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Kelmych

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Everything posted by Kelmych

  1. Unfortunately, doing that would violate the terms of use of the Nexus site as well as those of many of the individual mods.
  2. I'll add a comment in the guide with this information in case others have similar problems. I've installed "Better High Detail Maps and Icons" multiple times but I've never had the problems that you and others who use the Omnis pipboy replacer mention.
  3. If I could find an alternative mod that allows configuring the game settings while in the game (from the pipboy or some other way) I would add it as an alternative option in the guide. So far the ones I've seen use single predetermined values for these settings and don't provide a menu with options in the game. FWE was very popular, and the code for adding menus is hard to write and debug, so it's possible that there aren't any equivalent mods for managing game settings.
  4. As I mentioned in other posts, FWE is very configurable and, unlike other mods that change game parameters, allows configuring these. Almost all of the significant gameplay changes can be eliminated or greatly reduced except for the addition of some armor and weapons. If FWE isn't used the final update to Darnified UI, "DarnifiedUIF3-hotfix", will also be needed (FWE included it in the "DarnUI_Support_for_FWE"). It should be installed just after the other DarnUI files. See if that fixes the problems you are having. UIO recomputes the interface changes each time it runs so it should recognize the changes. The recommended Pipboy replacer, Omnis pipboy 3000, doesn't change the vanilla UI, unlike the other replacers mentioned. If you prefer there are other pipboy map replacers, but they don't have as much detail as the one in the guide. Since you made changes to Darnified UI, the "Better High Detail Map and Icons" mod needs to be removed and reinstalled after you fix the DarnUI issue. Some users have had problems with this mod, especially when they make changes to the mods installed prior to this mod. Reinstalling it fixes the problems in many cases.
  5. Did you try starting the game under MO without having Dynavision present; it may be the cause of at least some of the problems? The vanilla game has a d3d9.dll file in the main game folder, by the way. It's not a good idea to give MO administrative privileges; sometimes it is needed with utility programs. Many people with Windows 8.1 (like me) are able to run start FNV with MO with the 4 Gb loader. You should be able to use the Fallout Launcher (and other launchers) from MO; try doing this with an MO profile that has only the vanilla Fallout files. When this works try the more involved game launch options.
  6. The maximum number of plugins that the Bethesda engine supports is 255. Wrye Bash can merge a few Skyrim mods into the bashed patch but not very many. You need to use TES5Edit and the Merge Plugins xEdit Script to merge plugins. There are discussions on the STEP forums about how to do this. Note that with a large number of plugins there may be stability problems with Skyrim, as discussed in the Support and Troubleshooting portion of the forums, especially if the computer system and graphics card are not highly capable. And no, it isn't actually that easy to merge plugins especially if some have incompatibilities. The ones that Wrye Bash can merge are easy to do but it can only merge the few plugins that are easy to merge.
  7. The version of Calibr.esm from exCalibr ammo eXpansion pack should not be needed. When the first FWE file was installed it should have included Calibr.esm. Calibr.esm should never affect any weapons, only ammunition. The .32 pistol weapon should be affected by Fallout.esm. the main FWE ESM ,and the FWE Main file esp. No other mod, except the bashed patch if you have one, should affect it. Follow the guide and remove the one from exCalibr ammo eXpansion pack and make sure the one from FWE is present, and see if CALIBR.esm still affects the pistol. FWE doesn't change the 'meshes\Weapons\1HandPistol\32SnubNose.NIF' file used for the 32 Pistol; the version in the vanilla Fallout 3 BSAs is used. You might want to try using Steam to check the local cache in case Fallout-meshes.bsa has an error.
  8. It depends which mods from the guide you are using. If you use the Millenia .32 pistol mod you need to make sure that all the meshes and textures from the associated Fallout NV mod (as stated in the guide) are included in the package you install in FO3. If you are comfortable using FO3Edit, look at the .32 pistol in Fallout3.esm and see which plugins other than FWE ones affect this weapon.
  9. As part of the GOG summer sale, Battle Realms, a realtime strategy game, is free on gog.com through noon on June 11.
  10. Is the normal Fallout 3 you are using a CD version or a Steam version? The problem is only with Steam versions.
  11. There have been reported problems with Fallout Redesigned. I expect the problem you have isn't a simple Archive Invalidation issue. To examine a problem like this often requires looking at the character object records using FO3Edit to see whether another mod changes a character record that Fallout Redesigned uses. The Wrye Bash bashed patch is often helpful with this since if appropriate bash tags are used Wrye Bash can prioritize, and use, some of the records that Fallout Redesigned changed. I haven't had this problem with this in my installation, but some others have; you can see installation details in the Clear and Present Danger guide referenced in my signature.
