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pokara

Citizen
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Everything posted by pokara

  1. comparison: https://imgur.com/yBQ1gBA https://imgur.com/JEtBESf
  2. Hello, first of all sorry, english is not my native language. The problem with type3 and FCO is the neckseam that it generates in female npcs. It is very noticeable. The first character you talk to after leaving the doctor's house and going to the saloon is solid evidence. There is a quick solution so that this does not happen, tested with the guide, and it is not skimpy. Once you finish the installation of the guide completely, you install in this order: TYPE4 - Body and Armors at Fallout New Vegas - mods and community TYPE4 - Body and Armors AND TYPE4 - HEADs - FCO3 Main (it is in optionals, and in the zip there are several versions, choose the FCO3 one) Roberts - Type 4 Patch at Fallout New Vegas - mods and community More Modest Type 4 Body and Armor at Fallout New Vegas - mods and community I leave these 3 plugins at the end of the modlist, and there are 0 neckseam problems in female npcs. and all of them still have the FCO3 heads from the guide I'm just mentioning this in case anyone has this problem and wants to find a quick solution. edit: yeah, u need to overwrite all the type3 stuff installed
  3. still, I think it would be a good idea to have that link available in the guide as is.
  4. hi there, the final patch for FNV Step Mod. cannot be used because it gives an error that it needs a master file (Sun Guard Logic Fixes.esp) The problem is that this mod 'Sun Guard Headgear Logic Fixes' is hidden in Nexus Mods and cannot be downloaded. Imgur: The magic of the Internet Imgur: The magic of the Internet Imgur: The magic of the Internet
  5. Hi, I'm following step modifications for Fallout New Vegas. But in this guide there is 1 thing I don't understand: in 01-Tools (FNV BSA Decompressor) it mentions at the end to make some changes in the fallout.ini file. and one of the changes it mentions is 'Fallout - Meshes2.bsa' [Archive] SArchiveList=Fallout - Invalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Meshes2.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa this file doesn't exist, as far as I know, neither in the original game, nor after making the bsa decompressor.. is it a typo, or is this change really necessary?? thanks, and sorry, English is not my native language
  6. amm oks oks so it's just that 'Occlusion.esp' file that I have to take to another mod folder in MO2, okis okis ty ;D I'm sure I didn't express myself well, my doubt was if apart from this file, there was 'occlusion' content in the textures or meshes folder... but if it's just the .esp file, 0 problems. thanks a lot for answering and sorry for asking something stupid
  7. hi there, sorry, english is not my native language and this question is a bit confusing to me, even though it is obvious. "Multiple DynDOLOD outputs at varying quality settings can be created and stored in different mods. If this is done, generate occlusion only on the first run and copy this into a separate mod (e.g., 'DynDOLOD Occlusion') to reduce the generation time of subsequent outputs. Likewise, consider generating only for the Tamriel worldspace before settling on the chosen output and generating for all worldspaces." So I can assume that the only thing I have to remove is the 'occlusion' plugin, right? I don't know if that also generates content (meshes or textures) I don't quite understand how to perform this process of generating only 'occlusion' separately, or if the plugin .esp file is enough
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