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Everything posted by Kelmych
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ACCEPTED Book Covers Skyrim - Lost Library (by DanielCoffey)
Kelmych replied to Nebulous112's topic in Skyrim LE Mods
It's been discussed in the forum for a long time. It always seemed like an excellent followon to Book Covers Skyrim, and I feel it adds a lot to game immersion. I've been using it since it was released. -
The best game in Fallout series?
Kelmych replied to rootsrat's topic in General Fallout 3 Discussion & Support
I've played Fallout 1-3, partial FO4, and FNV. Fallout 2 is my personal favorite since it seems more like a real RPG with lots of choices, and because I really like the whimsical atmosphere. Of the Bethesda Fallout games it's hard for me to choose between Fallout 3 and Fallout NV as each have some advantages and disadvantages. I can say that I prefer Fallout 3 and Fallout NV to what I've seen so far in Fallout 4; it's seems more like a first person shooter with some quests than an RPG. It's added some nice features (settlements, a uniform approach to weapon and armor mods), but it seems to have strayed from what I expect in an RPG. -
You are supposed to unselect the non-mergable mods before creating the bashed patch (as you did), and then re-enable them after the patch is created. The mergable mods should have been selected, and in the "Merge Patches" window they are each selected in Wrye Flash, then the bashed patch is created.
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ACCEPTED RUSTIC SOULGEMS (by Gamwich and Saerileth)
Kelmych replied to Octopuss's topic in Skyrim LE Mods
I really like the how this mod adds an interesting set of effects effect to indicate filled soulgems. I still like the more varied colors of the basic soulgems in Soul Gems Differ, and I definitely prefer the black soulgems in Soul Gems Differ since they seem to really convey the inherent evil. -
It looks like gnome storage is added to the Bobblehead stand stand in the 2 homes as part of the Room with a View mod. I'm not sure what happens in the Home with a View. I'm hoping that changing the load order will allow the rest of the Room with a View to work since the only changes I saw were to the stands. It will require more testing to determine whether the fairly simple solution is adequate for now. I wanted to have a simple alternative so the Room with a View mod can be used with FWE; a more comlex solution could allow both mods to work together without any problems. The issue was brought up 6 months ago in the Room with a View mod Nexus page posts and nothing has happened since then to address it, so it might be a long time before full solutions might be available.
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Asharas Character Presets
Kelmych replied to GlassWizzard's topic in Fallout 3 - Clear & Present Danger
There aren't any conflicts showing up in FO3Edit. -
Thanks. I haven't used the Room with a View mod since I had already completed the Those quest when it came out. I add a note in the guide that it has an incompatibility with FWE, and that until a patch is provided the Bobblehead stand changes by this mod need to be removed or overwritten. The easiest fix in the meantime is to have the FO3 Wanderers Edition - Main File.esp plugin load after the DCInt_ARoomWithAView.esp plugin. This should fix the Bobblehead storage (and eliminate the Gnome storage) in the Megaton and Tenpenny homes; I don't know how it will affect the actual Room with a View home. I'll add a LOOT rule in the userlist.yaml provided with the guide. If you reload the CPD LOOT userlist here this rule is present
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Am I doing somethong wrong?
Kelmych replied to GlassWizzard's topic in Fallout 3 - Clear & Present Danger
Yes, this was mentioned by users before. Soon it will be in the guide. -
Mod Organizer 2 Discussion and Feedback
Kelmych replied to TechAngel85's question in Mod Organizer Support
I haven't tried this yet, but has anyone tried setting up the current 32 bit MO to use FO4Edit through MO? -
I haven't had the black spaces or black-ish street litter problem you mention. I have had problems with black bars on NPCs; this is typically fixed by making some changes in the body mod files being used. I'll check the WMK unique weapon issue to see if I get it also.
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Thanks. I'm looking at several texture replacers including these now.
