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Kelmych

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Everything posted by Kelmych

  1. You'll need to describe your system, which mods you are using, and which tools you used to install them before we can help. Also, where in the game are these screenshots taken.
  2. However, those using the new Holidays mod can't use the old Wet and Cold mod
  3. For mods I feel a much more relevant comparison is with the percentage of app cost for smartphones that developers receive. This is currently 70%.
  4. Is Steam and/or the game installed in a UAC controlled folder such as C:\Program Files *x86)\ . If this is true did you make sure that all the directories involved have full read/write permissions for all users? Running the game by clicking on fose_loader in the Fallout 3 GOTY folder, or clicking on the steam shortcut brings up the game with no mods since MO is not involved. This doesn't provide much useful information about running the game with MO.
  5. Enhanced Distant Terrain 2 is now part of The Ruffled Feather. Information on the mods in the STEP guide is available in the STEP Mod Anthology section of the forums; the thread for The Ruffled Feather is here.
  6. The unofficial Skyrim patches are designed to be installed, and plugins ordered, in a specific sequence. This installation (priority) order in the left pane of MO is based on the installation order needed for these patches to work properly. The proper plugin load order is taken care of in LOOT.
  7. Meanwhile I'll add this change to the guide and I'll remove Fo3 item desc DLC. I haven't looked at FO3 Item Descriptions to compare with your mod in detail yet since it has a plugin. You can look with MO to find some icon replacer texturers not in your mod, but there are some others that need the plugin to work. It's possible that with your mod installed none of the FO3 Item Descriptions icons and plugin are actually needed.
  8. I didn't look to see how necessary these other icons are. The one from Fo3 item desc DLC is: textures\dlco3\interface\icons\weapons_incinerator.dds The ones from Pipboy item description mod are: textures\interface\icons\stats\*.dds These two mods are only textures, there is no plugin.
  9. The mod page says that the "Skyforge Hotfix" needs to be installed if using the Skyforge items. STEP does not use these, so that hotfix is not needed.
  10. That's the formid for the NPC. It doesn't look like you can select the armor of an NPC in console. I traced back in FO3Edit and that NPC should be using the vanilla t45d power armor. Did you check in the left panel of MO in the conflicts tab for the mod and verified that the bornagain textures replace the vanilla ones? I expect you probably already did this, but I don't have a lot of other ideas on how the wrong armor shows up. I checked in my game and the BoS knights have the bornagain armor.
  11. I left them on since there were a few that weren't in your new, far more extensive, collection. Your mod overwrites the older ones, of course. FO3 Item Desc DLC has 1 such weapon icon, FO3 Item Descriptions has 40 such icons, and Pipboy Item Description Mod has 21 all in icons\stats. Your mod provides 560 icons! You win !!!
  12. I'll add this to the guide. thanks for the information Brainfever.
  13. Where are you seeing this?
  14. You might want to read the initial portion, and the troubleshooting section, of the Fallout 3 guide here on the STEP site. It has detailed instructions for using Fallout 3 with MO. The "Clear an Present Danger" guide can be accessed using the pointer in my signature, and there are forum threads in the Packs portion of the forums.
  15. The Holidays mod is the followon to Wet and Cold Holidays . There weren't many compatibility problems, and there have been patches for a long time for the few that exist. The new mod reduces compatibility issues even further.
  16. I have a Viewsonic 27" monitor which uses the same IPS panel technology as the Asus 27" you are looking at. I do like the larger display a lot for game immersion and a bigger desktop. It did raise my GPU usage; I'm looking forward to the next generation graphics cards to be able to use all of the Skyrim graphic enhancements I'd like to use.
  17. I can't see anything that would do this. Looking in FO3Edit at the Brotherhood Power Armor (formid 00075201) no mod is changing the model for this. In MO I see this mod does replace the mesh for this armor. The Bornagain t45d is the only mod that replaces the vanilla textures\armor\powerarmorbody.dds and textures\armor\powerarmorhelmet.dds. In the game you can try getting close to an NPC wearing this armor, open the console, click on the armor and note the 8 character id. This id can then be compared with that of the power armor in FO3Edit; it should be the same as the formid above. If the formid is different another possibility is that this NPC is using the Brotherhood t51b power armor (formid 000A6F77).
