load an old save game, even a save I just created. I expect it was because when loading the game the engine also needs to load resources from the current cell and the capacity of the engine and/or graphics card were exceeded. It doesn't happen everywhere in Skyrim and is especially true, at least for me, when I use DynDOLOD and other VRAM or script intensive mods. -
LOAD CTD on slightly-modified STEP-Core
Kelmych replied to thedmbarlow's topic in Step Skyrim LE Guide
When VRAM use increases past what the graphics card can deliver, even if it is only briefly, there is often a CTD. ENBoost helps with this, but it isn't a complete cure. I expect you are already limiting the texture sizes to max 1Kx1K at least for exterior textures, as most users with 1 Gb VRAM did when using STEP 2.2.9. DynDOLOD wasn't available for and thus not part of STEP 2.2.9 and could be part of the problem. Have you tried using profiles with some reduced mod sets to see whether you are able to run the game with these? -
I'm a little surprised the video didn't include a segment with riding horses; as you mentioned it is silly (or worse).
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It was really hard to not laugh; ok I succumbed a lot.
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By footage do you mean screenshots or videos? I have all the games I mentioned, although I'm not sure where Doom is at the moment. Of the games I mentioned the one with the biggest modding community is probably System Shock 2 which still has a fairly active modding community. The Baldurs Gate community that JUNKdeLUXE mentioned is probably bigger.