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Kelmych

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Everything posted by Kelmych

  1. Great. I'm looking forward to using them. Can they be added in an existing game?
  2. The Wasteland Patch Collection includes DIFF in some of its patches, so it might also affect this conflict.
  3. The use of separate folders for each game is part of what I find encouraging.
  4. I want to start trying Mator Smash to see how it does with Fallout 3. It looks like it has the potential to provide much more capability than Wrye Flash. I don't know much about the Blackened patch.
  5. Not that I know of. I have used the Bash tagger script with FO3Edit and then compared the resulting tags to what LOOT has, and I also typically compare then using FO3Edit to check any tags that are different and/or to make sure that the tags seem correct. The bash tagger script writes the tags into the plugin header at the end of the description line after the plugin description.
  6. This has been part of SR:LE for a long time. I've been using it and it does seem better than the vanilla textures.
  7. Bethesda seems to be busy with patches (and fixing patches that don't work properly), rather than getting the CK ready. Some of the CRPG sites have had reviews that aren't very favorable for Fallout 4; the settlement system seems to be the highlight of the game.
  8. Thanks. The guide will be updated shortly for the Nexus version of the mod.
  9. The entire mod is optional because it has several issues, at least if you are using some other mods in the guide. It's hard finding good "location" mods for FO3 since many of them are old and not as free from issues as the more recent mods tend to be.
  10. I wanted to provide some status on how Mod Organizer 2 is working for me. MO 2 alpha 3 is installed so that it handles only one game, Fallout 4. The downloads and mods folders are specified in the ModOrganizer.ini file. MO 2 itself and the downloads folder are on an HDD. The game folder and the mods folder are on an SSD. Windows 8.1 64 bit is being used; this will change to Windows 10 soon. Initially MO 2 alpha 3 crashed when installing mods, but the "bsa_extractor.dll" file was removed from the plugins folder and now there are no crashes when installing mods. The 64 bit version of LOOT was installed and added as an executable in MO 2. Using the procedure described by GDSFan for LOOT, LOOT is sorting the plugins with MO 2 with no problems so far. My game was one of the ones significantly affected by the recent loading time problem with Fallout 4 beta 1.3.45 (loading times increased to roughly 3 minutes). Beta 1.3.47 is now being used which made significant improvements in the loading times. Interestingly, I compared loading with the Fallout loader to loading with F4SE. Using F4SE the game loading times are 1.5 to 2 times faster than when using Fallout Launcher, which surprised me. This is true both when plugins are used as when no plugins are used. I have not had any CTD with MO 2 alpha 3 so far.
  11. The overall set of batch files to simplify optimizing vanilla Fallout textures is version 2.8 available from this page. The individual batch files in the archive have varied version numbers. Optimizing the vanilla Fallout files can be useful, but the performance and stability gains are not as great as achieved when optimizing the vanilla Skyrim textures. The resolution of the vanilla Fallout textures is much less than those of the High Res Skyrim textures.
  12. Thanks. This will be added to the guide.
  13. Sounds like you you a way better understanding of all the complexities than I do. Although they are not completely lore-friendly, I've always also liked the companions that the Puce Moose mods add. It's the reason I suggest doing these quests early (if you're interested in these particular quest mods); it takes a long time to train the companions from these mods.
  14. That's great. It will be added to the guide shortly.
  15. The biggest problem I see with Appdata is that it is a hidden folder. As Tannin mentions it's a reasonable place for application managed data that users will rarely directly access (configuration data, etc.). It doesn't seem appropriate to me for a downloads folder which I expect users will regularly access (e.g., remove old versions). Of course as Tannin says, there aren't a lot of good choices.
  16. Hide the 2 folders in Tobe's mod. This will hide the individual files from Tobe's mod, and will not affect the files in folders with the same folder name from other mods. It will not hide any folders in other mods.
  17. Yes, hiding a folder in a mod in MO only hides the files from that mod. If you want to hide all the files in a folder it's much quicker to simply hide the folder. I've always found that once I looked into the details of how MO does something it acts the way i would want it to, and in some cases it has even better ways to do it than I had thought of.
  18. Sometimes reading the posts here I think I'm the only user who dislikes DoF; it doesn't seem at all realistic to me. I'll haven't been using EdgeAA but I'll look into it.
  19. Yes, hide these two folders.
  20. Unique and varied ingestible items are part of what makes the Puce Moose mods fun to use, so it would be be great to have them balanced with the rest of the Fallout items. When I created the Sortomatic mod for the Chef's house in Fallout NV I didn't have any problems getting permission to use it, and he even mentions it on the Nexus page for his quest mod. He doesn't use any of the major rebalance or integrated mods himself, and he has some of his own balance mods. I've found his mods that reduce overly generous loot (in both Fallout 3 and NV) and add some missing content (in Fallout NV) useful, although the loot reduction scripts have in some cases had problems when they are left active for long periods of time.
  21. Did you see this problem in the game when using the CPD guide including the Winterized DX armor?
  22. The fix mod completely replaces the Winterized T51B armor from the Anchorage DLC with the Bornagain T51b armor. The alternate fix shown in the FO3Edit picture just adds the glow map and environment map mask textures from the Bornagain T51b to eliminate the problem without completely replacing the original Anchorage DLC armor. The alternate fix uses a separate patch plugin that is created in FO3Edit; the author of the alternate fix uses a plugin containing multiple fixes (I have a similar manually created patch plugin). The Winterized DX armor in the guide also replaces this armor, so if nothing is done there is not glow problem in Anchorage when using the guide. Using this fix does replace the Winterized T51 DX with the Bornagain T51. The guide will be edited to make this somewhat clearer.
  23. I looked at the esp and I didn't see any obvious problems. It sounds like you made a lot of changes to get good compatibility with FWE.
  24. Noone that I'm aware of has had success in using FO4Edit with MO 2 yet.
  25. A CPD patch would certainly be useful. Deadmano addressed some of the problems in his Wasteland Patch Collection. I've worked on some weapon patches. As you noted, there are a lot of little problems that the bashed patch doesn't handle in FO3, and we can't expect any improvements in Wrye Flash. I'll start compiling some of the issues that I have noticed.
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