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Kelmych

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Everything posted by Kelmych

  1. Make sure the fallout.ini change with the DarNified fonts added is present. The initial user interface section in the FO3 guide is almost exactly identical to the one in the FNV guide. There is a lot of discussion about problems in getting the UI mods installed in the "Fear and Loathing in New Vegas' feedback forum that you might find useful. The Unified HUD folder in Mod Organizermods should have a menu folder with "prefabs". There are 2 entries, "DynamicCrosshair.xml" and "includes_HUDMainMenu.xml". The latter is basically a list of the UI mods with menus (you can easily read it with Notepad++). The iHUD mod in menusprefabs has 4 folders plus AdvReconHUD.xml . The darn folder has duiF3Extras.xml and fooknvmeter.xml. In the "DarnUI Support for FWE" folder, 'main' has "hud_main_menu.xml", (ignore options folder) and prefabs has another darn folder with 3 xml files. The files I listed are the ones that have the most effect on the text displayed in the Pipboy and other screens.
  2. I was looking today at the compatibility patch for 20th century weapons, FWE, WMK, and CALIBR. It has many null records. The ones I saw could actually be deleted. You could probably do that with the mod you are working with - just delete the null records. You can fix missing masters in Wrye Bash or FO3Edit. In WB in the tiny masters window you edit the name of the master and then save. FO3Edit can do more but can also be harder. Masters are in the header record for each plugin. For those who are interested, I posted the first set of information, including some FO3Edit cleaning data and some Bash tag data, for LOOT on the LOOT forum. As we gather more data on any issues with mod order we will also post it there. For those gathering mod cleaning and bash tag data, the information on this post shows what we need; the next time it could be done with more info per line. If you have similar data you can post it yourself or provide it to me to aggregate.
  3. It doesn't seem to be as simple as Archive Invalidation.
  4. Roberts for Fallout 3 has only meshes and textures.
  5. I also wonder whether black bars are related to Fallout Redesigned and Roberts; I haven't had time to check. I know some MMM NPCs have similar problems due to some errors in MMM and maybe some differences in the body meshes that MMM assumes vs. Roberts. It would be better to look at other instances of this record type and enter a legal value in delaypl before merging.
  6. SRB: We seem to have issues with black rectangles on male NPCs. The FO3 Roberts doesn't have a BSA. Any ideas on what might cause these rectangles?
  7. Did you have time to look at other mods with multiple plugins to see if they are more amenable to merging without having to change the FormIDs? I haven't as I'm still looking at mod compatibility (including bash tags) and cleaning mods to provide this in the guide and to the LOOT team.
  8. I installed the new Wrye Flash Standalone for Fallout 3 and it seems to be working fine. Have you tried it for Fallout NV? Some users of this excellent guide might find these two small Fallout NV mods useful; I have: Darnified UI - DT and DR adds DT and DR to the Pipboy menu for armor. No plugin, but it requires FOMM-fork for installation and it does change some xml menus from Weapon Mod Menu so it can add DT and DR to what is displayed. It always bothered me that Fallout NV determines reputation values for every town except Primm. As mentioned here, the script and icon for Primm reputation are present in the game, but the script is disabled. Primm Reputation Restored enables the script and ties Primm-related events to determining the reputation. I consider this a fix, but it isn't included in any of the major fix compendiums.
  9. I can move it to the bottom. It's on top for the Fear and Loathing in New Vegas guide, but there has been a lot of activity on the CPD guide lately. Would it be better if there was only a short changelog on the guide itself with almost everything on the separate changelog page? I've started to test using the guide with LOOT vs. BOSS for sorting mod plugin order. By the way, I've been using the cleaned DLC ESMs for the past month or so while developing the guide. I haven't had any obvious problems in the areas in a number of places in the Capital area, but I haven't traveled to DLC specific areas yet.
