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Kelmych

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Everything posted by Kelmych

  1. Did you check in the right pane (plugins pane) of Mod Organizer to make sure there aren't any mods with a red triangle?
  2. What does the "Windowed Mode" box in the spINI app do?
  3. Thanks. It's been added to the guide. If you find other good ones let us know.
  4. Apparently the guide needs editing. The last time I checked it was correct, but that wasn't with the most recent Mod Organizer. Thanks for the comment.
  5. 1. the order shouldn't matter 2. that's fine 3. The Merge Plugins utility will copy the resources (in this case meshes) from the original mod, so it should be OK to uncheck the original mod. You can always check this by having the original mod enabled and use the conflicts tab to see if any important files from the original mod are still used.
  6. I edited my response to answer the first question so read my updated response. I suggest using MMM, by the way, because it adds excellent NPC AI without having to use as much script heavy processing as the creature/NPC AI addons take. I'll change the guide to move this note since it should actually be in the bashed patch section. Fallout has a much more full featured version of the bashed patch than Skyrim. In SR:LE there is a manually created patch provided for some of the major problems that the bashed patch might have handled. Even then there are a lost of small changes that would be good to include in a Skyrim compatibility patch that would take a while to create. Mator Smash should be able to do much of this soon, however.
  7. The steps provided for handling the DarnUI mod are there to deal with limitations in the UI menu system for Fallout 3/NV. The FWE Fomod looks for DarnUI when FWE is installed and if it doesn't find the DarNUI plugin already isntalled the FWE configuration is setup for a different UI mod. Thus you first install the normal DarNUI mod. If you then install the updated version of DarNUI at the same time as FWE there will be menu problems with UIO, so the note is included so users don't install the updated version pf DarNUI at the same time as FWE. If someone is interested I can explain the issue in detail, but understandably few users want these details. The menu system in Skyrim (Flash) is harder to setup but is much more versatile. Removing the Names tag can be done any time in Wrye Bash, but it's most convenient to do it when making a bashed patch. Similar steps would be needed with some Skyrim mods when creating a bashed patch except Wrye Bash supports so few bash tags in Skyrim that this is rarely needed. What are you finding as the main differences between using SR:LE and this guide, by the way?
  8. The Hearthfires Multiple Adoptions mod hasn't been updated in a while, and there have been a few reported problems when using it by the way. If you use it you should check for conflicts with mods other than those in the STEP list (primarily player house mods and follower mods) that you might be using.
  9. This mod requires a hair pack and a female texture mod that is different than the one in the guide. If you want to use them, then after you install the hair and female texture mod use FO3Edit to see whether their records are being overwritten by FCO or another mod in the guide. Also, unless the bash tags are properly set on these mods the bashed patch will not use them. If the hair and female texture mods are used and installed after FCO then they will be used for all of the female NPCs in the wasteland, by the way, which might make some other female characters look unusual.
  10. Until the recent small update ICAIO said version 0.2.5 didn't need a CRF patch. With version 0.2.5.1 the page now says the CRF patch is needed. It will be added to the STEP patches soon.
  11. Files ending in _msn.dds are model space normal maps. There iaren't any files ending in _mns.dds
  12. Looks good. We should also mention the Radio Stutter Fix section at the beginning of the section about radio mods since users didn't seem to notice the Radio Stutter Fix section. EDIT done
  13. That's the same page as the one referenced in the current guide in the Fallout 3 Radio Stutter Fix section near the end of the guide along with other discussion of problems. I'll add a pointer to it in the "gotta have my tunes" section.
  14. I plan to build smash settings for FO3 similar to the bash ones you have for Skyrim, as well as some additional ones for Skyrim (and FO3) to cover bash tags that were never created. The first additional one I want to build is for Effects records since these are a major problem when automatically building compatibility patches. I'm waiting until the next version of Mator Smash with the fixed record prototypes.
  15. I am having a problem with the Farmhouse Chimneys mod (specifically the "FarmhouseChimneysFalskaar+Wyrmstooth.esp" plugin) when running the DynDOLOD worlds script to create LOD. When I run the script including all the worlds except Falskaar the script runs without error and creates LOD files. When I run the script using only the Falskaar world (or any set of worlds that includes Falskaar) I get the following error in xEdit: [DynDOLOD.esp] Adding master "FarmhouseChimneysFalskaar+Wyrmstooth.esp"Exception in unit functions line 354: [02165DA3] < Error: Could not be resolved > If I remove this plugin and run the script for the Falskaar world there are no errors.
  16. I've been using F4SE to start the game. It seems faster than the Launcher. By the way, are you able to use the Fallout Launcher from MO?
  17. The guide is open for changes, just be a little careful. You can always recover previous versions if needed.
  18. I didn't see your changes in the guide so I put them in with a few small changes, and I added some additional material relevant for using DarnUI with UIO.
  19. Do you have any suggestions on how it could be worded to make this more apparent to users, especially for users who haven't used Mod Organizer before? The wording will be changed to indicate it should be a separate mod.
  20. As it is for my character
  21. A sentence was added to the FWE installation in the guide to try and make it clearer that the hotfix file installs multiple plugins, most of which will likely not be used.
  22. Try the procedure described at the beginning of the Creating a Bashed Patch section of the Fallout 3 guide. Create a new mod folder with the folder name using "Bashed Patch," followed by the current profile name (e.g., Bashed Patch, Clear and Present Danger"). Now copy the Bashed Patch, 0.esp from the Fallout 3 goty\Mopy\templates\ folder to the folder that was just created in MO's mods folder. Activate this folder in MO. Make sure you delete any existing bashed patch files in the Fallout 3 Goty\Data folder or in the Mod Organizer\Overwrites folder. Perhaps you have a corrupted version of the bashed patch in one of these two locations.
  23. To respond to this post use the other topic to which it was posted
  24. The STEP Citizenship guide (see pointer at the top of the Wiki page) requests that users do not "double post". All new posts are visible on the main Forum page, so double posting isn't really needed. If you happen to post in a forum that you think isn't the best one for the topic, mention this at the bottom of the post and one of the moderators will typically see this and move it to the other thread. For this particular topic this is a better place for the question. I don't know the answer to your question, but hopefully another user does.
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