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Everything posted by perrob
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Hi, So, LOOT is reporting a deleted navmesh error in the NewVegasBountiesII.esp file. A quick check in FNVEdit confirms this. Navmesh deletions are well known to cause instant CTDs when a player reaches the area in question. It might be a good idea to remove this from the guide for now? I was so looking forward to trying the missions out too :(
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hi folks. Note on SVD Dragunov rifle - if using the CALIBR update, either delete the original ZL-SVD.esp or if using MO move it to optional ESPs section. Should only have the ZL-SVD-CALIBR.esp file active.
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I cleaned all my DLC at once too... is doing so known to cause problems? I got exactly the same ITMs on each DLC module as listed.Will re-download from steam & do individually if required though!
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hi bitdman, for me, it is the ENB that caused the blacked out pipboy. I already worked around the broken main menu/cursor issue by removing the bashed patch. I'll use the info in that post so I can get my bashed patch back! So. I've not compeltely narrowed it down, but I re-enabled the ENB dll after changing the following settings in enblocal.ini: [ANTIALIASING] EnableEdgeAA=false EnableAccumulativeAA=false [FIX] FixGameBugs=true FixTransparencyBugs=trueNot sure whether its the AA or AccumulativeAA or either of the [FIX] options. I'm kind of all done in as far as testing goes & just want to play for a bit. I'll try each thing later and report back. Regardless, it *definitely* works now - so I've got ENBoost features back & a working pipboy. Yippee!
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thanks for looking Kelmych. I'd done the same myself, but was worried I might have missed or overlooked something that someone with more experience might know to keep an eye out for! AFAIK the settings in both FO3 and FNV are broadly similar in my setup, and it is specific to FO3. I was wondering about disabling the ENB(oost-ish) just in case it was an unusual bug. I'll try that and a few other things later. Have already switched colours (the blue is nice, and my new favourite in both games) and I tried moving some stuff around in the dUI settings page. As a last-ditch attempt, I'm trying to get in touch with Gopher - hoping his experience in creating the a/i/u HUD mods could offer some insight. Will post again with any more info I find out/dig up. Cheers!
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I'm pretty sure it's not the brightness bug, the pipboy is its usual self other than the display being blacked out. Brightness setting is slightly below centre. Textures set to Large. The main menu is fine. Pipboy appears at bottom left just before main menu loads. DarnUI works fine. I'll have a look at those screenshots and try comparing but I didn't install most of the UI section though as I was trying to keep things as simple as possible. dUI, FWE, and FWE patch for dUI. I've tried adding uHUD to that, with no impact at all. like i said, for that tiny split second - just a few ms at most - the pipboy display is there & looks clear. It just gets blacked out almost instantly on opening. it does this every time I 'open' the pipboy.
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F3 / FNV, Mod Organizer, and ini tweak files
perrob replied to perrob's question in Mod Organizer Support
GSDFan, thank you so much for your help!- 9 replies
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- FALLOUTNV
- configuration file
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(and 1 more)
Tagged with:
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following on from last post: Stripped back install to fixes, UI mods (inc supplemental), textures, and the Fallout HD sound thing. Same problem. No main menu. Removed bashed patch. Main menu appears!! Game seems to be working almost fine, buuuut... Now my pipboy's display is blank. When I press B to open it, it does -for a split second- appear, then it's like its covered over by a black rectangle the exact size of the display. Can only see it if I open & close pipboy quickly. The bottom row of the pipboy flashes on then seems to be covered over or blanked out. I have no idea how to fix this. Any help would be hugely appreciated. Also, no idea why the bashed patch would cause the main menu not to work. I followed the instructions on the guide exactly. TBH, just getting the game to work with FWE and some nice textures + a few fixes would be fine for right now. If I could just get the pipboy to display anything. Oh... the chargen display was blank too, though I could use my controller to go through the options as if they were there & select/build a character from memory. All the surrounding chargen & pipboy textures are there and working correctly. Just the little fuzzy screens are blank.
