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Everything posted by Kelmych
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At least in Fallout 3, where I have looked in detail at what UIO does, UIO modifies the menus\main\hud_main_menu.xml from the last loading mod that includes this menu file. If there was an optional version for use with only with MO it could have put this modified file in the UIO mod vs. another mod folder, but since UIO has to work with all mod managers it needs to change this file, as you mention.
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In addition to Doom that I forget, there were some useful mods for the Ultima series, especially Ultima 6. I'll get some references for this.
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Some games from the 1980/1990 era that I know were were modded (since I used mods for all of these games) include the following: Zork (initial release on mainframe 1977): some groups modified the data files used in the game, but I don't have a good reference for the modding of the msdos game files vs.the rewrites that occurred later because this modding happened before the WWWSystem Shock (1994 and 1999): there are mods for System Shock 1 and extensive mods for System Shock 2; see the Systemshock websiteJagged Alliance (tactical RPG) (1994 and 1999): Extensive changes to maps, items, and gameplay; see The Bears PitStar Control 2 (1992): see the Ur-Quan Masters pageFallout 1 (1997): No Mutants Allowed and other sites have mods and discussionsFallout 2 (1998): the Nexus and other sites have mods and discussions
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pack A Real Explorer's Guide to Skyrim
Kelmych replied to CJ2311's topic in Step Skyrim LE Packs (retired)
As I mentioned in some previous posts, most REGS mods don't seem to have any significant compatibility problems with ICAIO. The mods in REGS whose ICAIO compatibility I haven't seen discussed and might have compatibility problems are: Understone Keep Fountains and RubbleBetter City EntrancesBetter DocksWindhelm LighthouseFaction: Pit Fighter and Faction: Pit Fighter Travels Add-OnThe Oblivion Realms Series - The Gate of SolitudeI don't use the Gameplay-Affecting Quests so I don't know about their compatibility. The STEP Core or Extended patch takes care of compatibility among the STEP mods, and I don't think the REGS mods I didn't list add many compatibility problems with the exception of lighting compatibility. Almost any mod that affect locations need lighting compatibility patches, and I'm not aware of any pre-existing patches for the mods in REGS and the full version of Relighting Skyrim. There are compatibility patches for a few of the REGS mods with Enhanced Lights and FX, but not many. -
What kinds of information are you looking for about games in the 1980/1990 era? Are you looking for a list of games that have active mods, and if so are you interested in a particular genre of mod like RPGs? Are you looking for web pointers to the mods and/or sites that discuss these mods? I have some of the older games which have mods that made these games more interesting.
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That comments in that quote about the HDDLC are certainly not consistent with what we have observed and measured over the past few years. This includes comparison benchmark results posted by many STEP participants including me. These show a useful performance and VRAM usage improvement when the vanilla HDDLC are optimized, but it is nowhere as significant as the quote implies.
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The resources (icons) installed by DIFF are needed for the TWPC patches that include DIFF in the plugin name, but the TWPC plugin doesn't need the DIFF plugin; it isn't a master. There will be an edit soon to the guide that includes mention of this patch plugin and the new version of NVAC. I have around 170 plugins in the C&PD guide-based MO profile and I haven't had problems with the number of plugins. The guide does not include details of merging specific plugins (with one exception that was taken from the FNV guide) yet, but if there is enough interest because of users having problems with this these can be added. The DIFF merger and a TWPC merger that I mentioned would likely be the best candidates.
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I created a new patch plugin named CPD_Ingestible_Patch that fixes the compatibility between DIFF and the FWE-related ingestibles affected by DIFF. It is included in the patches included in FO3_Guide_test_plugins.7z mentioned in the guide. It can be placed at the end of the load order. Alternatively DIFF.esp, DIFF WMK.esp, and CPD_Ingestible_Patch.esp can be merged into a single plugin; CPD_Ingestible_Patch should be loaded last when this is done. The resulting plugin can be loaded before the bashed patch and can be merged into the bashed patch; add the bash tags for DIFF.esp and DIFF WMK.esp to the merged patch plugin.
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It downloaded and installed without any problems for me. I have had problems with the update with Fallout 3. Another thread discusses these problems.
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The guide will be updated with more information about timescale since it is important but there isn't much detail. I'm not sure where the comment came from about Wrye Flash not using the Globals and Tweak Assorted parameters; it might be correct but I'm not sure. The time setting in the Globals parameter in the bashed patch isn't needed since FWE includes a menu entry for timescale, with a default timescale of 1:5. If FWE isn't used the Wrye Flash parameter may be useful. If the Powered Power Armor mod is used, the rate of power usage is set for a timescale of 1:5 and if timescale is changed the PPA parameters need to be adjusted. There is also an Immersive Timescale mod that changes the timescale depending on whether the player character is inside or outside; this might be useful as long as PPA isn't also used. To view the timescale using the console use the "show timescale" command. To change it with the console use "set timescale to x" where x should be between 5 (the FWE default) and 30 (the game default). For me 30 is much too fast. Of course the console isn't needed to change it since the FWE menu provides this capability.
