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Everything posted by Kelmych
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Several of the comments I found using Google mentioned AA settings as the solution they found. I've been looking at putting either a link to the Skyrim guide section on setting up graphic cards or to add a revised version in this guide. I use the guidance in the STEP guide for Fallout 3, but I haven't tested it to see what happens with changes. I personally haven't had any problems with MO and Fallout 3 using the most recent version of MO. I do make a lot of use of the profile capability in MO to have different install and load sets. The hardest part, of course, is setting up the UI mods since some of the scripts require "FOMM - fork" so they can delete menu entries from other mods. I have the UI section early in the guide since I suggest doing it first, then proceeding with the rest of the guide. LOOT also seems to work well with MO, and many of the LOOT developers/testers are using MO so this integration is reasonably well tested as LOOT evolves. Personally I much prefer the bashed patch over the FO3Edit merged patch in Fallout 3 (if I could only choose one) where Wrye Flash handles many record types. The bash tags allow a lot of configurability, and when I look at the plugins with FO3Edit I can see that this bashed tags are quite useful in allowing some fairly useful fine grain control of the merged data. In the past I have often used the merged patch as a starting point for manual patches to supplement the bashed patch (which doesn't handle all record types in Fallout 3), and I will likely do so for Fallout 3.
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Looking for possible solutions with Google, most of the solutions used changes in some display parameters and ini settings. Several responses said it was the settings on the graphic card. Another comment was that a Stealth boy or stealth suit could do this. You might try changing some of the pipboy screen colors in the Settings menu, and perhaps other Display settings to see if they matter. I haven't seen this happen so I don't have any solutions that I already tested.
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Killmove mods like the one you referenced have never been part of the STEP guide, but have been included in the Skyrim Revisited guide. I suggest you look at the Skyrim Revisited: Legendary Edition guide for current recommendations on these. There is an MCM (Mod Configuration Menu) mod for Fallout New Vegas. For Skyrim the nearest equivalent is SkyUI, which is included in the STEP guide.
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There is a pipboy bug (I've had it happen) where the pipboy screen gets "washed out" with bright light. Turning the pipbpoy light on and off (tab key for a second or two) a few times sometimes fixes this. What you describe is a little different but I suppose could be related. Make sure the Display settings seem reasonable. Make you have selected "Large" for texture size. I'm assuming that the startup screen after launch is OK and that the pipboy on the lower left that DarNUI adds is there. I think I'll post a screenshot of the all the files in the main UI set for others to compare theirs with.
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Oops. I'll be more careful about making sure I get a fresh copy each time I make changes. I do all the editing in Notepad++. I went through the entries in history and restored all the fixes I unintentionally erased.
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"Error Corrections - CTD" is part of the "Updated Unofficial Fallout 3 Patch". so we don't need to add it separately. MTC Wasteland Travellers V2 seems interesting; the biggest concern is thieves. There are a lot of posts about how annoying they are with this mod since when they steal from you, you can't attack the thieves without having the locals consider you the bad guy and attack you. Freso from the LOOT team has started to add the mod data I sent to him to add to the LOOT Fallout 3 masterlist. You will start seeing a lot of new mod cleaning and Bash Tag data, and some mod order suggestions, for the mods in the guide when you are sorting with LOOT
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I've been trying to find a few mods to get the categories in the guide a little more balanced, especially with mods that are reasonable lore friendly, and some mods that provide better high resolution textures for those with more capable computers. Part of my interest in location mods is that the vanilla game doesn't have many NPCs in some towns/cities and other areas; it seems a bit too sparse especially with NPCs that aren't trying to attack you. Fallout Street Lights 2 nexus page says the wasteland version is no longer needed. Is GNR Building Redux compatible with GNR Enhanced, by the way? Right now I've been concentrating on Bash Tags since I mostly finished checking to mods for dirty plugins.
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Some mods I'm looking at that provide interesting overhauls to a areas in the Capital wasteland. Location mods often don't have a lot of conflicts with other mods since they at least properly handle the vanilla quests (assuming they work correctly): The Crimson Caravan and the associated Fixes for Crimson Caravan expansion of Arefu and the nearby area; includes added small quests Temple of The Union Overhaul I always thought Temple of the Union was much too small given its role Canterbury Commons Overhaul an integration of several mods expanding this area a little This evolving mod is potentially interesting: Fallout 3 cut content Let me know what you think of these. Once we look more seriously at the optional mod MMM there will have to be more mods added since it's fairly difficult to make it compatible (and balanced) with the NPC, weapon, armor, and body mods.
