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Kelmych

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Everything posted by Kelmych

  1. Wrye Bash is a program developed originally by Wrye for the Elder Scrolls games. The current version can be used for Elder Scrolls Games, and there is an experimental version for Fallout 4. Wrye Flash is a variant that is used with Fallout 3 and Fallout NV; eventually Wrye Flash won't be needed since the Fallout capabilities will be added to Wrye Bash. "Wrye Bash" is usually used when talking about the collection of these tools; note that Wrye Bash and Wrye Flash currently have similar but not exactly identical capabilities for each game (unlike xEdit). Mator Smash is a new tool being developed by Mator which will potentially replace the use of Wrye Bash/Flash for creating the equivalent of a bashed patch. There is no Wrye Smash. Did you use Wrye Flash to create the bashed patch? For FO3 you should use the Fallout 3 Wrye Flash with Fallout 3, not Wrye Bash.
  2. I've seen situations where the bashed patch doesn't always include the changes from the last relevant plugin even if it has the appropriate bashed patches. It will also be interesting to see what Wrye Flash does with the patch objects that Mator Smash can include with changes to records that Wrye Bash ignores such as Effects changes. I'm currently waiting until Mator Smash has a fix to the object prototypes for a few important record types (e.g., Effects and Conditions) and the fixes for the CREA object before trying to creating large Mator Smash patches.
  3. OK. These INI recommendations will be removed. Thanks.
  4. My mods folder for Skyrim on an SSD is 64Gb. It includes STEP + a lot of SR:LE and the old REGS pack plus other mods being tested.
  5. The CACO-Disparity patch is in the CACO Patches file on the CACO Nexus page.
  6. The mod itself is just a text file with these two INI settings. These two settings changes work well on my system. The text with the setting in the guide has been revised to note that it doesn't work properly on all systems.
  7. I expected this to be the case, but I wanted to make sure it was known. Is there a list available for the objects and records/subrecords in Skyrim, Fallout NV, and Fallout 3? I want to create some bash settings similar to what you did for Skyrim, and I want to see the differences in the records/subrecords for the objects like ALCH that are used in all three games. I've also started to build a list of additions needed in bash tags, or equivalently the object, record, and subrecords that would be part of such bash tags and/or the bash-like settings in Mator Smash. For the three games mentioned the current set of bash tags doesn't handle all the typical compatibility problems.
  8. In settings for several object types the Model record has only one subrecord (MODL). The other two subrecords (MODS and MODD) are missing. This is true for Skyrim as well as FO3. Some objects (e.g., WEAP object) use the MODS subrecord frequently, while other object types like the ARMO object use the MODD subrecord fairly often.
  9. Mod Organizer stores each installed mod in a folder in the "Mod Organizer\mods" folder (or a similar folder if you chose a different folder for the installed mods). If you open the "mods" folder in Windows Explorer and order the folders by "Date modified" you should be able to tell the order of installation of the mods.
  10. This always seemed like an interesting mod. I'm glad it, and the other mods fireundubh created, is once again available legitimately.
  11. The Mart's Monster Mod for FO3 (and Oblivion) adds the best AI for creatures and NPCs that I've seen in Fallout. It wasn't ported to FNV because Mart and some other modders were not happy that Fallout NV required using Steam; Steam wasn't needed for FO3.
  12. I thought the Honest Hearts DLC in FNV was also very good. The DLC in FO3 are fairly good. FO3 has better ratings as an RPG but I think the two are close. As SRB mentioned, FNV had better writing although the main quest in FO3 (when Broken Steel DLC is added) is fairly good. There are some good mods for both FO3 and FNV including a lot of high resolution texture mods and some very good quest mods. FO4 has some excellent aspects, but I'm awaiting some modders turning it into an RPG vs. a console FPS with some character stats.
  13. The latest WAF also has a Dark Brotherhood related fix. Has anyone looked at this to see whether we should include it in our instructions?
  14. The optional Better Fitting Glass Helmet Meshes have already been mentioned to eliminate the need for a separate fix. I don't remember seeing any comments on the Dark Brotherhood Mask Fix.
  15. One of the common mod conflicts is caused by small plugins that change only a few records. Because of the "Rule of One" these plugins remove records/subrecords added by previous loaded plugins if they are loaded late in the load order, reminiscent of the "Preserving Deletions" option in Mator Smash object settings. If they are loaded fairly early in the load order then their changes are ignored, unless there is a bash tag that specifically covers the record types they are changing. Perhaps a new kind of mod tag could be added that applies to the whole mod. I was specifically thinking of a tag that causes Mator Smash to ignore all records/subrecords in the mod that are blank or are identical to the records/subrecords in the main game esm. Small plugins with this tag could then be loaded after the larger plugins that may change many records. The changes from the small plugin to a few records could be used, and they wouldn't disturb the records from other previously loaded plugins. It might eliminate or at least reduce the need for tags that otherwise need to be added to the current list of bash tags (e.g., for the Icon record in the Fallout series).
  16. I created a setting for ALCH objects in Fallout 3 for Mator Smash using the default values. It works quite well at handling the Effects records in the objects included in the patch. I have a few questions:When creating the settings for ALCH Mator Smash shows EFID and EFIT subrecords under Effects, but not Conditions and CTDA subrecords. Is this because the Effects processing doesn't need to include different behavior for CTDA subrecords since they are adequately handled by the overall Effects processing?the Mator Smash patch included patches for only a small set of ingestible objects (5 with the mods I used from the Clear and Present Danger Fallout 3 guide). There are a lot of other ingestible objects that I expected to be included in the Mator Smash patch but are not. Some of the other ingestible objects conflicts seem very similar to those with the objects that were included in the patch. For example looking with FO3Edit, Purified Water has no condition subrecords in Fallout3.esm, several mods add condition subrecords (they happen to be the same condition subrecords), and the last plugin loaded (from the DIFF mod) has no condition subrecords. I expected the Mator Smash patch to include this object with the condition subrecords.Thanks again for all the work you're doing on this. If you're wondering why I am testing with Fallout 3 it is in part because it handles the same number off plugins as Skyrim (unlike Fallout NV), and like Fallout NV the Fallout 3 bashed patch handles a large set of bash tags (see the Advanced Readme) so I can compare Mator Smash and Wrye Bash/Flash results.
  17. I don't use Rapid mode. I've never had any problems with my Samsung 840 EVO.
  18. Thanks. FO4Edit starts up properly with MO2 a4.
  19. Which version of TES5Edit are you using? Is it the one on the Skyrim Nexus page or from the FO4Edit alpha release page on the Fallout 4 Nexus (the most recent developer build)?
  20. I tried using the 64 bit version of FO4Edit and MO 2 a3 will start it up, but once I click OK nothing happens.
  21. Wrye Bash/Flash doesn't handle effects records. I'm testing Mator Smash which does handle these, but it is still experimental.
  22. The most recent version of fireundubh's "Generate Tags for Wrye Bash" has been added to the guide. It will generate bash tags and put them into the plugin header but you should then check ini case it added some that weren't desired.
  23. The requirements in this mid can be edited in MCM. In my game I significantly reduced the number of radiant quests needed because there are only a few types of radiant quests available and it can get fairly boring. Moreover, Bethesda isn't as careful as they should be with the locations for the radiant quests by the Companions. Sometimes they send you to a location that can cause problems with later non-radiant quests.
  24. Are you planning to update fINIp 4 based on the changes?
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