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Everything posted by Kelmych
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That's great. The T3T patches are quite old and haven't been updated in a long time. I added this to the guide, and I'm reviewing the other mods you and others have suggested recently. The initial version of the patch for the Adaptive Combat Rifle I made, similar to what T3T did for the ACR but updated, is available here. I also added the recent update of MO and the removal of the legacy script mod to the guide.
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I looked into this and there is a disconnect between "aHUD" and "UIO". "aHUD" was modified after the last release of "UIO" and they aren't quite in sync. I changed the "aHUD" installation instructions in the guide so it will work properly with "UIO". "aHUD" changed the hud_menu_xml file to load a new aHUD prefab file rather than the standard "darn" prefab file; "UIO" doesn't know about the "aHUD" changes to the main hud_menu_xml file. Personally I feel "aHUD" should have just put the revised prefab file into the "darn" prefab folder and had it overwrite the existing file from Darnified UI (that's what the new guide instructions do).
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No, STEP wants to use tags to denote the game name so mods for Fallout 3 should have a "Fallout 3" tag added. If the number of Fallout mods gets large enough they might want to use two forums, but there aren't nearly as many Fallout mods being discussed as Skyrim ones. When the next Fallout comes out there would be a good reason to separate the forums.
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Both mods sound quite interesting. I've been trying to figure out how to move them to the Mods topic on STEP since that's what the STEP site now prefers for entering mod suggestions. Anyway, I've started to look at these two.
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FO3Edit says I am missing 'Advanced Recon Tech.esm'
Kelmych replied to Michiba's question in Guide Support & Bug Reports
I took the merge instructions from the Fallout NV guide, but with the recent change in the mod the Advanced Thermal Nightvision mod needs to be loaded first so the Advanced Recon Tech - Detect Traps.esp patch sees it's master file. I'll change the install order so this works. With Fallout 3 merging plugins isn't critical since with all the mods in the guide installed you are still well below the 255 plugin limit. I added this for those who want to add a large set of mods not in the guide. -
All 4 of these mods add new armor; they do not replace any vanilla armor. If the plugin is not used then the armor/clothing will not show up anywhere in the game. These armor/clothes are only available in the containers added in the associated plugin. Ideally these armors/clothing would be added to one or more Leveled lists so they would be available at vendors and as loot and worn by game NPCs, but there is no current plugin that does this. Perhaps I or someone else will have time to create a plugin that includes leveled lists which adds some of the armor, clothing, and weapons in the guide that aren't in any of the existing leveled lists. These plugins could also eliminate the need for the plugins included in the individual mods. I haven't started creating any such new plugins yet for FO3; I'm still working on getting the appropriate Wrye Bash tags into LOOT and looking into plugins to fix some compatibility issues.
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I didn't use the FOMM - fork mod for any of the installations. I installed the legacy script support mod so the external NCC installer used this mod vs. the original NCC installer. When doing this I didn't see any mods where files were overwritten during the installation. MO used the external installer for several of the UI mods. It did seem to behave a little oddly when installing Better High Detail Map and Icons.
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The hud_main_menu.xml used in the game needs to be the one from "DarnUI Support for FWE" or else the FWE additions to the DarN UI menu won't work. That's why I put that mod as the last one to be installed before UIO. I'll have to play with Ahud to see what is happening. I though aHUD used the prefab templates and that the hud_main_menu.xml was there only for situations where aHUD was the only UI mod loaded. I haven't tried to use aHUD since installing UIO; I'll have to try it and see if I also have the same problem. It possible that "DarnUI Support for FWE" should install before aHUD and iHUD, but if this is done the "hud_main_menu.xml" files from these mods need to be hidden.
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UIO didn't move that file into Overwrite when I used it. The only file that UIO put in my Overwrite folder was "hud_main_menu.xml.uio". I've been leaving the UIO generated folders in Overwrite.
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Thanks for catching this; I missed it when I was testing the result of using UIO. The guide has been revised to include these instructions.
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I'm using the most recent release of version 0.7 . When I run LOOT on the Fallout 3 plugins the result is not strictly alphabetic sorting. Many of the plugins are sorted alphabetically, but plugins with obvious dependencies (e.g., ones dependent on FWE) are sorted after the related master plugins. I haven't looked with FO3Edit yet to validate the sorting.
