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Kelmych

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Everything posted by Kelmych

  1. I wasn't clear in my comments. With four of Christopher Wallace's individual weapon replacements, especially with the EVE weapons, there are a few textures in the individual weapon mods that aren't in the WEP mod. For example, in the US Assault Rifle Hi-res retexture there are is a "1stpersonAssaultRifle.dds" and "1stpersonassaultrifleclip.dds" (and the normal maps for these) that aren't in WEP. Should these still be used?
  2. I expect you can also blame Witcher 3 and Fallout 4; Witcher 3 since some of the STEP participants haven't been nearly as active on STEP lately and Fallout 4 because there have been a lot of new participants in the Fallout part of the forums and interesting new Fallout 3/NV content on Nexus while the small group of participants familiar with Fallout and its "issues" have also been involved in getting the next STEP Skyrim release prepared and tested as well as RL (real life) tasks.
  3. I'll remove the optional designation,it was there only because the textures were so big and these were clutter items. I'm using the larger size ones ones myself since my system is sufficiently capable. I expect as users start getting ready for Fallout 4 we will see more users having systems capable of handling larger textures such as these. I noticed some other new additions to the TTW guide that aren't in the FO3 guide that might be useful to add. Have you any suggestions on this? By the way, I didn't remove all the individual retextured weapons that are in the WEP since there are some texture files that weren't included in WEP. Should these weapons be removed anyway?
  4. I wanted to mention again that this particular thread isn't for problems with using the guide, it is for general questions and suggestions for the guide. It would help if support questions were put in the Clear and Present Danger Support forum, preferably as a new topic or, if the topic is already present, as an addition to an existing topic. It's a lot easier for forum participants to identify questions they can help with if this is done. We haven't been as vigilant in moving the relevant posts to the Support forums, but we'll try to be better about this.
  5. DDSopt doesn't work on every texture although there usually aren't any problems unless the texture has a drastic change in it. Were you able to determine which texture it is; it is likely to be a singe texture used in many places in the game? Did you look in the DDSopt logs to see if there were any textures that had problems?
  6. I've had a similar problem if CASM is used, and that's why the caution on using it is in the guide. I haven't had this problem in other situations. I had something similar with a less capable system when I used EVE. Are you using Impact? What weapon are you using, or does this matter? As GrantSP mentions, it might be a game engine or GPU overload problem.
  7. When installing "20th Century Weapons -Plus- Reborn FWE-WMK-Calibr" did you follow the guide instructions to move all 3 plugins with the word "Alive" to optional ESPs? If you want, these 3 plugins can be deleted vs. moved. If there is a missing master Fose will not load the game. In this case the problem isn't a missing master, it's a plugin which uses that master; the plugin itself should have been removed.
  8. When UIO is used you can't just deactiveate aHUD (since it has the copy of "menus\main\hud_main_menu.xml" with the highest MO priority). If you do this you also need to delete the file: "menus\main\hud_main_menu.xml.uio" in Overwrite in the left pane of MO before restarting the game so UIO will properly regenerate this file. If you later reactivate aHUD you need to copy the original version of this file from the archive file of aHUD into "Mod Organizer\mods\aHUD\main\menu" and do this deletion again before restarting. Ideally UIO would put the current version of "menus\main\hud_main_menu.xml" in UIO itself, but unfortunately it doesn't. This causes problems unless you are careful with any mods that have this file since if they have the highest priority version of the file UIO will replace this file with one that UIO creates.
  9. 1. Several user comments suggest that the fomod installer in MO doesn't always provide the right files. The two most problematic cases are the "FWE_Master_Release_6-0_-_Part_1" file and the "Better High Detail Map and Icons" file. In both cases there isn't much real need for the fomod installer with these mods and this guide since what needs to be installed is straightforward, and the installation is fairly easy to do manually. I'll add some material in the guide about doing so for these two mods. 2. With the use of MO and UIO, the UI mods other than the DarnUI mod, FWE and associated files, Dynamic Crosshair, and aHUD should be easy to install, and their MO priority can be changed without causing problems as long as the mods that UIO needs to see have lower installation priority than UIO each time the game starts (UIO rebuilds the main HUD xml file each time the game starts). As Braintree mentions, these UI mods can even be left out and installed later, as long as they are then put into the correct installation order. 3. The UIO Nexus page describes what is needed to add a mod; it basically says to add a file that includes the name of the folder and xml file inside "menus\prefabs". Any mods that do more to the "menus" folder than adding a folder inside prefabs and an xml file can potentially cause problems unless the proper steps are taken. aHUD is problematic because it also modifies the primary HUD menu xml file, and for UIO to recognize that a mod has added a new version of hud_main_menu.xml that has higher priority than the one that UIO saw the first time it ran it is necessary to delete the copy of "menus\main\hud_main_menu.xml.uio" in Overwrite. If aHUD is added after UIO is run the first time, the fix for aHUD is in the guide; if aHUD is used without this fix the visibility of some UI elements like the compass might be affected.The fix for Dynamic Crosshair is also in the guide; even though UIO says is supports Dynamic Crosshair there are problems without this fix.