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Mod Organizer 2 Discussion and Feedback
Kelmych replied to TechAngel85's question in Mod Organizer Support
I waited a while to start FO4 in the hopes that there might be an update to MO2. I tried using the FO4 Wrye Bash, but it isn't practical since so many mods have FOMM scripts. I've never used FOMM as the only mod manager; I used it for TES4 along with Wrye Bash. Using NMM seems like going back to FOMM and all the issues with changing mods. I'm using MO 2 at the moment, but it crashes fairly often. -
How to install ‘The Wasteland Patch Collection’
Kelmych replied to EDP's topic in Fallout 3 - Clear & Present Danger
Apparently the TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. These show up in MO when you right click the plugin. Some of them like diff.esp are not actually masters so the game itself ignores this addition. If you open a plugin in FO3Edit, right click and use the Clean Masters command it will remove these additions that are not actually masters. Since they are not actually masters the game itself will ignore this addition. There is no need to try to add these additions elsewhere with Wrye Flash or FO3Edit. I'll add some text about this in the installation instructions for the TWPC mod. Personally I would have preferred that the mod had not included these plugins in the master list because of the issues that result, as discussed in this thread.- 11 replies
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- FALLOUT3
- bashed patch
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(and 1 more)
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How to install ‘The Wasteland Patch Collection’
Kelmych replied to EDP's topic in Fallout 3 - Clear & Present Danger
I use half of those and have no problems with masters. I use the large patch that includes Impact so I don't use DIFF3-UUF3P-FWE or WMK-UUF3P-FWE. FO3Edit can only be used to edit masters if you remove all records that originate from the master. I still don't understand your problem. Any mod that gets merged by Wrye Bash isn't a master; it only includes entries that change records owned by other mods. None of the DIFF.esp records have a FormID created by DIFF.esp. A plugin is only a master if it creates new content and uses a FormID created by the plugin. All of the FormIDs in the records edited by Diff.esp were created by Fallout3.esm or one of the DLC esm files. Those are the masters, not DIFF.esp .- 11 replies
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- FALLOUT3
- bashed patch
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(and 1 more)
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Texture Optimizer vs. DDSopt
Kelmych replied to Matt714's topic in Fallout 3 - Clear & Present Danger
You can use the DDSopt GUI to control which files are optimized, by the way, such as avoiding normal maps if you want to. Just select the file types you want and uncheck the others; you see examples of this in the DDSopt guide. DDSopt handles non-square textures; use the percentage reduction options vs. the specific size options. Uncompressed textures provide better image quality, and if there are uncompressed textures (there aren't many in Fallout 3 mods) you can still reduce their size or format (to R5G6B5 for example) for VRAM reduction if you need it. With my system I don't need to do this for Fallout 3, but for those using a laptop this could be useful. When you see uncompressed textures in Bethesda games they are often body related and you need to be particularly careful with these to avoid corrupting the texture. -
Adding items to vendor list via a one time use script (usually via a quest) avoids the potential problems of having another mod overwrite the mod's version of the vendor inventory list. I don't think scripts can remove items from vendor inventory (but I'm far from being a script expert). Wrye Bash/Flash can remove or add items from a vendor inventory list when the list is specified in a plugin. I don't think there are script commands that provide a list of the items in a vendor inventory list (but as I said I'm not a script expert) or that provide extensive vendor inventory management; I've never heard a mod author mention this capability.
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Can't continue installing mods without getting a crash
Kelmych replied to GlassWizzard's question in Guide Support & Bug Reports
The guide you mention has a lot of mods in common with the FO3 guide here; I have problems with some of the choices it makes. As an example Fellout hasn't been maintained since 2010 and has conflicts with a lot of FO3 mods (e.g., based on posts in many forums it won't work reliably with FWE which is also in that guide). Using FOMM doesn't allow backing out resource file changes added by mods; Mod Organizer allows this so I greatly prefer it although it harder to use. I prefer DarNUI to MTUI. Busworld isn't very robust; I tried it and it crashed a lot. Some of the mods in that guide aren't included in C&PD because the C&PD guide intentionally leaves out some types of mods; the intent of the C&PD guide is to have a stable base to which these mods can be added. Are there any mods you use that you think should be added to the C&PD guide? -
Thanks, I'll look at these.