  12. The HUD overlay from iHUD is off by default. Have you tried tapping the 'i' key to bring up the HUD interface? If you hold down the "i" key for a few seconds the iHUD option window should come up where you can change which overlays show on screen, and the activation key (default is "i"). If these don't work let us know. By the way, are you using the Darnified UI version of Dynamic Crosshair?
  13. It is an alternative to parts of FWE that some may prefer. One part of FWE I especially like is that it includes multiple options for all the settings since I don't feel one-size-fits-all work well for many of these across all users. This seems to me like yet another realism mod that doesn't provide options; fine for those who want the game to behave exactly like the mod author uses. For example, one parameter that has a significant effect on the playability with high level characters is the skill points per level. This mod sets it at 6 points per level which is IMO too low except for users who want an especially challenging game. There are, by the way, a lot more comments from users in this forum asking about making the game a little easier that what is provided using the default parameters suggested in the guide (which provide a fairly challenging game).
  14. As AlyeidRuin said, it's unfortunately easy to configure FNV to advance the character too fast; before finishing the game it's too easy to get 90 to 100 for all the skills and 9-10 for the SPECIALs (without even using the related perk) and have all the skill levels maxed. The default settings don't properly take account of the increased maximum level provided by having all the DLC. For Fallout 3 I recommend in the guide a setting of 8 skill points per level (one of the FWE settings) so even at level 30 the character doesn't have all the skill points. I set the Bobbleheads so the skill ones provide 5 skill points, and the SPECIAL bobbleheads nothing. I also decreased the experience gain rate so levels aren't gained as fast - important when you add a lot of quests to the game. I haven't translated this to the equivalent settings in Fallout NV yet; I need to do this sometime.
  15. There is a Fallout 4 thread in the Gaming forum area.
  16. It's ok to,put the fo3loggen executable in a folder inside of the Fallout 3 Goty directory. It's best to put the folder in the argument field (where results are stored) somewhere else.
  17. I haven't gone very far in this mod yet. Are you using the recent update from Fixes for Crimson Caravan v1_3 that includes a new ESM plugin for this mod? The first two characters in a FormID are the plugin ID, and this mod will have a much higher plugin ID than 01 - in my game the index for ArefuExpandedByAzar.esm is 0D, for example. You can get this index in the MO right pane. So the correct FormID for the ticket is xx0F31FA where xx is the plugin index for this ESM plugin. I'm not familiar with "pipboy error -26". I'll see what I can find.
  18. I added some more text since the additional setup instructions weren't mentioned earlier in the guide for any of the executables added in MO.
  19. Merge Plugins is a script. Run TES5Edit (use version 3.1.1), making sure all the plugins you want to merge have a check mark in the initial window. When you see the "Background Loader: finished" message, right click in the left pane and select "Apply Script". Scroll until you get "Merge plugins 1.9". Click OK and continue with the merge.
  20. Since you already provided a guide entry for the FNV mod you might also want to add this to the FO3 guide if you have time. I haven't had a chance yet to go through the details of using this so it will be a little while before I add it.
  21. No, the comment is that a separate Wet & Cold - ashes install is no longer needed. You still install the main Wet & Cold mod; it now includes W&C - ashes in main mod.
  22. The game engine doesn't apply effects like weather or lighting to NPCs. You'll find the same immersion problems with mods that make it darker. There aren't any vanilla magic spells that affect the weather. Vanilla fire and frost magic spells can't be used to make the player hotter or colder, in part because the game engine doesn't inherently deal with warmer or colder - this is only available if mods provide this. Frostfall adds the ability for campfires, etc. to make a player gradually get warmer, but without Frostfall there is no concept of warmer or colder in the game. Frostfall adds a few spells to provide warm clothing and to reduce the effects of cold for a very short (30 seconds) period, but you can get warm clothing before venturing into the cold and campfires provide much more effective warmth than anything provided by the Frostfall spells. I'm not aware of any separate magic mods that affect the player when using Frostfall. It may be possible with the new Campfire mod, which provides the base for the new version of Frostfall, to add mods with spells or potions that affect player exposure in the new version of Frostfall.
  23. The STEP Fallout 3 guide has some instructions from a user who got the no gore German version working. Are these any different than what you used? The lag could also potentially be associated with problems in the INI parameters.
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