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F3 / FNV, Mod Organizer, and ini tweak files
perrob replied to perrob's question in Mod Organizer Support
That's great news! Can you say exactly how you did it, please?- 9 replies
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- FALLOUTNV
- configuration file
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(and 1 more)
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Cleared my F3 dir after making a backup. Used FOMM (old) to install all the 'unified' UI section until aHUD which required the newer version of FOMM to compile the script. Used the new FOMM to install aHUD, iHUD, and uHUD. Had *nothing* else installed. Manually added the [Fonts] section to fallout.ini. Game loads, menu works, all good! Made a rar file containing only the files installed by all those mods, reverted to previous installation from backup, added new mod archive into my MO as a complete 'mod'. Guess what? Still no frickin' main menu !!! I dunno. I get the feeling something is over-riding some required changes. It's not a file overwrite as I'd see that in MO. I'm going to try to narrow things down later today. Maybe try putting the FWE compatible DarnUI esp at the end of the load order. Or try without a bashed patch.
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While modding Skyrim with MO there were several mods that made use of custom mini INI files that seemed to over-write small parts of skyrim.ini or skyrimprefs.ini Is this an intrinsic part of Skyrim or of MO? If it's part of Mod Organizer, can it be applied to the Fallout games? for example, it'd be great to add a 'darnifiedui.ini' to dUI that contained just the [Fonts] section, meaning I didn't need to add it to fallout.ini manually. Thanks for any light shed on this!
- 9 replies
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- FALLOUTNV
- configuration file
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*every* file inside any subfolder in the darnified UI folder was gone. The .esp & readme etc in the bottom level were still there. I've gotten a hold of the non-fork version of FOMM and if you think it's worth it I can try installing the whole of the UI section using it instead of FOMM - Fork. I've about half a mind to backup this entire installation, create a fresh one and do FOMM installs of the entire UI section using FOMM exclusively so I can create a big archive that can be installed in MO without all the intermediate steps & overwrites. Anyway, the bit I don't understand... this last attempt, all I've installed from the "The Need for Unified HUD Project" section is Darnified UI (i included the hotfix, although I know the fwe patch renders it obsolete - it lets me use the same mod listing whether FWE works or not), then FWE - part 1, 2, hotfix, and FWE DarnUI patch for FWE. Why would this cause the no main menu bug? I'm not overwriting with any of the subsequent mods AFAICT. edit: Tried adding Unified HUD Project to this using FOMM - Fork. Still get no main menu. If I un-check FWE on the left pane and make a new bashed patch then the game & menu both load just fine. This is nutso!
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Hi folks. So, been almost pulling my hair out trying to get this to work as outlined, just cant do it. As soon as I add FWE (part 1,2, and hotfix) and the DarnUI FWE patch, I get the 'can't skip intro / no main menu' bug. Even with no other mods active other than texture mods & darnified UI. Installing aHUD, iHUD, uHUD, after seems to make no difference to that.
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had no luck at all with it - for some reason I can't launch FOSE or even plain Fallout3.exe from MO. Have just scrapped my installation & redownloaded FO3 from steam. Going to try it as a NMM install in the hope it works that way. MO is my mod manager of choice, but I half remember I had problems with FO3 before with MO. At least it works fine with FNV & Skyrim!! I think Wrye Flash had included the blackened merged patches, but I'm not 100% sure. I'll let you know for sure this time though.
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Fallout3.exe fose_loader.exe - won't launch from MO
perrob posted a question in Mod Organizer Support
Hi, I can't seem to get Fallout 3 to launch from Mod Organizer. I was sure it worked a couple weeks ago, but for whatever reason I can't get it to launch either the main Fallout.exe or fose_loader.exe. It just exits MO like you'd expect, then nothing. No new process sitting in the background either. It *does* launch the Fallout Launcher, but then telling it 'play' does the same as before... launcher exit, back to desktop, no message or box or anything. I can launch all 3 exe's from the desktop, but of course I get a CTD after the first logo (missing master crash I think?). I've used the LAA enabling program on fallout.exe but it made no difference to this. Any help would be appreciated!- 15 replies
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some possible bash tags for BOSS/BUM: FO3_WRP.esp - add to bottom of Weapons. Add to tags/message: TAG: {{BASH: Graphics}}PlasmaRifleAwesomefied.esp - add to bottom of Weapons. Add to tags/message: TAG: {{BASH: Sound, Stats}}RagdollOverhaulFO3.esp - add to bottom of Weapons. Add to tags/message: TAG: {{BASH: Actors.Skeleton}}
