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Kelmych

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Everything posted by Kelmych

  1. I don't think the comments on the optimizing the Pipboy BSA are relevant for the bright white light; I only referenced my own post. None of the other posts on the internet mention BSA problems.
  2. That's correct; this is mentioned in the Notes section for the FWE mod in the guide.
  3. I just built (but haven't tested yet) a version of ETAC without Inns starting with the modular files and patches and leaving out the problematic areas that the ETAC author mentions have issues with ICAIO (Falkreath, Rorikstead, Riverwood) and the Whiterun Extension since I previously didn't find it that useful and it can affect other mods. I also didn't include Dragonbridge South which would need to be separate anyway. ETAC is not 'Interesting NPCs' or 'Inconsequential NPCs'. It only adds a few NPCs in the structures it adds. By the way, the patching section of the forum for ETAC has the best step-by-step description of merging mods with navigation mesh entries that I've seen. I used Mator's Merge Plugins utility vs. the older script version used in the examples. Both the resulting ETAC - Complete plugin and the ETAC - Complete Patches plugin that result from this exercise need to have the Navmesh fix.
  4. I saw this before in Fallout NV and I was able to fix it by toggling the Pipboy light (tab key) several times (this post). If it doesn't work try a google search. This happens in both Fallout games fairly often and there have been many posts about it on the internet. It's extremely annoying. When you find the answer for you we'll put a comment in the Troubleshooting section of the guide.
  5. Thanks GrantSP. ICAIO has an expansion, but for me the dotted line under it is very faint by the way.
  6. Exactly. I will look at a patch to eliminate the RS lights only in the RRE inns.
  7. I haven't looked at the inns in detail yet. I need to compare the version of Relighting Skyrim in STEP with the special version in SR:LE which eliminates many of the light from RS.
  8. This mod includes only a plugin. Use only the Crowded Cities Redux v1 mod. The guide was edited to make this clearer.
  9. The path you list is the one that should be used; the guide will be corrected.
  10. No, it's different. You posted the other day about adding the Candy character preset mod to the game, and that preset required different face and body mods than those used in the guide. Did you uninstall that new preset, or is this a character created using a new preset (the Candy preset or a different one)? As mentioned in the other thread, the problem with new character presets is the required face and body related mods, and the possibility of the obvious differences between the body and the head unless these mods are used. Using a new preset and the mods it requires also means that the NPCs in the game added by or modified by mods (vs. the vanilla ones) might not look right since they may be designed for body/face-related mods that are different than the ones that are used in the game.
  11. Steam also supports achievements with many games including Bethesda games, but this doesn't seem to work with Fallout 3. Fallout 3 worked with either Steam or CD installations, and is the last Bethesda game that didn't require Steam. It is possible to link Steam with Fallout 3 (see the Clear and Present Danger guide for details) but even this doesn't support achievements with Steam.
  12. I've been using the Realistic Inns by perseid (which are also in SR:LE) without any problems from Immersive Citizens. I've been waiting to see the town mod from the Immersive Citizens author before installing ETAC modular (and then merging these as described on the Nexus page) without the 4 areas that are problematic. I have most of the REGS mods installed and I haven't seen any obvious problems so far. I use STEP extended including the lighting mods as well as many of the SR:LE mods, and I have a custom version of the SR:LE compatibility patch I prepared.
  13. I use these mods and I don't have any problems in SUM with ASIS and Dual Sheath Redux patches.
  14. That particular weapon mod should be fine as a replacer for the assault rifle. I've tried to limit the use of the Core tag for mods that provide important infrastructure (like the configuration menus in FWE that were unfortunately not provided by Bethesda) or that affect other mods. It certainly shouldn't have an optional tag, and the mod will be moved to the Vanilla Replacers section since it isn't missing any key capabilities (unlike some of the other Millenia weapon mods). Thanks for noticing this.
  15. xEdit itself doesn't have an ini file. Did you use the Fallout Launcher to generate the registry settings (and ini files) for Fallout 3; running fINIp after this is also a good idea as per the guide. A mistake I once made with MO was not saving and then copying the ModOrganizer.ini file located in the main Mod Organizer file (in addition to the profiles, mods, and downloads folders).
  16. I'm waiting for a few small updates (a few data record prototypes that are incomplete) before using Mator Smash to replace Wrye Bash completely. I've created patches with it and it seems very capable.
  17. I'll have to check. The last time I looked with FO3Edit the Millenia weapons either didn't support RH_Ironsights or didn't support WMK. In some cases they didn't support either of these. Millenia's weapons need a new plugin that makes them standalone vs. a vanilla replacer so they can be used in addition to weapon replacer mods that support one or both of these.
  18. I'm not sure what other users have seen. Almost of the time it seems to work fine. I did have one fight added by a NPC/quest mod that didn't work properly unless the NPC added by the mod wasn't in the same cell at the time of the fight. I worked with the mod developers to try to help identify what was happening, but I never found the cause.
  19. I'm assuming this is a vanilla NPC or one added by one of the mods in the guide. Determine which NPC this is. If you don't already know you can use the console; click on and around the NPC until you get the ID for the NPC vs. the clothing/armor. You can then search using FO3Edit to find the object for this NPC. Look at the records, particularly the values of the Model record and the FaceGen Data record. See if any of these were changed by mods you are using, and if so is it by the mods you expect (e.g., Project Beauty). The MODL subrecord shows the name of the mesh model used for NPC. You can then look with MO at which mod provides this (typically the female body mod).
  20. EBT includes the Brawl Bug patch, so you can deactivate the Brawl Bugs patch if you use EBT.
  21. The model and textures for the face are always separate from those of the body. What mods are you using for the face and the body?
  22. If you use it, the Microsoft anti-virus processing watches over every file being downloaded and can slow the downloads. There are some tools that allow monitoring of download speeds and ones that can look at a packet level at what is happening, but the ones that that help determine the cause are usually difficult to setup.
  23. It's optional since it adds some common weapons but there are already a lot of them. It might be a good idea to wait before installing it until we have time to finish repairing the plugins and finish balancing the weapons.
  24. I generally use BSAopt to extract BSAs since it is much simpler, by the way. The instructions for using DDSopt are missing a step. At the beginning of Step 6 (choose destination) it should first say to change the "Save as type" to "All Documents (*).(*)". This will be added to the guide.
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