oqhansoloqo
VIP-Supporter-
Posts
1,387 -
Joined
-
Last visited
-
Days Won
21
Everything posted by oqhansoloqo
-
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
That's a good question - I wondered the same thing. The PN part was an optional file download that was merged into the main file part, so it does beg that question - why download the PN part if you aren't going to use it anyway? The only file in the PN archive for "Improved Sound FX" is the .esp file. -
Wrye Bash through MO to create bashed patch
oqhansoloqo replied to oqhansoloqo's question in Mod Organizer Support
lol - I learned to like it. Just for Bashed Patches though. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I think EssArrBee is waiting on someone to make a "Caliber" mod patch... I think I remember him saying. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
There are all kinds of settings in the MCM. Look around in there. -
I could never justify to myself losing a whopping 17 FPS (below 60) just to get somewhat better lighting. That's why I will never do an ENB or understand people who are willing to allow for that. Some people say the game runs perfect at 30 FPS... Baloney. It runs perfect at 60. :)
-
Raising the "fshadowbiasscale" to "1" was the only fix that didn't kill my FPS that I could find that significantly reduced the shadow striping for me to acceptable levels (reduced it severely, but did not eliminate the issue). I don't care so much that people's shadows do not connect to their feet as much as seeing freaking zebra stripes all over every freaking rock face and freaking wooden pillar. :)
-
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
For me ENBoost works GREAT on Skyrim, but horrid on Fallout New Vegas. It has been a few versions since I tried ENBoost on FNV, but when I did I tried all kinds of configurations and always the same result - lower FPS than without it. There were two particular settings that if either was enabled I had horrendous macrostuttering and FPS issues. I decided that it wasn't worth using and haven't gone back to trying it out again. I posted a bit about it a while ago on here. If the issue seems like some kind of cache that eventually gets full and starts slowing things down (rather than slow from the get go), you might want to give this mod a try. SRB suggested it to me, but I haven't actually played the game much since then to even get around to installing it: https://www.nexusmods.com/newvegas/mods/52428/? -
Adding Perkus Maximus to STEP Core install, Patcher won't work
oqhansoloqo replied to zhokar's question in General Skyrim LE Support
Yeah, I would run the patcher last after everything - you want to include the bashed patch in it. Other than that, I don't know... I'm considering using PerMa also, but haven't actually tried to run it yet. EDIT: I'm tired of doing TES5Edits... even though I could probably get it working right in less than a day I'm just tired of reconfiguring mods and plugin edits and then testing things in-game. And there are a number of patches needed (and available). It's easy to do it for things that affect the beginning game, but hard to do for things that affect higher-level play. Even though this mod looks great and the patcher, for me at least, "seems" to do a great done of taking what's already installed and modifying it for PerMa (as I have noticed by using TES5Edit to review the changes), I'm just not totally sure that everything (all the other mods) installed and integrated is actually going to work as intended within the game, or be horribly unbalanced and some things broken even if they don't cause CTDs. I'm just not knowledgeable enough to know exactly everything going on. Maybe I'll come back to this after a few months.- 1 reply
-
- perkus maximus
- patcher
-
(and 1 more)
Tagged with:
-
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I think there is already a mod in the guide that distributes the DLC weapons/armors into the leveled lists... I remember something like that - afterall, with everything in the guide installed you don't start off with any of the DLC equipment when you start a new game. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Do not run LOOT in MO by using the pre-installed MO version. Use the version that you install separately and run it as an extra executable through MO. Also, make sure you select "Fallout New Vegas" as your game in LOOT's settings and not some other game. Otherwise nothing will actually sort. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Unless I'm wrong about these: CaravanPack, ClassicPack, MercenaryPack, and then TribalPack are out of order (and they should be in the order I just gave). I don't have ELECTRO-CITY - Highways and Byways in my list, but reviewing the guide it doesn't say whether or not to install that add-on... I think I just didn't because I wanted it to be more realistic without the extra lights out in the desert (and because the guide didn't specifically say to install that part). I also noticed that Project Nevada - Rebalance is out of order, and then I didn't continue. I think you might not be running LOOT properly, so your plugins are out of order. I imagine that could create all sorts of issues. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I've never had issues quite like that I don't think. You mentioned all of the plugins you had installed - have you been moving plugins to the "Optional" directories in mod installations as per F&L instructions? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Exactly what I was just about to say. -
YES! The advice on adding "Conditions" worked. :) Hopefully the STEP instructions will be amended to include those instructions on appropriately bash tagging the plugins that need extra tags. I feel that the UP team forgot to forward that Married/Blades fix, so I posted the issue on USKP's Nexus page. I don't know about your take on the EBQO blocks on the fixes from USKP though... You might want to check those again, because other stuff was added in to the UPs beyond just having a conflicting quest description from EBQO. I think that EBQO is very much outdated and a bunch of fixes were done by the UP team since EBQO's last version was put out. I crosschecked every single one of those fixes to the UP team's changelogs while I was patching and they were pretty much all dated after EBQO's last version was put up on the Nexus. I'm going to leave the "MagicDisallowEnchanting" Keyword in my own patch, because it looks like it is a fix by "Cutting Room Floor" for a special weapon that should not be allowed to be enchanted. OK, I'm deleting my forward of the "avnavmeshbatch9" thing...