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Kelmych, I was just offering notes, not criticising. some further notes: Hall of Equipment. Has an all-in-one pack now. no need for optional downloads. Hall of Weapons: same deal. all in one pack available now. Precision Collision is in Texture Overhauls as well as Packrat Mentality. Better HiRes skill books / Skill Books hi-res retexture. Suggest putting the note to say one or the other on the first listed, rather than 2nd. Batteries Plus - further info needed. Extract zip/rar to temp folder, pick one FOMOD each of 9v, energy cell, and MF cell to your taste. Copy fomod to MO mod download folder, then install one at a time in MO as usual. Can install first, then merge the next two into the same folder. Can mix & match fomods, as long as only 1 of each type of battery(cell). Better Posture. Completely over-written by Fallout Re-Animated a couple mods down. Either place after FO-RA to retain its effect, or do not install. Looks like you already fixed the link mixups I found last night. Re: BOSS/BUM. Since I had no good idea of where to place stuff (other than by mod-type, which wouldn't account for anything requiring over-writes), I decided to go with LOOT. Sorted everything. And I mean 'sorted', not 'fixed' - haven't tried game yet!! Wrye Flash. Didn't create a bashed patch, 0.esp automatically for me. I got the first empty one by manually doing this: In Explorer, Go to MO install folderoverwrite folder. Open new explorer window, and go to <FO3 install dir>Mopytemplates and copy Bashed Patch, 0.esp to MOinstalloverwrite window. Close both explorer windows, go back into MO proper, and enable the based patch on the right pane. When at end of guide & have create bashed patch, right click overwrite on left pane, create Mod, call it "Clear and Present bashed patch", and enable. Cheers! proper link for nuka cola: https://www.nexusmods.com/fallout3/mods/19276/?
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Just spent this evening installing most of the mods on this list. Quite a few wrong links, mods listed that aren't available, lack of BOSS/BUM sorting notes (I had 21 unrecognised mods, and I didn't install everything on the list). Would suggest you put a note at the start of the guide saying it requires user to make their own compatiblity patches. That's a bummer finding it out at the end of hours of work just downloading, installing, and tweaking.
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I'm a huge fan of EssArrBee's F&L guide for FNV, so when I spotted this on the forum I was over the moon - I love Fallout 3. It's different enough that I can alternate between the two games without generating 'fallout fatigue' at double speed! Yeah ok, that's a bit geeky. Don't care! :) Thanks for putting this together. I'll work through it as soon as I can pull myself from F&L FNV. Great info on ENBoost btw. The 'official' ENBoost frustrated me with it's older buggier binary & occasional invisible walls/people/everything. Hoping instructions here with latest binary should sort things out. Cheers! edit: just like to add, afaik it's considered best practice to install Wrye B/Sm/Fl-ash and MO to the game's directory rather than elsewhere. These apps at least do some auto configuration based on install location, and MO in particular is best installed in the games dir - With multiple versions of MO it helps me know which is which, and means I have no chance of upgrading, editing, or whatever, the wrong version at any given time. Since I have an install each for Skyrim, FO3, and FNV, this is important to me. I guess for others who do not have multiple compatible games installed it is less so, but even so the STEP wiki page for Mod Organizer recommends to use the game's installation directory. 2nd edit: fixed link. I did it reddit-style before and didn't even realise. lol.
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pack Dreadflopps Modular patches
perrob replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hi guys. I tried searching for an answer to this first but couldn't find anything. WHERE exactly in my MO left pane do I place these mods? I have STEP Extended, then I added REGS - everything placed at the bottom of the list on the left as per instructions on that page. I didn't add everything from REGS as I'm not a fan of a lot of 13oranges mods or some of the other quest mods. So.. New Gameplay Overhaul / MMO goes... below REGS? Interspersed throughout? Thanks for any help ! -
pack A Real Explorer's Guide to Skyrim
perrob replied to CJ2311's topic in Step Skyrim LE Packs (retired)
just wanted to say thanks. I've been using ETaC for some time now and think it's possibly my favourite addition to Skyrim. Anyway... someone linked to the REGS wiki page on reddit recently, I followed the link and found practically a hallowed treasure trove of great mods. Thanks for the work putting this together, but especially so for the patches. Fixing so much - especially those navmesh deletions across multiple mods - can't have been fun! Can't wait to see what else is added :) -
Hi Aiyen. ELE is a new one for me, so before I start messing around with it can you tell me which version(s?) I should download? There're 3 links on enbdev that all seem like they could be what I'm looking for! Thanks for any help you can give... oh, and the new screenshot combo is great - makes the argument for ELE extremely well!