  10. Thanks for the updates AcesofDeath7. There are included in the guide now.
  11. You'll find the batch files for the DDSopt guide at the top of the page here. The strategy is a little different in these files. For vanilla textures they are primarily aimed at users who want to reduce the color map texture sizes to 1kx1k or larger, and normal maps to 512x512 or higher. One batch file removes all the duplicates and some errors in the vanilla High Res DLC. With vanilla textures the batch file sorts files into categories (Ordinary Textures which are the diffuse/color maps, the associated Normal maps, Exterior textures and normal maps, and finally Body-related textures) so they can be each use different parameters in DDSopt. Body related textures have some special handling so they don't get corrupted. Larger exterior normal maps (there are very few of these in vanilla) can be reduced in size but not the small ones. The terrain textures that your batch files cover are handled in two groups. One group with roughly half the textures, for which DDSopt would always collapse all the textures in the set to 1x1, are not optimized. The other group, for which DDSopt does a reasonable job of optimization, are in the set that DDSopt can optimize. The optimization itself is done by the user since there is no automatic way to run DDSopt. With mods ( a different batch file) they sort the textures into five types (Ordinary Textures which are the diffuse/color maps, Normal maps, Exterior color map/diffuse textures, the Exterior Normal maps, and finally Body-related textures). The user can then use different DDSopt parameters, including degree of texture size reduction, to optimize each of these 5 groups.
  12. Thanks for the note. I'll remove this mod from the guide. None of the fixes are especially important (unless they affect you , of course) except for the Updated Unofficial Fallout 3 patch, by the way.
  13. As I understand it it's better to do the ITM errors first for a set of mods. They are almost always true errors vs. workarounds. Then come back and do the UDR errors, realizing that some mods may have a problem with removing UDR errors. Typically Vurt's wasteland flora mods needs its UDRs so don't remove them, for example. I'll look around and see if there is any good written guidance. I'll look at the FO3 guide and make sure it is consistent with this. For the vanilla mods we know both ITM and UDR need removal. ITM first is likely better.
  14. Do they need the CRC of the plugin?
  15. Do they still include mod cleaning data; there is vey little in the Boss reports? I started to look at the FO3 mods wit FO3Edit, and most of the mods I checked had ITMs or UDRs. I wish I knew which were important to remove and which weren't.
  16. Let me know when you want to switch
  17. I had problems with an earlier version of MO and FO3. I didn't have many BSAs but it didn't work until I extracted at least one
  18. Is there a standard format for reporting to Loot? I doubt it is exactly the same as for Boss sine load order itself isn't used. I can start accumulating information soon. I spent part of yesterday gathering data for bash tags. I'll put this I'm the guide tonight.
  19. I forgot one. If you have too many unextracted BSAs (based in total character count of the BSA names) there is a problem in MO. This is mentioned in the FO3 guide, but perhaps not strongly enough. I might put in the specific instructions in MO to enable BSA extraction while installing MO so the choice comes up whenever a mod is installed that includes a BSA (vs. wAiting until a problem occurs).
  20. The DDSopt guide has instructions that make use of batch files, but it also includes a set of alternate instructions that use only the DDSopt GUI, plus a small copy using Windows Explorer. These don't provide the removal of duplicate or erroneous textures from the HRDLC (this requires a separate batch file) but it is otherwise equivalent. You might prefer a variant of these instructions, or you might want to use the batch files.
  21. I've seen 4 situations when MO fails to launch Fallout 3 through FOSE. They probably don't apply to you but: 1. FO3 launcher needs to be run outside MO once to set .ini files and registry entries 2. Steam needs to installed outside of any UAC directories 3. If LAAis used GFWL need to be disabled 4. The multi-core ini tweak may be needed; it was needed for my system
  22. Did you see this problem when the textures were optimized with the instructions in the DDSopt guide? All but a few of the textures in that folder are uncompressed, and they are intentionally not optimized. There are a few compressed textures in the folder; the mipmaps are replaced for these but nothing else is changed.
  23. From the list I posted earlier, I found that "Generator Noises" has been incorporated into the "Updated Unofficial Fallout 3 patch". The author of "Point Lookout Reborn" didn't try to make this mod compatible with any mods that changed or used buildings in Point Lookout, and there are posts of the mod's nexus forum that say it is quite incompatible with "In the Shadow of the Swamp", so "Point Lookout Reborn" won't be added to the guide.
  24. I'm not sure how compatible Quo Vagis is with mods in the guide for you to be able to include it while using other mods in this list. Mod guides on STEP don't include mods with themes or content that are NSFW, so I don't see how we could add that mod to this guide.
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