-
As far as my issue with the "Magic Effect - 610232D1 - zBleedingMagicEffectNPCBleed" thing: In the first image, if you look in the "STEP Extended Patch" column, you can see that the 4 CTDAs do not match up with the CTDAs in the "dD-DG-DB-Immersive..." column. That is because the 4 visible CTDAs in the "STEP Extended Patch" column are extra CTDAs that were added by the "STEP Extended Patch" plugin. If I were to scroll down to the next CTDA off the screen in the "STEP Extended Patch" column, it would be the same as the first visible CTDA at the top of the "dD-DG-DB-Immersive..." column and would continue the same way as that column until it got to the end of the material covered by the EBT Legendary edition patch... Of course, I'm using the Skyrim Immersive Creatures version, so it continues even further down to cover more CTDAs. I want the "STEP Extended Patch" changes in my own plugin though, so I copied all of them over to the "Custom Patch Plugi..." column. In the second image, you can see that I am at the last CTDA of the "dD-DG-DB-Immersive..." column. The "STEP Extended Patch" column ended long ago. I copied as many CTDAs over from the "dD-DG-DB-Immersive..." column that I was able to underneath all the ones available from the "STEP Extended Patch". The problem though, is that I cannot get the program to allow me to add in more CTDAs to any column past the number of CTDAs present in the "dD-DG-DB-Immersive..." plugin. I want the "Custom Patch Plugi..." plugin to contain all the CTDAs from the other two previously mentioned plugins. It should be easy for the program to allow such a thing... but I can't seem to figure out how to get the program to do this. When I try to drag one of the remaining 4 CTDAs over to the bottom of the column it does nothing. What can I do?
-
OK, so I spent a LONG time going through nearly every record in TES5Edit for my modded Skyrim setup in order to resolve conflicts and learn what's going on behind the scenes. I thought it was going to take a few hours. It took a few days instead. I may have even missed some issues... but here's what I found (thanks to EssArrBee for teaching me a little about how to use xEdit to make edits through his Fear & Lothing in New Vegas guide): These are issues with the current STEP Extended installation (and some/all most likely affect STEP Core installation also). The issues listed are either with the STEP Patch or with the way the Bashed Patch works with regard to the recommended bash tags/etc. Activator 07018486 - DLC2GoldPile01, 07018488 - DLC2GoldPile02: Name change from "SkyrimCoinReplacerRedux" not forwarded by Bashed Patch. Dialog Topic 0007A50B - Married/Blades Faction fix from USKP blocked by UDBP. Location 00076F3A - WinterholdCollegeLocation: ACPR record from "Cutting Room Floor" not forwarded. Leveled Item 00016578 - LItemWeaponSword (and most of the other records under Leveled Item covered by the STEP Extended Patch): LVLO records relating to Dwarven/Elvish/Orcish from "Weapons & Armor_TrueOrcish&DaedricWeapons" forwarded by STEP Patch but not by Bashed Patch. 07026BSE - DLC2NordicHeavyBoss: DLC2SublistArmorNordicSetBlack_AMB not forwarded by Bashed Patch. Magic Effect 000AA156 - EnchAbsorbMagickaFFContact: STEP Extended Patch does nothing to forward the "Absorb Magicka" name change fix from USKP after it gets blocked by "Animated Weapon Enchants". Misc. Item 000CF89E - DeerPelt: Name change from "USKP" forwarded by STEP Patch but not by Bashed Patch. 0003AD90 - DeerHide: (I may be wrong about this because I have another plugin installed that may be messing with the bashed patch, but someone else can check on this with a pure STEP Extended installation because I don't feel like re-running my bashed patch to check myself) Keyword from Complete Crafting Overhaul_Remade [may] not be forwarded by Bashed Patch. Quest 0001BAEC, 0001CF25, 0001F256, 0001F257, 0001FD72, 00026C4D, 0002C258, 00030B36, 000376EE, 00039792, 00039B3B, 0003B681, 000434A3, 000443F4, 0004E4E1, 00053318, 00064958, 00069043, 00076335, 000799E0, 000799E2, 00093807, 00094158, 000BC096: STEP Extended Patch does nothing to forward the fixes from all of these fixes from USKP after they get blocked by "EvenBetterQuestObjectives". 03002850, 03002853, 03004C3D, 030098CB: STEP Extended Patch does nothing to forward the fixes from all of these fixes from UDGP after they get blocked by "EvenBetterQuestObjectives". 0500BE09, 05010BEE: STEP Extended Patch does nothing to forward the fixes from all of these fixes from UHFP after they get blocked by "EvenBetterQuestObjectives". Weapon 000AE087 - dunLostValleyRedoubtAxe: STEP Extended Patch does not forward the "MagicDisallowEnchanting" Keyword applied to the weapon from "Cutting Room Floor" after it gets blocked by "Weapons & Armor Fixes_Remade". Worldspace 0000003C Block-1,0 Sub-Block-2,2 000092DD: STEP Extended Patch does not forward the "avnavmeshbatch9" Region from "Dawnguard" after "Lanterns of Skyrim - All in One - Main" blocks it (is it important or even wanted? I'm not sure).