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I did test installations of the UI mods using UIO and found that, once I understood how to use it, the mods all seem to be working properly. I didn't run into the problems that were discussed on the FNV guide threads - hopefully this will continue. I added UIO to the guide, and made the detailed instruction changes to the guide to support using UIO. I still have the version of the guide for Unified HUD if needed, but Gopher is recommending UIO. As mentioned in the guide, if you have already installed the UI mods with Unified HUD it isn't necessary to redo the installation with UIO, at least until you want to make significant changes to the mods in the UI section.
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New SSD after Skyrim installation
Kelmych replied to tschilpi's question in General Skyrim LE Support
Steam Mover shouldn't be needed any longer since you can now use Steam games on multiple disks. When I got an SSD I first had Steam create a new game library folder on the SSD using the Content Libraries button in "Steam:Settings:Downloads" in the Steam client. Note that the new game library folder should be in a a folder such as "Games" and not in a "Program Files (x86)" folder. I then moved the Skyrim folder to the "\SteamApps\common\" folder in the Steam folder on the SSD, and then had Steam install the game in the new game library folder. Since the game folder was already there Steam didn't need to completely re-download the game. There are detailed instructions on several forums on how to do this. Unfortunately the Steam support web pages don't cover this situation directly; they only cover moving an entire Steam folder of games or installing a new game in a new game library folder (versus moving an individual existing game). -
I'm using the new beta version (0.7) of LOOT; at very least I suggest installing 0.6.1 (the most recent stable version) and using this versus the version embedded in MO.
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Thanks; I'll look at GDSFan's thread. The Nexus description page says it is FOSE 1.2b2 based (the current version), and one of the posts says they successfully used UIO with MO. It does generate some files that go in the MO Overwrite folder and they need to be left there, so I'll have to change a few instructions in the guide that involve the overwrite folder. Since UIO came out for FO3, Gopher has made some small changes to his FO3 mods presumably so they install more easily and can take advantage of UIO.
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Which version of Wrye Flash and LOOT are you using?For me all of the tags in the masterlist have been showing up in Wrye Flash.
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LOOT doesn't have all the updates I sent in yet, so I'll add the ones that are not in the masterlist to the guide. Many of the ones mentioned in hishutup's Bash tag list are in the current LOOT masterlist (e.g., ArefuExpandedByAzar.esm). Wrye Flash has significant limitations on which record types it handles, and even then it doesn't always make the desired choices. Some additional patches are needed to get the proper record values.
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Sim City 2000 Special Edition is currently free at Origin games. It doesn't say how long this game will be available free. In the US the store URL is here.
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Did you compare the results after the BSA extraction step (before running 1_HRDLC_Clean-START_2.7.bat) with the "Working Folder Screenshot" at the end of the extraction subsection? If you run 1_HRDLC_Clean-START_2.7.bat more than once then the second time you run it you will get errors; this batch file removes duplicate files. These errors can be ignored if they are caused by running the batch file more than once on the extracted HRDLC files. Post a few of the differences you are seeing between the file tree screenshot "Working Folder Screenshot after Pre-optimization." and your results after running the 2_Pre-optimization_2.78.bat file (before running DDSopt).
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Any bash tags in LOOT are automatically used by Wrye Flash; you don't need to manually add them. You only need to add ones that aren't in LOOT. The guide has a list of ones that aren't in LOOT; most of these are ones that the LOOT team feels aren't generally applicable, but for this particular guide they are needed. I do use the relations tag sometime, but usually I find the Factions tag is more important (e.g., for the Arefu mod). I'll add the relations tag to the list in the guide, however, since it might be useful on a few situations. I've been concentrating the last month or so on playing through the game so I could determine what to put in the recommended in game settings, and on any potential quest-related compatibility problems. I've noticed that the compatibility patches and bashed patch take care of a lot of the issues, but there is still a lot of patching that needs to be added. I've been awaiting the new 3.0.33 version of xEdit that will include additional support for using sets of small patches, each one providing compatibility among a few mods. The beta version has this, but it's still in development. I haven't seen a lot of new useful Fallout 3 mods lately; there are a few I need to add to the Mods thread but not many. I haven't seen any user comments on the quest mods in the list of potential quest additions in the guide. The recent MO NCC file will likely reduce or eliminate the FOMM issues. So patches are the next area that needs attention. I'll look at the patch you posted.
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tutorial needs to be reworded
Kelmych replied to Harbinger942's topic in Fallout 3 - Clear & Present Danger
CFW isn't really needed; the guide include a very large set of weapons and compatibility mods for them. FOOK2 isn't bad, but it hasn't had the popularity and support that FWE has and FOOK2 tries to do a lot, perhaps too much.