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The data I sent to the LOOT team includes mod cleaning results (for mods that have ITMs or UDRs), Bash tag recommendations, and in a few cases when I had determined it, recommendations on load order (e.g., mod x before mod y). If it would be useful I could put the collected set of this data on a page with a link in the guide to the page. I'll put an indicator in the guide on which mods need cleaning; the details would be in the LOOT reports and (if considered useful) on the page I mentioned. Please let me know if the cleaning seems tgo cause any problems (including items that should be in the area but aren't), particularly the removal of UDRs. A few older mods that provide overhauls/changes to locations have a very large number of UDRs and I 'm not sure whether for these mods the UDRs should remain or not. A few mods (fortunately not very many) have some additional cleaning problems such as the the one that Hamgelu mentioned in this post. Like this post describes, some plugins have a few bad entries that need to be removed. I'll put a note in the guide for these mods. So far there are at most 20 records in a mod that need this kind of repair.
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SKYRIMLE Optimized Vanilla Textures (by tony971)
Kelmych replied to EssArrBee's topic in Skyrim LE Mods
As mentioned in some of the previous posts, it would be very hard to test which approach is best since these terrain textures are not likely to have a significant effect on VRAM or GPU loading. I can't think of any way to isolate the portion of the VRAM or GPU load they cause. I expect that the collection of these smaller textures currently in the graphic card memory reduce VRAM usage a small amount, but of course this is just my supposition. When I was expanding the procedures for optimizing vanilla textures in the DDSopt guide, I made changes because the procedures in the guide at that time would collapse all or nearly all the terrain textures. I wasn't sure this was necessarily bad, it just seemed unnecessary especially when I found that using different (and more general) Constraints menu parameters that it would only collapse a small percentage of these terrain textures. When we asked Ethatron about this issue, his answers were quite short unlike those for other topics we brought up. -
I haven't tried doing the UI installation with the latest MO; I know there have been some changes in the FOMM plugin it uses since the MO version I used. If there is some way you can do so, try doing an clean installation with no other UI mods installed and note what happened after after each step starting with the dui f3 installation. The UI installation needs to be done with no mistakes, or you have to start from the beginning (Groundhog Day!). The main menu that you want Unified HUD to use comes from the FEW Darnified patch version, and if any mistakes are made or anything important is out of order this won't happen.
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SKYRIMLE Optimized Vanilla Textures (by tony971)
Kelmych replied to EssArrBee's topic in Skyrim LE Mods
For texturesterraintamriel files from Skyrim - textures, as an example, after optimization there are 5602 texture files that are 43 kb (the original size) and 518 texture files that are collapsed (1kb). Since DDSopt collapsed less than 10% of the files my expectation is that DDSopt analyzed the files and only collapsed those files that it felt should be collapsed. The impression I get from the discussion is that you feel that textures should never be collapsed. If we are going to have that discussion we need to get some people involved who have a much better understanding than mine of exactly how the graphics cards process collapsed textures. Ethatron seemed fairly certain that collapsing some textures is appropriate and that it decreases (vs. increases) what the graphic card needs to do. -
The MO FOMM installer, unlike FOMM-fork, shouldn't be able to see the dui f3a11 folder. It shouldn't delete anything in the dui f3a11 folder when other programs are installed later. Were any other folders or files removed, or was it just the fonts folder? At times I have thought that it would almost be easier sometimes to provide a list for the UI mods of what should remain at intermediate points in the installation so any missing or extraneous files/folders could be taken care of.
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LOOT only shows mod cleaning data if it has been provided to them. I sent a large set of entries to the LOOT team with Mod cleaning and Wrye Flash bash tags, so in a while you will see these show up with LOOT.
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See the post I made in the Support and Troubleshooting section, and the guide which now has the instructions for this mod. By the way, I previously mentioned some problem with male bodies during my testing. I went back and did a more careful job of making sure the mods were installed properly, the plugin order was good, and I made a new Wrye Bash patch. I am currently not seeing any of the body textures problems I previously saw.