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With Bash Tags it can be hard to tell, but generally when LOOT has tags they are correct. It doesn't have tags for many of the mods in the guide. The "Run Loot" part of the guide references a "userlist.yaml" for the guide that includes additional bash tags; it's a good idea to use this. The "Sniper" perk in the game improves headshot accuracy, and More Perks adds some perks that improve overall accuracy and/or damage. I'm not aware of other mods that improve headshots in VATS.
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1. New Vegas Bounties is a quest mod for Fallout New Vegas, not Fallout 3. 2. It isn't usually a good idea to merge ESM files; I haven't tried merging any of the 3DNPC or other mulitple ESM files 3. I haven't tried the scavenger alternate start so I haven't seen this. Perhaps another forum user has tried it.
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If you want to add some or all of the updates they are all additions. The only problem might be if you have already been through Point Lookout, although I don't think the additions will affect existing games noticeably. If your character is in Point Lookout it would be best to go to the boat or be on the mainland when the changes are made. It's always possible that there could be problems when mods are added, but I haven't noticed any thus far.
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Fallout 3 / FNV / Windows 10 Warning!
Kelmych replied to GamerPoets's question in General Skyrim LE Support
When I looked at update in settings this evening I'm not positive that it actually installed the Anniversary update, by the way (it shows as version 1511 but with an October update). It might just be an update to the older version. I'll have to try updating to 1607 sometime I guess to test the compatibility issues. -
Fallout 3 / FNV / Windows 10 Warning!
Kelmych replied to GamerPoets's question in General Skyrim LE Support
Windows 10 installed the Anniversary update again. This time I made sure I hadn't and didn't install the recent AMD Driver update for my GPU. So far I am not experiencing the major problems I had the last time the update was installed. I am able to run FO3, for example, without a CTD when it finishes loading a game. -
It would be useful to know why it works now, but I don't have any idea of what to try that would help you determine what the problem was when you had the Steam version loaded. I started out initially with the FO3 disk version and later updated to the Steam GOTY version. I haven't had the problems you had.
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If you run LOOT to get the load order set then the game should run after each group of mods in a category has been added. I use Alternate Start, by the way, and I haven't had any problems with it used as part of my STEP profiles. There won't be a STEP for the new Skyrim version very soon. It will have to wait for some of the key utilities like SKSE, and some of the key mods to be converted. Some important mods like SkyUI have no plans for making a version compatible with the revised Skyrim.
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This thread is the one I meant.
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Fallout 3 / FNV / Windows 10 Warning!
Kelmych replied to GamerPoets's question in General Skyrim LE Support
It's possible the new AMD drivers that came out very recently are also incompatible with the 9/21 update. I haven't seen any comments about this so I'm not sure. -
Did you get the recent Windows 10 update just before the problems started, or a graphics card software update? Several users have had problems with these including me; it's discussed in another thread in the forums.
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I'm not seeing that on my system and I do have RH_Ironsights installed.
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Which weapon are you using when the blur occurs?
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Fallout 3 / FNV / Windows 10 Warning!
Kelmych replied to GamerPoets's question in General Skyrim LE Support
The 9/21 update was installed on my computer and, like many others, Fallout 3 crashes while loading the game. I first tried removing the new game bar that Microsoft added (in the Xbox application). That didn't help. I used Recovery as mentioned above to get back to a system that works again. I am using an AMD card, not Nvidia. -
Both the improvements in consistency and the use of batch files for the longer changes seem very useful. Do you want to try changing a few of these in the guide and see how well they work?
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It makes them run more smoothly by reducing the graphics memory needed for the textures and, for some textures, it reduces the processing needed for handling the textures. In Skyrim optimizing the vanilla textures has a noticeable effect on reducing peak demands on the CPU and GPU. This should also be somewhat true in Fallout 3, but wihen using a modern CPU/GPU with an old game there is less demand to begin with so the impact is less. Also, the vanilla textures aren't typically as complex as those in Skyrim (e.g., Skyrim has many DXT5 textures and some uncompressed textures) so there is less CPU/GPU impact and less advantage to optimizing the textures; of course, this also means the graphics aren't quite as good. Mods like the NMC texture replacements provide significant graphics improvement, but in most cases are already sufficiently optimized. Game stutter is likely to be caused by the limitations of the game engine itself, especially when using VATS. I don't know whether this effect can be reduced by changing some of the parameters in fallout.ini or falloutprefs.ini; it's unlikely since there haven't been any comments on this that I have seen. There is almost always some stutter when moving to a new game cell since the game engine needs to load the resources for the new cell.