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Everything posted by Kelmych
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Followed Guide game wont launch Help!
Kelmych replied to adzc1987's question in Guide Support & Bug Reports
The mods you list include texture-only mods, and texture-only mods cannot be the root cause of your problem. You seem to have some unusual instability that I don't understand. -
xCalibr.esm is the only unique plugin provided by the exCalibr mod. A copy of Calibr.esm is provided by multiple mods; it was not created by the developer of exCalibr. You need one copy of Calibr.esm installed from this mod or another that has the latest version of the Calibr.esm plugin (e.g. FWE or exCaliber ammo expansion).
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Thanks. I'll add the nexus page link when I'm home this evening, or you can do this if you prefer.
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Excalibr Not Detecting .esm from FWE (CTD)
Kelmych replied to SynthetikHD's question in Guide Support & Bug Reports
The Calibr.esm and xCalibr.esm are completely different, they just happen to have similar names.The eXcalibr mod includes several esm plugins. The guide comment is that FWE already installed the Calibr.esm so you don't need the additional copy from the eXcalibr mod since they are identical. Apparently for some people the FWE fomod isn't installing the Cailbr.esm plugin. I'm considering adding instructions for installation of FWE that don't use the fomod since it's not consistent across users. A simple manual installation can be done, but I'll need to note the files and folders to eliminate. You can use Calibr.esm from the eXcalibr mod if you want -
Don't merge the "DarnUI Support for FWE" mod with the rest of FWE; that is why it has it's own spot in the install order. If the UI is OK (make sure to check aHUD functionality to move menus) then don't worry about it for now.
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I don't have the FormID for the other tree in the quest mod that includes a switch, but I think it uses the same tree type so the patch should hopefully fix the switches for both trees.
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Not really . The internal fomod processor doesn't process the fomod quite correctly . Maybe we need to ad this to the MO Bugfix list. I plan to add an alternate way to install the mod. Basically you use manual install in MO and then choose the correct folders which already have self-explanatory names. I haven't had time to write this up and test it.
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The "DarnUI Support for FWE" doesn't show up in the left pane of MO in the screenshot image and it should if it is installed in the correct place. The installation order and the instructions in the guide take care of putting the mods in the correct order for use with UIO. I tried to avoid putting a detailed explanation of what UIO does into the guide, but I did revise some installation instructions (especially for aHUD) to eliminate some problems that users seem to have all too frequently. The "DarnUI Support for FWE" files, especially "menus\main\hud_main_menu.xml", need to be installed where the guide says since this is the primary menu template file that UIO will detect and modify. This isn't an issue with INI files; UIO (and Unified HUD that used to be in the guide) need to be able to find (and then modify) the proper version of "menus\main\hud_main_menu.xml". After the game has started at least once with UIO installed you will find extra lines that start with "include" added to this file near the bottom.
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Thanks very much. I'll add this to the guide.
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With many mods the Data folder can be located more than one level deep. The first time you right click and select "Set data directory" on the Omnis mod you will see another Data folder and a readme file. If you want to keep the readme file with the mod the drag and drop it into the "Data" folder. Right click on the "Data" folder and again select "Set data directory" This time MO will say it looks good and you can install the mod. If you didn't get Omnis pipboy 300 installed correctly before installing the High Detail map mod, then remove the High Detail map mod and reinstall it once the Omnis pipboy mod is correctly installed.
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You forgot the "DarnUI Support for FWE" file that should be installed just before Adjustable HUD as per the guide. This is an optional file in the FWE mod, but it is installed after the FWE mod. This is likely to be the cause of your problem.
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I haven't had this problem with sleep not working so I'm not sure. Has anyone else seen anything like this?
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It's in the plugin "IntoTheDeepWoods.esp". FormID xx00c4b6, EditorID aa3DreamTree1, name TreeDead05 . The plugin attaches a switch to the tree, but Flora Overhaul increases the tree diameter causing the switch to become hidden and unavailable.