-
I checked the STEP Patches wiki page to look at the changelog to see what was done, but for "Magic Effect - 610232D1 - zBleedingMagicEffectNPCBleed" all it states is that the EBT's edits were forwarded into the patch. Those 4 other edits that I mentioned above were added in as well though, and I don't know why or from where because the wiki does not mention them (and the dD-Dragonborn-Dawnguard-EBT Patch.esp that the wiki refers to as the included plugin does not include those edits)... Most important for me to know though, is how to combine them along with EBT-SIC patch edits into my own patch.
-
OK, STEP Extended Patch.esp adds 4 "Conditions" to "Magic Effect - 610232D1 - zBleedingMagicEffectNPCBleed". Identifying characteristics of them: "ActorTypeDragon", "ActorTypeDwarven", "ActorTypeFamiliar", and "ActorTypeGhost". Those were added above "DA14DremoraSummon" and in addition to adding those the one other change is that "DA14DremoraSummon" changes from a "Race" to a "Referenceable Object" (if that even matters, I do not know) - it ends up pushing down the list. Apparently, that is the only difference to the Enhanced Blood Textures plugin for DLC2 (I don't know the exact filename for it because I am using a different alternative that includes Skyrim Immersive Creatures changes). I don't know what those changes do, but I imagine that they are important. So I am trying to create a custom plugin patch to combine your STEP Extended Patch changes to the EBT DG-DB-SIC plugin. I first base the patch data on yours, then I am trying to grab the remaining data from the SIC plugin (which is shifted down by 4 conditions) and drop click it into over into my patch. The problem is that when I get to the bottom of the list, there is no more room to add in the last 4 conditions from EBT DG-DB-SIC because the STEP Extended Patch plugin added those other 4. How do I create the space for 4 more conditions at the bottom of a "plugin list" (for lack of knowing the actual technical name for it)? Is it possible to do this with FNVEdit or is the Creation Kit required?
-
New issue - since STEP Extended Patch added 4 extra entries into the list, my "Custom Plugin Patch" (that I've mentioned previously) has to be extended in order to accommodate the extra entries. How do I go about adding extra rows in order to place the extra entries at the bottom? I can't find an option in TES5Edit to do this. Is it possible?
-
OK, so I figured out what happened. 4 extra "Races" were added to the beginning of that section and it simply shifted everything down. Not so difficult after all...
-
I am creating my own (I'm calling) "Custom Plugin Patch", for my own unique mod list. I am almost done going through and checking on revising conflicts in TES5Edit. I have noticed a number of STEP Patch Extended issues - issues that affect a purely STEP Extended installation. I will mention some of these later in another message, when I am finished going through all of my plugins. Currently though, I have an issue that is affecting a custom plugin, but one that's caused by the STEP Extended Patch. The issue I have run into is with "Magic Effect - 610232D1 - zBleedingMagicEffectNPCBleed". What is the "STEP Extended Patch.esp" doing here? Why does it totally reorder the "Races" in the list so differently from the "dD - Enhanced Blood Main.esp"? It's ordered so differently, I can't figure out if any "Races" were added or deleted, or if they were just re-ordered but with different "Functions" given to some. Can someone shed some light on this for me? That fact that the "Races" are in a completely different order from the master for no apparent reason makes it highly confusing to figure out what is going on here. I am trying to merge changes from "dD-DG-DB-Immersive Creatures EBT Patch.esp" along with "STEP Patch Extended.esp". I imagine that other people may try to do similar things with their mod installations and the fact that everything was re-ordered so much (for no apparent reason) makes it difficult to mod on top of STEP. Can someone help me out with this? Thank you.
-
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
... In addition to using LOOT (for general plugin ordering), Wrye Flash (for bashed patching), and FNVEdit (to clean dirty edits from mods; it can also be used to further fine-tune compatibility and plugin properties if you so desire.. and if you invest the time to learn how to use it for that). -
I am planning on using this mod to make animals more interesting and more challenging to deal with.
-
TES5Edit conflict reviewing and editing an entire STEP Extended mod list plus extra custom mods on top of that is a VERY very tedious process... OK, so I've been making my own custom plugin patch for myself that I will run on top of every other plugin, in order to resolve all remaining conflicts that other people's patches don't. While doing this, I noticed a number of errors in the STEP Extended Patch. When I am all done, I will point them out. Unfortunately, I'm not done yet... BOOoooring. Maybe tomorrow I'll be done (GOD, I hope so).
-
SKYRIMLE Real Shelter - Full Release (by Robinsage)
oqhansoloqo replied to EssArrBee's topic in Skyrim LE Mods
Good question - I'd ask the mod author about that on the mod's Nexus page.