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SKYRIMLE Optimized Vanilla Textures (by tony971)
Kelmych replied to EssArrBee's topic in Skyrim LE Mods
No. According to Ethatron (DDSopt author) graphic cards are supposed to be able to directly handle collapsed textures, and loading larger files than needed just raises VRAM use. The issue is which collapsed textures cause problems, and that is what I tried to address in the optimization by preventing a portion of them from being collapsed. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
Kelmych replied to EssArrBee's topic in Skyrim LE Mods
Since it might be relevant to this mod, the batch files used in the DDSopt guide for vanilla sorting aren't frozen; they haven't been changed in a while because I hadn't seen comments on problems that indicated a need for changing. There hasn't been explicit testing of the approach I took for the roughly 10K small terrain textures, but I haven't heard any comments on problems so I suppose it's working alright. Phazer brought up an issue recently about the exterior normal maps recently, and it might sense to make a small change to add the 1kx1k exterior normal maps in the set that DDSopt sees and thus can have their resolution changed. Currently only the 2Kx2K exterior normal maps are sent to DDSopt. There are only a few (~5 or so) of the 1kx1k ones, but Phazer pointed out that some users will want to reduce their size. -
GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
This will fit very well into the new Staged Conflict Resolution being introduced in the next update of xEdit. I plan to try creating such patches and looking at how to best use them for Fallout 3 and possibly Skyrim once I get the Fallout 3 guide a little more complete. -
Bashed Patch does more harm than good?
Kelmych replied to beej175560's question in Wrye Bash Support
EssArrBee and I have recently been providing data to the LOOT developers so Bash Tags are added to the mod data for Fallout NV and Fallout 3 when this data isn't already available in LOOT. Ideally we will not need to add any of this to mod pages or guides since LOOT will provide it. STEP could also do this for Skyrim mods vs. having to add the bash tags to our mod pages and/or guides. -
Bashed Patch does more harm than good?
Kelmych replied to beej175560's question in Wrye Bash Support
Amen, but don't forget the C.Light tag. By itself it would eliminate the majority of the records in the SR:LE and REGS patches it it were available in Skyrim. -
Although it is for Fallout, this mod has a nice keyboard map for the default keys in Bethesda games. It is a pdf file, and unfortunately requires a professional pdf editor application (which I don't have) to add new key data and other information. Still, it has some of the basic layout information that could be useful when creating an SR:LE keyboard.
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Birdman asked: "FO3 Edit keeps hanging on this error, but I don't know why it's looking for it because I haven't, nor can I find a mod by that name. Does anyone know where or what mod this .esp goes to?" This is part of the mod "20th Century Weapons". This mod is included in the Clear and Present Danger guide, but the instructions I included add the main plugin but exclude all the "ALIVE' plugins at least for now; it's hard enough to get everything working without adding the complexities that these plugins yield. I'm not aware of any mods that expect these ALIVE plugins to be present.
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This is part of the mod "20th Century Weapons". This mod is included in the Clear and Present Danger guide, but the instructions I meant to include said add the main plugin but you might want to move the "ALIVE' plugins to optional ESPs at least for now; it's hard enough to get everything working and balanced without adding the complexities that these plugins might yield since the author expected that they were loaded last so they could overwrite everything else. There are 2 compatibility mods in the guide that attempt to provide some balance in the weapon statistics. The ALIVE plugins change the weapons that are in the leveled lists that affect what NPCs receive and ones that are found in loot, and there aren't any "balance" plugins that affect these lists; the "balance" only affect the weapon properties. The ALIVE plugins change the leveled lists so the bulk of the weapons in the lists are the 20th century ones vs. a more varied mix. I'm not currently aware of any mods that expect these ALIVE plugins to be present. I've started to look at them, but some of them might introduce game balance issues. If you have a mod that wants to use them they are actually included when you installed the mod with MO. If you use them let me know how it works out. The "20th Century Wpns -Plus- Reborn for FWE 603-WMK for FWE-Calibrv14-eXcalibrv23" also puts the weapons into leveled lists, and may be adequate without the ALIVE plugins to get the 20th century weapons distributed in the wasteland.

