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Everything posted by Kelmych
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Did you try running FNVEdit from MO, and if so were there any problems?
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For Fallout 3 I found there was a problem with UIO and the Gopher UI mods. Gopher changed aHud for Fallout 3, and the corresponding FNV mod OneHud, around the same time of the last release of UIO. For Fallout 3 I found that UIO had not incorporated this change; it's possible this is also true for the FNV version of UIO. Try using the same fix that I created for the Fallout 3 guide (see my signature block) in the installation instructions for the aHud mod. You'll find the same aHud folder is also present in OneHud. The instructions are: Right click the OneHUD mod in the left pane of MO, and select Open in explorer Open "menus\prefabs\aHUD" and Copy "hudtemplates_darn.xml" In the "prefabs" folder create a new folder named "darn", then open this new folder Paste the "hudtemplates_darn.xml" file into this folder, then rename it "hudtemplates.xml". Close the explorer window. I can't guarantee it will fix the problem; at some point I may have time to look at the UIO xml and see if it has the same problem as is present in the FO3 version. Let us know if this works. If it does I'll add it to the FNV guide.
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The SR:LE guide has been updated today and comments on cleaning, etc. for this mod (which was updated June 11) are not present in the current guide. Make sure you are using the most recent version of the SR:LE guide. Like STEP 2.2.9.1, SR:LE uses the IL only version of ELE-Lite.
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GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
Let us know whether the Fallout DDSopt guide was sufficiently clear about the steps and if there were problems, or if you have questions. It's hard to know how much detail to include in guides like this. -
There is a short summary guide on the overall topic of merging and conflict resolution available on the STEP wiki. There is also a video on using the Merge Plugins script.
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No Vanilla Compressed Textures Folder?
Kelmych replied to TheGamingGeneral's question in DDSopt Support
There is now a new version of the batch files for the Skyrim QuickStart guide with a fix for this problem. -
The mod page on the STEP wiki was updated to say get the IL-only version of ELE Lite for STEP 2.2.9.1. SR:LE uses version 2.0 of the full Enhanced Lights and FX mod.
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Mod page has been edited.
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pack A Real Explorer's Guide to Skyrim
Kelmych replied to CJ2311's topic in Step Skyrim LE Packs (retired)
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The STEP wiki page for ELE - Lite currently says to download "ELE_Lite_v0_95a_Only_IL - NMM_BAIN". Should it actually be "ELE_Lite_v0_95b - NMM_BAIN" or "ELE_Lite_v0_95b_Only IL"? I expect it is the latter.
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Fallout 3 weapon compatibility is a seemingly neverending quest, but the compatibility mods do take care of a great deal of it. The good news is that there are probably more weapons available for FO3 than for FNV, and that a lot of the FNV mods that make interesting weapon changes (e.g., Impact, the Millenia weapons) have been ported to Fallout 3. The bad news is that full compatibility is hard to achieve since it requires additional manually created patches. Others like GrantSP using the beta MO can comment on how it works with the Fallout 3 guide.
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The Blackened patches take care of a lot of compatibility issues and are regularly updated. They require that EVE and/or MMM is used; perhaps the guide should change EVE from optional to either a regular mod or even Core so that the guide can be simplified a little to remove the old FOIP compatibility patches which are not as complete as the newer Blackened patches. The next guide update will include the new version of FOSE, FOSE 1.3 beta 2. Use that vs. the old one. The new MO fixes many problems but has added some new ones which are being fixed fairly quickly after they are found. I haven't used it for this guide yet as the concentration has been on getting the new version to work properly with Skyrim, but I expect that several of the participants in the Fallout threads are using the new version so if there are issues you can post them on these threads.
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Thanks for the list of possible additions. We rely on users suggesting additions they have tried so this list is quite useful, especially for somewhat older mods that are not found in other guides or are not always mentioned by other popular mods. I follow the new additions on the Fallout 3 Nexus site and sometimes add mods that are easy to check in the game, but the staff for the Fallout 3 and Fallout NV guides effectively includes all the active Fallout forum participants.
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For each weapon object that needs to include a new Impact effect the patch needs to forward a variety of record changes in stats from different plugins, some graphics changes from different mods, typically some sound changes, and possibly other changes. The patches like IMPACT RH_IS+FWE+WMK+All DLCs.esp are somewhat useful, but they miss a lot of the changes that are needed since they only cover the specific mods included. As is the records from this plugin, if loaded very late in the load order, undo changes that other mods in the guide have added, and if not loaded very late the changes needed for Impact are not forwarded.
