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Everything posted by Kelmych
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Kelmych replied to fireundubh's topic in xEdit
Nothing changed in the tags. The bash tags reported are : {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}}. In FO3Edit I can see changes from the Fallout.esm master in rows in ACBS and Items for NPCs, in leveled list item entries, and in MODL and MODS records under Armor and Armor Addon. I don't see any actor stat changes compared to the master (although intermediate mods do change these). I'm using a version of mator's mtefunctions.pas dated 1/8/2015. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Kelmych replied to fireundubh's topic in xEdit
Yes, I ran it on one plugin at a time. In the last test I ran that plugin was the first one I tested. I tried using your script with both FO3Edit 3.0.32 and the most recent 3.0.33 . -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Kelmych replied to fireundubh's topic in xEdit
With version 1.3.4 Bornagain Outcast v3.esp still gets a Scripts tag and I don't see any SCRI records in the mod. -
I ran MO 1.2.17 on the FWE part 1 mod that wouldn't install with MO 1.2.16. It now installs OK. The GUI screens are not as nice as they were with FOMM - fork, but they are good enough. The GUI screen with Better High Detail Maps and Icons is confusing (as it was with the Legacy Script support) since it doesn't separate the choices into two separate boxes (you pick one choice for each box) as FOMM - fork did, so you have to know that you need to choose two items and you need to know what the options are for each.
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I'm assuming that all the ALIVE plugins in the 20th centuary mod were either deleted or moved to Optional ESPs. Did you deactivate the bashed patch you made before removing or moving the 3 ALIVE plugins from 20th Century weapons Reborn for FWE? THe bashed patch is the only plugin I can think of that might have these as masters. By the way, are your plugins written to load after the bashed patch or before; I'm assuming after so they can fix some bashed patch problems. Also, the link above points to a STEP forum page, not the revised plugin.
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Kelmych replied to fireundubh's topic in xEdit
I've started to test the script with Fallout 3; it will greatly reduce the time it takes me to create bash tags. After looking at about 5 plugins, the only question I have so far is for Bornagain Outcast v3.esp . Along with some tags that seem correct, it says that the script tag should be used, but I don't see any script entry changes in the plugin. -
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Weapon Mods Patch ALPHA is working on a compatibility patch for Fallout 3 mods to provide better compatibility across FWE, EVE, WMK, RH_ironsights, and the DLC. There is an initial partial version of the patch available, and the author is asking for help in creating and testing the patch. It's hard to determine whether this is best done with a single patch (as is being done for this mod) or a set of patches, as SRB has been doing doing for Fallout NV. Elminster posted on STEP a while ago about the capabilities being added to the next version of xEdit to better support using sets of patches for compatibility.
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Kelmych replied to fireundubh's topic in xEdit
It would certainly be interesting to see how it works with Fallout 3 since there are a lot of similarities in the record structures across FO3 and FNV. -
I've been planning to make some additional batch files for optimizing the vanilla files and the mods, and add some additional instructions to the Fallout DDSopt guide. Sorting the textures into 5 sets is especially useful for systems with very limited VRAM; for systems with more VRAM fewer folders are sufficient. I personally like to do optimization of large sets of mods vs. doing them one at a time. Some of the STEP staff prefer doing all the optimization manually; I find that batch files can help reduce the time I need to spend involved in the optimization.
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Thanks, I'll follow the bug discussion there.
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FALLOUT3 Metro Carriage Interiors (by WastelandLoner)
Kelmych replied to Adonis_VII's topic in Skyrim LE Mods
The main problem I've had with Busworld is Havok problems; items start flying all over the inside of the bus when I enter. This doesn't happen all the time. I've also had the game crash a lot when I'm inside a bus. I don't remember the problem you describe, but it might have happened also. -
As suggested by Nozzer66, I changed the preference for the MO Fomod installer and now Better High Detail Maps and Icons indeed installs correctly. I can't duplicate the problem with Wasteland Clothing Hires; it works fine for me. However, even through I used several MO fomod installer plugin settings, FWE_Master_Release_6-0_-_Part_1 is always installed by the external installer and always fails with an error (using MO 1.2.16). With MO 2.1.14 and the Legacy Script support mod, it was installed correctly by the Legacy Script support mod (although it did take it a while before it displayed the FOMOD GUI).
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Like SRB, my MO folder is in D:\Games and Steam is in the same folder.
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FALLOUT3 Metro Carriage Interiors (by WastelandLoner)
Kelmych replied to Adonis_VII's topic in Skyrim LE Mods
Seems like a reasonable addition, especially since I've had problems with Busworld. -
Since there was a question about using DDSopt on the UHQ textures mod, I ran DDSopt on the it. I set the resolution limit at 2048x2048 and there were a small number of 4096x4096 textures that were reduced to 2Kx2K. Most of the textures are small terrain textures; for these DDSopt added the missing mip-levels since they didn't have them. As DDSopt always does, all the existing mipmaps were replaced (DDSopt provides better quality versions of the mipmaps). Adding the missing mip-levels allows the GPU to process the textures more quickly (vs. computing them on the fly). For Fallout 3 my setup is fairly straightforward. I don't have the MO folder in the Fallout 3 GOTY folder, but otherwise the MO setup uses default locations.
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I had the problem with Better High Detail Maps and Icons even with MO 1.2.14 (archive version) and the Legacy Script support mod. It was the only fomod that didn't work properly. I haven't tried the other two problems myself yet with MO 1.2.16.
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Thanks for all the comments and suggestions, and I hope you get better soon.
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That would be great. The levelled lists use certainly needs fixing; I've noticed that too many NPCs have MP5s and they occur too often in loot; I've also seen some comments on Nexus about this. It would also be good to get more balanced statistics for the all of Zealotlees weapons.
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Sadly the instructions worked fine with MO 1.2.14 and the Legacy Script support. The script handling capabilities added in MO 1.2.16 apparently don't provide as much script capability as the Legacy Script support did (this mod is unfortunately longer available). I'll see if there are other alternatives that allow using the fomod scripts. Meanwhile use the workaround that GrantSP provided .
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Maybe some of the other users might have ideas on this. I just got through reinstalling everything from scratch and I followed the guide while doing it, making small changes in the guide when there were problems. I didn't have any problems with the UI section except the small problem with aHUD mentioned above. Did you look at the troubleshooting section of the guide to see if it helps? There were some problems with Mod Organizer 1.2.15 and it is replaced by version 1.2.16. Have you tried the new version of MO?
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I agree that using the T3T compatibility patch for the ACR makes it too powerful. Take a look at the initial version of the updated compatibility patch I created for the ACR. It's available here. I reduced the ACR statistics for all variants except the sniper version to make it comparable to those of other 5.56mm FWE rifles, although the ACR might still be too powerful. Even with FWE it seems like the ammo caliber doesn't make as much difference as it should for all the weapons. Let me know if you have some alternate suggestions for the ACR statistics.

