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Everything posted by Kelmych
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FNV and Fallout 3 Equivalent Mods
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
As you already know, the Clear and Present Danger guide for Fallout 3 has a large set of these, and new equivalents were recently added. It includes exact equivalents (mods by the same author for FO3 and FNV) as well as mods that provide the same functionality. -
GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
By the way, the FO3 versions of Animated Fans and Ragdoll Overhaul are still on the Nexus. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
Kelmych replied to EssArrBee's topic in Skyrim LE Mods
In case there are any questions about the changes that were made, the details of what the STEP Skyrim vanilla batch files and associated processing instructions changed and did to the vanilla textures is shown in Q3 here . -
Thanks for the suggestions. A few questions: How does the Eye improvement mod compare to the improvements in Lings and Mikoto's mods?Do the *. DX mods overwrite any of the Bornagain mod textures? If so, how do the DX and Bornagain mods compare? There are multiple options in several of the DX mods; what is your recommendation on these?How does Imperfection compare with MMM?There are many Chinese stealth armor retextures. Is this the one you prefer? I already use More Map Markers and will definitely add it. Others I'm looking at include the following; any comments/opinions would be helpful. I've used a few of them but most are ones that seem like they might be useful. GNR Enhanced includes some bug fixes that aren't in the Unofficial Fallout 3 patch in addition to more songs; I found it useful on my last playthrough: Big Town Overhaul Generator Noises Cinematic Sunglare or LadyDeadlock_AtmosphericSunGlare Core Robots The Crimson Caravan GNR Enhanced Point Lookout Reborn I haven't looked yet at the Ojo Bueno Fallout NV texture replacers to see which items (like your suggestion of safes) might be used from these mods. Over the past few days I changed some styles to make the guide look better. A style sheet was added, the notation icons for texture resolution were changed, the heading text color is now from one of the Fallout 3 green colors, the line colors are from the brownish Pipboy color (I scanned a picture in the Fallout 3 manual), and DoubleYou created a background template and used Fallout 3 as the example (thanks). As I look through my older Fallout 3 mods it's certainly disappointing that so many have disappeared from the Nexus and were not brought up on another mod site.
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[Solved] DDSOPT optimization of HRDLC3: Dark Arms?
Kelmych replied to DefyVelocity's topic in Skyrim Revisited (retired)
Is this all females or only some specific ones? Do you know where/who this is? Is the NPC a vampire? There aren't any entries in the DDSopt.ini file that affect body textures, by the way. -
CTD on startup with Mod Organizer and Vanilla Fallout 3
Kelmych replied to halex1316's question in Mod Organizer Support
I am able to run FO3 with MO without any problems. The FO3 guide (see the "Clear and Present Danger" guide in my signature) goes through the steps I've used for this. You don't need all the utilities shown there, of course. You do need to make sure that the installation order and load order are setup; did you use BOSS to make sure the plugins load in the proper order (fallout3.esm needs to be first, of course)? I assume you started FO3 initially with the launcher and did whatever editing was needed. If you use the LAA flag on the executable you need to disable Games for Windows Live. Are you testing with mods or just the vanilla Fallout 3 files? -
Help Improve Pack Creation!
Kelmych replied to TechAngel85's topic in Step Skyrim LE Packs (retired)
Is there a way for the toc syntax to allow limiting the length of lines included in the TOC, or is it already there? I have some long mod names, which leads to some very wide TOCs. I'd like to be able to truncate the line after n characters or inches/cm when used in a TOC. -
Thanks. I didn't realize we had this. The guide now looks a lot better, at least to me.
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2_FNV_Pre-optimization_2.76 batch not having the desired effect
Kelmych replied to Marjuna's question in DDSopt Support
It's fixed now. -
The one you mention seems fine for now. I put a blue-gray color like the Pipboy uniform in for the lines, but it is too close to the color used for highlighted text so I'll need to find another color. I can't think of another dominant color in Fallout 3 except for lots of dark gray. Maybe the yellow in the Pipboy uniform/hair would work, but I was trying to avoid any yellow since it's the main FNV color. The new Fallout 3 background that DoubleYou did is cool.
