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Kelmych

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Everything posted by Kelmych

  1. There is an updated version of the OJO BUENO FNV mod with more textures and meshes. This has been added to the FO3 guide, and your exclusion list was used (along with additional exclusions for some of the mew resources). If you happen to check these textures vs. those in other mods like NMC let us know so the guide can be updated to emphasize the preferred resources.
  2. I'm not sure which guides or videos are most helpful. You can look on the STEP site and in the forums on xEdit to see if there are recommendations. To me the first task is to learn what xEdit does; after that compatibility patches are much easier to understand. First step, at least the way I learned to use xEdit, was to understand more about the data structure used in a plugin. The best way is to start it up with a few mods, preferably mods that affect the same kinds of items so there are potential conflicts, and then look at the left part of the display display. Select a mod (Don't select the game esm files; they are too big) and then click the plus sign to open it up, then pick an object type (e.g., container or armor) and click the plus sign. Select an object (i.e., a row) and look at the right hand display. Now look at the records (each row is a record) in the right hand display. This site has a list of some of the record types you might see in the records.
  3. Thanks. This will be added to the guide.
  4. The Generate Bash Tags script does an excellent job of identifying potential bash tags. The biggest problem is with some of the small mods. If all the bash tags from the script are used with these small mods you might lose the much larger and more important changes from some of the major mods like FWE. For the most part (mainly non-weapon related mods) the mods in the guide don't have significant compatibility issues. However, in FO3 many mods change characteristics of the weapons, and deciding which mods should have bash tags that affect weapons is very difficult. This isn't as big a problem with Fallout NV since the game engine evolved after FO3 and it has more capabilities for weapons. The easiest way to determine which bash tags to use is with xEdit, but this requires a fair amount of familiarity with this tool. I haven't seen a good video or guide for a new user on how to create patches or how to determine what should be patched. The STEP xEdit guide is good and quite complete; it might be useful to start there. It does lack a quick start section that provides a few simple examples that show the basic concept of using xEdit to look at how mods change object properties.
  5. In the initial installation Project Beauty.esm and 2 other esm files are unticked and not loaded. The guide then says "After installation Move the Project Beauty.esm plugin from the Optional Merged Version to the main window". By doing these steps the merged version of the esm will be used. It sounds like you didn't do the second step of moving the merged plugin into the main part of the mod folder.
  6. I used my current profile and tried creating a new game, and I did get the Alternate Start menu at the end of the intro sequence. My profile includes many plugins that you are not using so the load order from LOOT is a bit different. The main plugins you include that I don't use are Fallout Character Overhaul, Robco Certified, and companion mods. Have you tried starting a game without these? I also don't use the same Millenia replacer plugins and some weapon plugins that you use, but I don't see how these could affect the intro sequence.
  7. I have a similar question for using BethINI with the Fallout 3 guide. There are a few INI settings that would be useful to add for all users, and it would be useful to detect whether "Flora Overhaul" is present and if so add one setting.
  8. What is the folder path for the original mod and what name did you provide for the output path? Did you make sure that the output folder has full access for all users? I'm also assuming that Mod Organizer was not running while you did this, even if you weren't using for this task at the time. The output folder should not be inside a folder controlled by Mod Organizer. After the mod is optimized it can be moved into Mod Organizer\mods. It might work, but it could cause problems.
  9. What was the error message?
  10. I haven't had any problems with Alternate Start, but I'll run some tests and see if I can duplicate your problem.
  11. Yes, the guide needs to be updated for this and a few other items.
  12. glad you were able to figure it out
  13. I'm not sure I understand your comments. The suggestion I made does not yield one mod; it doesn't change the number of mods at all. It provides one new mod folder with optimized textures for each original mod folder. A key point is that this isn't done for very many mods since there aren't many that benefit from optimization, unless of course you are using a GPU with 1Gb VRAM and trying to use a lot of mods.
  14. While it may be feasible to do this, I don't think it's sensible to run any optimizer on all the textures in a normal profile. You could potentially identify the mods that have textures that are sensible to optimize and use an MO profile with only these mods and then use the techniques discussed above. Typically there aren't very many mods that are sensible to optimize with a texture optimizer. If this is the goal it's easier to copy the mod folders (from the MO\mods folder) for these mods into a new temporary folder and then run DDSopt on the temporary folder to create new optimized versions of the selected mods. The resulting individual mod folders of optimized mods can then replace the original unoptimized versions, and the temporary folder can be deleted.
  15. It's an error. It should say to move either the Vendor added version of the plugin or the start game added version to optional esps. Thanks for reporting this error.
  16. As GrantSP mentions it places the Exeter female armor/clothing in leveled lists and at vendors, and removes the containers with Exeter armor/clothing in various places. It also includes records with the Exeter armor and clothing that seem to me to eliminate the need for using the Exeter plugins from mods such as Type3 armors and outfits, T3 Madlax Outfits, Type3 and BFM Scout outfits, Trooper Outfits for Type3, Refugee clothing for Type3, Blackrock Shooter for Type3, Point Lookout Outfits for Type 3, and Freebooter armor for Type 3.
  17. 1. Wrye Flash includes an optional simple sorting feature. There are several FO3 mods that provide sorting but I haven't used them myself. Perhaps other users who have tried different sorting mods might have suggestions. 2. The usual outdoor timescale used for Bethesda games is 1:20. Indoors and in caves a slower timescale is useful, but having different timescales requires a mod. I haven't used it yet but Immersive Timescales might work; a few Nexus users report problems with it but it might work for you. 3. T3T is a modder named "The Third Type" . There are T3T weapons in FWE, but I'm not aware of any mods with bandit NPCs or outfits from T3T. A lot of the the pipboy icons come from T3T.
  18. It easy to miss such things in a long guide. This has now also been added to the settings part of the guide available here. When you're trying out different ENB options you may be able to use the ENB Manager for switching between them; I haven't tried it with FO3 yet.
  19. As mentioned in the description of the FWE mod in the guide: "The FWE mod provides most of the settings menus for FO3. However, as DanielCoffey notes, these menus are not available until after exiting Vault101 or the Alternative Start shack. The menus for repairing limb damage aren't available until then; be careful with limb damage until then." I personally use the standard VATS, but some users prefer the other options. The FO3 ENBs aren't as sophisticated as the ones for Skyrim. There have been some ENB recommendations in this forum thread; perhaps those using an ENB could provide some comments.
  20. MO should always manage the vanilla game BSA files and these do not need to be extracted.
  21. Which STEP instructions do you mean?
  22. However, as you pointed out, I have no idea whether the meshes from the FNV mod are ever used. They might be extraneous, but I'm not sure. They certainly aren't referenced by the plugin, as you noted.
  23. The instructions were taken from the Nexus page for the mod. I'm not sure the plugin uses all of these resources (especially the meshes) from the FNV mod, but I know it at least uses the textures (I haven't checked the sounds). If you look at the meshes referenced in the plugin (these are provided by the main Millenia Assaultrifle Replacer mod) and open these in Nifskope you'll see that the textures for the G3SG1 (as an example) are expected to be in the textures\weapons\mmp\G3SG1\ folder as opposed to the same folder hierarchy as the meshes (meshes\weapons\2handautomatic\G3AssaultRifle\).
  24. I've been trying to include multiple options since personally I emphasize using mods with improved textures + WMK+ Ironsights + FWE balance. A lot to ask for, but a subset of the mods provide it especially in conjunction with some of the Wasteland Patch Collection patches.
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