  10. The mod in STEP Core is a very simple mod that changes one parameter in the game. This mod isn't included in the STEP patch plugin, so you should be able to leave it out of your installation and use BFT instead.
  11. Did you look at the STEP Fallout 3 guide and the associated forum? The guide can be accessed from the pointer in my signature. You don't necessarily need to follow the guide, but it does cover some possible solutions for your problem as well as others you may encounter later. Since there is a Fallout 3 guide and forums you won't see very many questions and answers in the MO forum.
  12. FWE itself and the compatibility mods for FWE try to do this; that's partly why there are multiple compatibility mods. There is no guide for it. I started working on identifying the records that typically need changing and some approximate rules for determining what to use but I haven't had time to finish this. I expect it the same will be needed even in Fallout 4 so when I finish this it will still be useful. The best way to do is for now to use FO3Edit to look at what the compatibility mods have added/changed iin the weapon and armor objects, particularly the more recent compatibility mods.
  13. Apparently the most recent fomod has the extra Calibr.esm in one of the two overide options in the fomod that don't get installed. I'll change the guide to correct this.
  14. sure, go ahead. I'm still working on understanding exactly what UIO does in Fallout NV
  15. When "FWE_Master_Release_6-0_-_Part_1" was installed as part of the UI section guide, the CALIBR.esm plugin should be included. Only one of these is needed so the guide says to move other copies to "Optional ESPs". I know the version installed with FWE is the correct version. Some other mods may also have the correct version, but only one is needed. If CALIBR.esm wasn't loaded with FWE then the FWE file wasn't installed correctly by the Mod Organizer fomod plugin. Look at the settings icon in MO (crossed tools) and select the Plugins tab. Click the fomod installer. In the right window it should say "enabled true" and "prefer true"; this is what I used to install FWE. As mentioned in the guide, the MO fomod installer does have some small problems installing FWE. "eXcalibr Ammo Pack v2-3 Full FOMOD-11684.7z" includes xCALIBR.esm (which is needed for other mods) and another copy of CALIBR.esm.
  16. Once I get the basic Fallout NV mods reinstalled I'll see what UIO is doing. I got part of them done yesterday.
  17. I use optimized vanilla Fallout 3 textures and I started the game with one of the FWE alternate starts (the one that puts you at Robco). A texture can only cause a CTD if it's corrupt or if a lot of textures are added at higher resolution than the system capabilities. Optimizing reduces texture VRAM use, it doesn't increase it. The only optimized textures that might be used by FWE alternate start are from the Fallout3 textures. Take a look at the DDSopt logs from the optimization; if there is a problem with a texture it will be noted in the logs. If you are using ENBoost try disabling it temporarily to make sure it isn't causing any problems.
  18. The guide has been slowly evolving since its inception, with new content coming largely from new mods that mod authors put on Fallout 3 Nexus. I can't see where there would be any major changes.
  19. I'll add a note for this mod about using the internal fomod processor.
  20. What are the capabilities of the system you are using? Did you use the INI settings that the game setup when you started it, or did you change some of the settings?
  21. I don't currently have an FNV MO profile I can use to test this myself. In an MO profile in which UIO has run at least once, in the MO\mods directory open up the menus\main\hud_main_menu file in a text editor and post all the lines that start with "<include" that have either "aHUD" or "darn" in the line. I may be able to determine what is happening from this. By the way, the UIO problem in FO3 is that aHUD expects that the version of this file from aHUD is the one being used by UIO when it starts up. At least in FO3, however, UIO uses a different version of "hud_main_menu.xml".
  22. The UIO page now has some better information and I changed the fix for FO3. I read the FNV and FO3 UIO pages are realized that the Onehud FNV and the aHUD and iHUD mods for FO3 are not on the list of supported mods for UIO and need to be added as per the directions on the Nexus page. I created one for FO3 and I'm testing this and then putting it in the guide.
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