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For all the Bethesda games, including Fallout 3, there are NSFW body replacers and other mods available. The guides on the STEP site provide mods that, when configured using the installation instructions and the associated mod files, are not NSFW. The Fallout 3 guide doesn't provide recommendations on NSFW mods or mod configurations/options, such as non-underwear male body replacers or Type 3 female body replacers, or information on the compatibility between the mods in the guide and NSFW mods. There is, of course, a lot of information on this available at other sites.
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pack A Real Explorer's Guide to Skyrim
Kelmych replied to CJ2311's topic in Step Skyrim LE Packs (retired)
1. When installing the 0.95b version of ELE Lite you need to select only the Legendary option on the first page of the fomod, and then on the second page select Combined FS + WT patch. This installs two plugins, one of which is the ELE_Legendary_Lite.esp you are missing. The plugin you installed combines everything into a single plugin, but is unfortunately not compatible with STEP and perhaps DynDOLOD (I haven't checked this part yet). Note that this is different than the installation instructions for SR:LE, but I expect that the set of two plugins should also be OK with SR:LE. The REGS-SRLE patch will need to be updated, but it is probably just a change in the master(s). 2.Relighting Skyrim has been updated since the last release of CWI. There are two alternate plugins, neither of which have the same name as the one the CWI patch expects. SR:LE expects an older version of RS, which is compatible with the CWI patch. If you are using STEP Extended then leave off the CWI-RS patch until it is updated (or edit it to make it compatible). If you are using SR:LE the patch is still compatible with the RS version used in SR:LE. For RS, STEP Extended and SR:LE are not currently compatible. I haven't looked at how difficult it would be to make a patch that handles the conflicts. SR:LE uses a special variant of Relighting Skyrim that eliminates some of the RS objects that conflict with ELFX. Note that the REGS pack itself doesn't have lighting mods, but STEP Extended and SR:LE do. -
With that system I don't understand the fps drop. Mine is a little more powerful, but I don't see any fps drop when the flashlight is activated. Make sure the Fallout 3 and ENBoost ini files are proper, and make sure the graphics card features like AA are setup correctly.
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For MO users aHUD in FO3 is a little more complicated than it needs to be, and I added some changes in the guide to simplify how it is installed and used. The xml files in aHUD in OneHUD in FNV are very similar, and when I've finished determining the right changes (which will be very similar to the FO3 changes) I'll recommend some instruction revisions.
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ACCEPTED The Ruffled Feather (By SparrowPrince)
Kelmych replied to Xaviien's topic in Skyrim LE Mods
I only see two textures (a color map and the associated normal map) that are in conflict between these two mods.- 307 replies
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- SKYRIMLE
- compilation
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GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
I like World of Pain a lot, but I use modified versions that eliminate the overpowered weapons, armor (all the M weapons and armor) and loot (especially the many pre-placed books that provide permanent skill increases) in the original version. -
how powerful a system do you have?
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Followed Guide game wont launch Help!
Kelmych replied to adzc1987's question in Guide Support & Bug Reports
You can take the current "Mod Organizer\mods" folder and make a copy of it with a different name (e.g., "modscopy"). Get the game running with just the vanilla files. See whether the Fallout Launcher works without using MO (double clicking in the Fallout 3 goty folder), then move on to using Mod Organizer. You will be able to use the mod folders in "Mod Organizer\mods" to reinstall mods after you get the vanilla game working; you won't need to do the usual time consuming full installation. After getting the vanilla game working, you can move (or copy) a small set of mods at a time back to the new "Mod Organizer\mods" folder (if you make a new "mods" folder). The guide mentions in several places making new Mod Organizer profiles at different steps of the installation, and also has a recommendation that this be done at multiple points in the installation that are not necessarily called out explicitly. Doing this allows you to quickly try versions of the installation with fewer mods. This is strongly encouraged. One of the hardest parts to do is getting the Fallout ini files back to their default value; make sure to do this.