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I've looked at the difference in load order produced by BOSS and LOOT, and for many plugins the differences are in areas that don't matter a lot. Just because they produce what looks like very different load orders doesn't mean that that LOOT is "wrong". Moreover, there is no support for BOSS which took a great deal of manual effort to maintain the plugin lists. For some of the large mods there is no right answer; some of the objects should be before those of other mods and some should be after. The bash tags are very useful in reducing these problems, but the tags don't cover all the record types needed. In Fallout 3 far and away the biggest compatibility problem is weapons, the area where slayer80 is having a problem. It's great that mod authors have created multiple additions that make weapons more interesting and varied, but this creates a compatibility nightmare. It's a little better in Fallout NV where the base mod added some of the capabilities seen in Fallout 3 mods (e.g., Ironsights) and more of the mod authors started with the assumption of some common mods (e.g., weapon mods that change the model (mesh) used for weapons; these are needed to support the additions to the weapons), but even there it's difficult (I expect getting a proper patch for Impact in FNV is just as hard as it is for Fallout 3). In most cases FO3Edit is needed to examine portions of the compatibility problems, and using it isn't easy. There can also be installation problems which are hard to diagnose. The game engine works in Windows 7 and 8, but there are a lot of issues and these are even harder to diagnose. We can try to help users that have problems, but unless another user in the forum has seen similar problems it's hard to know what to do.
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No Vanilla Compressed Textures Folder?
Kelmych replied to TheGamingGeneral's question in DDSopt Support
I'll run some tests to see what is happening. -
Impact adds 4 new ImpactDataSet objects, and changes the Shell Casing Model (MOD2) and ImpactDataSet record (INAM) on a large set of weapons. The MOD2 record change can often be handled by Wrye Flash with the Graphics bash tag, but changes to the INAM record need to be done manually for every weapon that includes these changes. Any weapon that uses one of the 4 new ImpactDataSet object values introduced by Impact (vs. one of the 3 vanilla ImpactDataSet values) needs a manually created patch so the correct INAM record is included. This patch must be the last plugin that affects weapons, so it needs to include all of the various other changes to weapons including Stat changes, support for WMK and/or RH_Ironsights (if these are used), and a few other changes (sound, etc.). Impact adds a lot of changes that work well even when using just the basic version of the Impact plugin, but to get the full capability (including the INAM record changes) over the weapons in the guide I expect takes a lot of patching, as the mod author indicates on the Nexus page. Weapon patches in FO3 are a huge hassle since there is so much they need to include; eventually there needs to be a small set of CPD patches. Some decisions would need to be made about questions like using Millenia textures (for the vanilla weapons it replaces) vs. having WMK and/or RH_Ironsights for these weapons, and whether EVE should be optional or considered as one of the standard weapons in the guide. It's likely to be too much work to create multiple sets of patches to accommodate all the possible choices. I'll fix the Ragdoll Overhaul instructions; thanks for resolving this issue.
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Automatic should be equivalent to Skyrim. Fallout uses essentially the same BSA structure as was used for the initial release of Skyrim. There are some small differences but they don't seem to matter a lot. There is a QuickStart guide on optimizing the Fallout textures that might help you.
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.32 Snub Nose mesh missing - Red box w/ Exclamation point
Kelmych replied to SpudBug's question in Guide Support & Bug Reports
What did you do to fix the missing model? -
No Vanilla Compressed Textures Folder?
Kelmych replied to TheGamingGeneral's question in DDSopt Support
Did you extract the contents of Skyrim - Textures.bsa into a folder named STD in Vanilla Extracted; if so it should have been created so let us know if it should have been created but wasn't? The batch files work with any combination of the extracted BSAs, and the "Vanilla Compressed Textures" are only used for some files from STD. If "STD" folder isn't present the "Vanilla Compressed Textures" isn't created. The guide will be changed to reflect this. -
Question about Texture optimization with DDSopt
Kelmych replied to LewsTherin's topic in Fear & Loathing in New Vegas
Since FNV doesn't have any high-res vanilla texture addons iit doesn't matter a lot where they go in MO if they are loose files. Obviously they need to be showing in the left pane as installed after the vanilla BSAs (higher priority). -
No Vanilla Compressed Textures Folder?
Kelmych replied to TheGamingGeneral's question in DDSopt Support
I'll check this evening when I'm home and see if I can determine why this happened. -
No Vanilla Compressed Textures Folder?
Kelmych replied to TheGamingGeneral's question in DDSopt Support
Which guide are you using? -
Compass missing after guide tells you to play
Kelmych replied to SpinTexas's question in Guide Support & Bug Reports
I had one problem with this using UIO; I put the fix for it in the aHUD mod in the guide. Your problem might be different. -
I changed the guide to include the base mod for now; that's what I initially tested. The instructions for an optional patch will be added later. The provided patches for this mod use some old compatibility patches as masters which aren't compatible with the current EVE or MMM compatibility patches. I'll resolve this within a few days.