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I still want to find the hex values for the greyish-green that you see on the box cover, and an appropriate blue to represent the water since it is so important in Fallout 3. Id be interested in knowing what others think of the usefulness of the texture resolution notation I added (the icons need redoing, but hopefully someone better at this than I am will do it). It's one of the data elements I suggested adding to mod pages a while ago.
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2_FNV_Pre-optimization_2.76 batch not having the desired effect
Kelmych replied to Marjuna's question in DDSopt Support
Based on your comments I assume that you compared the "Working Folder Vanilla Extracted Screenshot" with your folders in the Working directory before running the batch file and they were the same, right? Administrative privilege isn't actually required. The test was added in the hopes that some unforseen problems might be reduced by using it, but I haven't heard of that happening so far. Just to make sure, your "Steam" program is installed in a directory that isn't UAC controlled (e.g., C:Games or D:Games), and it isn't installed somewhere inside a UAC directory (e.g., C:Program Files (x32)), is it? If so you need to follow the instructions to move Steam elsewhere. If you need to move Steam, there is a pointer to the instructions in the "Clear and Present Danger" guide I wrote (see my signature below). The batch files don't use DDSopt, so it isn't related to the problem. All the cases I've seen where the batch file didn't work and the files were in the right place were caused by permission problems of some sort. The batch files have evolved largely by adding more tests and workarounds for permission problems and some differences in Windows installations; the portions of the batch files that actually sort files haven't changed much. If the comments didn't help with the problem, you might want to create a temporary version of the batch file that provides more information. If you are comfortable with using Notepad++, open the batch file and remove "/njs " in the 4 lines that start with "%Windir%system32robocopy". Removing this will cause robocopy to put a summary of what it processed into the log file. -
I read the post between you and s4n, and I changed the FO3 guide. How does it seem to you?
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[Solved] DDSOPT optimization of HRDLC3: Dark Arms?
Kelmych replied to DefyVelocity's topic in Skyrim Revisited (retired)
Were you able to determine anything about the texture being used? HRDLC3 includes the high resolution body models such as the head. I can't see any noticeable differences between the vanilla versions of the head in HRDLC3 and the optimized ones, and for the normal races these aren't dark. That head does look like it could be a vampire head; the vampire head is quite dark (perhaps one reason that Neovalen used standard heads for vampires in SR:LE, with only the eyes being different) -
[Solved] DDSOPT optimization of HRDLC3: Dark Arms?
Kelmych replied to DefyVelocity's topic in Skyrim Revisited (retired)
The installation order at this point in the installation (before adding the Unofficial Patches and Distant Decal Fix) doesn't seem correct. Following the STEP guide it should be: Cleaned Update ESM STD Textures optimized (whatever name you use for the optimized version of Skyrim - textures) Cleaned Dawnguard ESM Dawnguard textures optimized Cleaned Hearthfire ESM Hearthfire textures optimized Cleaned Dragonborn ESM Dragonborn textures optimized. High-Resolution Pack 1 High-Resolution Pack 2 High-Resolution Pack 3 HRDLC 1 optimized HRDLC 2 optimized HRDLC 3 optimized -
For those who edit the guides on the wiki: if you add detail to cover some of the questions that are likely to be asked often the complaint is that the guide is too long,if you keep the instructions very concise, the questions answered in the detailed instructions are asked many times.
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[Solved] DDSOPT optimization of HRDLC3: Dark Arms?