  18. When I looked at this previously, it looked like there are several STEP:Core mods that replace textures that show up in the vanilla lod textures in DynDOLOD. The list I came up with includes: Starac for SROSP for The Ruffled Feather (Terrain Bump)Yuril for Real Ice,namotep for Trees HD,Erik for HQ Snow, andCabal for aMidianBorn Farmhouse and aMidianBorn Solstheim Landscape.This assumes using (making 2x2 versions) of all the STEP:Core textures that replace vanilla textures used for lod in Data\textures\lod and Data\textures\dlc02\lod in DynDOLOD.
  19. STEP keeps up with mod version changes. The detailed instructions for mods are on the wiki page associated with each mod. If an update to a mod requires a change in installation instructions this is done on the wiki page. These details can also usually be found in the Mod Anthology forum thread for the mod.
  20. I've been testing the configuration of the mod. It doesn't work quite the same as the effect mods in STEP, so I've found it hard to compare with the STEP mods. (Animated Weapon Enchants and Enchantment Effect Replacer). In Enchanted Arsenal you choose one mod for each effect. You could, for example, choose the effect from Animated Weapon Enchants for a fire enchantment and choose the effect from Enchantment Effect Replacer for a frost effect. You could choose to have most all the effects be taken from Animated Weapon Enchants and a few from Enchantment Effect Replacer; perhaps this would be a good "STEP" setting. I created such a preset but I don't find it easy to test the effects.
  21. It's correct, but it's likely be updated when 2.2.9.1 is released since STEP has put some optimized vanilla textures on Nexus. You can read the initial parts of the Skyrim DDSopt Quickstart guide which mentions that there are choices including the use of several options for pre-built optimized textures, or optimizing the textures yourself using DDSopt. If you choose to do this yourself (vs. using one of the already optimized versions) it's probably easiest to do after installing all the mods in the STEP guide.
  22. Are the normal maps compressed or uncompressed, and if they are uncompressed are you trying to force them to be compressed? Are both dimensions the same? Are any of the normal maps you are working actually 2x2 textures created from 1 base texture or perhaps 4 base textures; I'm not sure how well DDSopt can handle the normal maps for these if there are significant inconsistencies at the texture boundaries? As Aiyen mentioned, what do the logs say? What constraint options for normal maps and for normal maps with specularity are you using (e.g., R8G8B8 and A8R8B8G8)?
  23. Immersive Armors has one plugin that is needed to run the mod (Hothtrooper44_ArmorCompilation.esp) and one that isn't needed since it is just a dummy for a BSA (Hothtrooper44_Armor_Ecksstra.esp).
  24. The revised instructions provide pointers to three options for already optimized textures; most users will find at least one of these will meet their needs. For those who want to manually optimize the vanilla textures (with or without any batch files) the instructions were changed. All of the vanilla textures from the DLC that make sense to optimize (for example, there have reports of problems when optimizing facetint textures, so they wouldn't be included) are duplicated in the HRDLC. Optimizing the HRDLC, as long as the duplicated DLC textures are included, eliminates the need to optimize any vanilla textures from the three DLC. The install order you show seems correct.
  25. These seem like excellent additions, especially with a little work in repackaged/renaming of a few textures they will work with both RH_Ironsights and WMK in FO3. Millenia's texture mods for FO3 don't support either of these, although there is a mod which makes a few of them compatible with RH_Ironsights and a mod that makes the Combat Shotgun compatible with WMK by using a model from FNV. The recent Nexus posts on the US Assault Rifle Retexture have some useful and concise discussion about how to retexture. I found the posts by Madcat221 to be particularly useful, as well as the referenced post on textures from the Bethesda forum.
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