Kelmych replied to DefyVelocity's topic in Skyrim Revisited (retired)
Are you using the vanilla body or a mod that changes the bodies for NPCs? -
I added notations in the guide on mods with textures to indicate how graphically intensive they are. Having done so it seems to me that most of the texture replacement mods are not very graphically taxing. That's great for less capable systems, but I feel we should also have mods (sometimes providing the same textures) that have higher resolution textures. The guide can indicate when there are effectively two versions of some sets of textures at different resolutions (as with the NMC textures). A number of the mods you suggest would help provide some of these higher resolution textures. By the way, the Citadel textures seem to have 100% overlap with the textures included in NMC textures, and similarly for most of the UHQ textures. Are the 2K Citadel textures better than the comparable NMC ones, and how do the HQ/UHQ textures compare in quality with the NMC textures that conflict with these?
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Help Improve Pack Creation!
Kelmych replied to TechAngel85's topic in Step Skyrim LE Packs (retired)
Like others, I've been hoping for a while to have some templates that can handle what a pack needs. Like s4n, it seem to me that having the basic information on a mod page is useful so a pack author can potentially use some information that others entered, plus there would be consistency. Even for Fallout mods we could use the same mod templates, but by having the game(s) as one of the fields we could have the tables and lists of mods be separate for different games when that makes sense (we can keep the current Skyrim mod pages in effect as they are now) and have other lists for different games. What I don't know how to best handle is installation instructions and other information about a mod that can be very pack-centric but several packs might want the same instructions. From the discussion above it sounds like templates could potentially be made for this, which would be great. -
GUIDE Fear and Loathing in New Vegas - Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
Did you read what was added to the notes menu in the Pipboy? Admittedly there is a learning curve since there isn't a good tutorial. -
My concern with AWOP isn't mod compatibility as much as gameplay. The original version of AWOP in Fallout NV adds weapons and armor that seem quite overpowered for gameplay compatibility with the rest of the game, and the loot you find is too generous with items like the skill books that add permanent skill points. If all you are using Fallout NV for is to play AWOP it doesn't matter, but if you want to play the quests in the game you just put the AWOP equipment way and don't use it anywhere else in Fallout NV. I played AWOP using some mods that greatly reduced the weapon and armor stats (M weapons were removed, for example) and the weapons that were available were good but more compatible with those in the rest of the game) and most of the loot was removed (including all of the skill books with permanent effects). I enjoyed AWOP in FNV. There isn't much puzzle solving except for strategies to defeat extremely powerful enemies/creatures, but this could be quite challenging. What is the Fallout 3 version of AWOP like? It's hard to tell from the description page. Would it be a quest that is put with the optional mods or does it fit well with the rest of Fallout 3?
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That could be. I've been using this script for Skyrim since it was initially released with TES5Edit installed at the root level of my Games directory. I've never had any problems with TES5Edit or this script. I had looked at the code with Notepad++ and I hadn't seen anything in the code that seemed like it needed to be in a particular directory. My entire TES5Edit directory is around 20 MB so the location of TES5Edit isn't a huge deal one way or the other.
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I agree Wyre Flash should be in the game directory since it has a "Data" folder that needs to go in the games "Data" directory, and xxSE and ENB and some other extenders need to be in the game folder. I realize that the STEP guide says to put xEdit and MO in the game directory. I don't agree with this guidance for the reasons I mention in the Fallout 3 guide as well as some others. I feel that the "best practice" should be to have the entire game directory as clean as possible. Keeping a relatively clean installation on an SDD (which I use) is a major reason. SDDs have limited space and there is no value, for example, in having the large MO download directory on an SDD. Once you decide to move the downloads directory elsewhere it makes sense to look at where all the MO files really belong. There is also no advantage that I've ever seen to have xEdit in a game directory. I've been using the various xEdit versions for years and have never put it in the game directory. I often keep multiple copies of the full game directory with different configurations (e.g., older ones that used Wrye Bash/Flash to install and more recent ones that use MO for installation) on HDD for testing purposes, especially for the older games like Fallout 3 and Fallout NV. Keeping MO and xEdit out of the game directory (at least MO) is needed to make it possible to easily switch between them. I agree it's simpler for new users to put everything in the game directory, but all that is needed with MO to have it located elsewhere is to set the locations of three folders in Advanced portion of the Settings menu.

