oqhansoloqo
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Everything posted by oqhansoloqo
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GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Now that MO v1.2.17 is out and includes the ability to install mods that would normally be installed by other installers (or whatever it does...), should we be deleting that Nexus Client CLI file from the "NCC" folder that we installed previously in order to allow MO to handle such mods? EDIT: I already installed the new version of MO and I checked your guide and no longer see anything about the Nexus Client CLI, so I'm guessing we should delete it. EDIT2: Oh wait... I notice that it is in the new MO package. Is it just that MO now includes that same file now, whereas before you had to install it separately? OK, so I shouldn't delete it because the new MO overwrote the file I had there already... -
https://www.nexusmods.com/skyrim/mods/60222/ Description from the mod author - Overhauls the following animals and creatures in Skyrim: BearsChaurusDeerElkGiantsHorkersHuntersMudcrabsMammothsSabre CatsSlaughterfishSpidersSpriggansSpriggan MatronTrollsWispsWisp MotherWolvesNearly all animal characteristics have been tuned, tweaked, and improved! This mod does not change the appearance of animals (no mesh, texture, animation, or sound changes). This mod is 100% script free and edits no leveled lists for maximum compatibility. Animals are tougher, more intelligent, have improved and added abilities, and have realistic movement. This mod is my vision of what Skyrim animals should have been like. Overall, they are more deadly and dangerous. Generally, most animals are peaceful creatures unless you get too close or provoke them. The exception to this is the frost/ice/snow variants of animals and creatures (bears, wolves, sabre cats, spiders, and trolls). Be warned, they are aggressive and more powerful than their vanilla counterparts! They will mess you up, you have been warned. This mod only affects the animals and creatures listed above. You may need other mods to balance these out with the other Skyrim inhabitants (i.e. make the other enemies more difficult). I did not attempt to balance this out with the base game since nearly everyone mods Skyrim. There are plenty of mods that can fill this gap. Base Game Balanced patch now available. I wanted my mod to challenge the player and force them to change their tactics and adapt to dangerous enemies. The game gets boring if players always think they are in a winning situation. I wanted some encounters to be above the player and stop the hack and slash tactics that most players utilize. Chaurus, in particular, are best dealt with at range with arrows or magic. They have improved resistances to several damage types but all of my creatures have a weakness that can be exploited. Players who say, "I just want to play a warrior and not use bows or magic" will not fair well with my mod. You cannot be a one trick pony and succeed. You have to be able to adapt to unique enemies now who are perfectly capable of taking out the player if good tactics aren't employed. If one tactic or damage type isn't effective, try switching to a different one! Different animals and creatures require different tactics. Players can play a pure warrior but they need a good ranged attack. They also need various weapons with different damage types: Fire, Shock, Frost, and Paralysis. Trolls are very difficult to deal with unless you exploit their weakness. The Trolls weakness is the Chaurus's strength (hint). For the most part, in vanilla Skyrim, any damage type will do 100% damage to 95% of the enemies in game. My mod aims to change this and give enemies more diverse strengths and weaknesses (as lore friendly as possible). New Features (with version 2.0) Improvements to animal movement - especially Giants and Mammoths Animals will wander more and be more active when appropriate Kyne's Peace shout is more effective and has added benefits Animal Allegiance shout is more effective and has added benefits All actors are now immune to Paralysis if magic resistance is 60% or higher - (no defense in vanilla Skyrim to Paralysis which is silly) Damage Scaling for all animals - level based Reduced Movement Speed when injured - exception - Trolls and Wisps Cells are set to reset every 72 hours (3 days) and cleared cells every 336 hours (14 days) to keep areas more alive with animals and creatures Hunters have been greatly improved to deal with the tougher animals - fully leveled scaled including gear - exception - Armor Mudcrabs are no longer hostile with their own kind Lesser creatures were given a 0.5 level multiplier - Deer, Elk, Mudcrabs (small), Horkers, Skeevers, Slaughterfish, and Wisps Adjusted Poison damage for Spiders and Chaurus - slightly lower Numerous Faction changes to improve realism and immersion Combat Style improvements Behavior improvements Numerous Race improvements - size, weight, attacks, damage, etc. Strengths and Weaknesses for nearly every animal/creature Large creatures such as Giants, Mammoths, Spriggan Matrons, Trolls, Bears, Sabre Cats, and Giant Spiders have the chance to knockdown enemies Animal name changes (minor) for variety and immersion All changes were meant to improve challenge and add variety/uniqueness to Skyrim's animals and creatures All changes were designed to improve realism and immersion while adding difficulty and challenge Much more!
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Yeah, I'm looking forward to it too.
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I've been playing around with TES5Edit recently and learned how to change records in order to resolve conflicts. I modified the ESPs for this mod and got it to do everything I want it to do... but then I started looking at other mods I have installed and realize that there are a LOT of conflicts that I don't feel are properly resolved just through simply using LOOT and bashed patches. It's mainly with extra custom mods I decided to install on top of STEP... but I previously had some much more experienced modders look at my load list and they told me that it was good. Understanding things a little better now and looking at myself - it's not. So... I'm going to not edit any more ESPs... I'm going to actually reinstall Harvest Overhaul in order to reset the customized changes I made. Then, I'm going to spend a few hours and create one ultimate patch plugin for my specific mod list that will resolve all conflicts that I think need work. The range of corrections I need to make: some mods have not been updated to incorporate USKP changes, some plugins add extra keywords and such that plugins loaded after remove, incorporate the changes from other overhauls (examples: High Level Enemies needs to have its leveled lists modified to incorporate the changes from a STEP mod that makes dwarvish stuff worse than Elvish, and Elvish worse than Orcish), and then there's those mods that have nothing to do with certain things but decide to change those things anyway (like the lighting of certain areas or of certain objects - wth? why? that messes with my lighting mod corrections and it's the most annoying of the corrections I'm going to have to work on, because of the structure of it and the number of mods that do this kind of crap...).
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GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Conflict Resolution - are you working on a "Fear and Loathing Patch"? Veezy - You mentioned how adding more cars with Rusty Highways to give the feeling that the area got bombed. The problem with that idea is that the lore/story is that the area around New Vegas was left virtually untouched by the nuclear attacks. -
What about the Creature module of the mod - did you ever try that out? What I like about it is that it removes money loot from animals. That author states that he never liked the idea of always being able to pull septims from a bear's ass (as an example). LOL - I agree with that. The other part of it that I like is that it makes creature loot make sense in that some of the vanilla items normally can never be looted from one of the creatures that the item is supposedly from. Examples: with the mod installed a troll skull can actually be looted from a dead troll, spriggan sap is another one - you can actually get it from a dead spriggan, etc... There is also an auxiliary MCM enabled option to include extra ingredients (and extra recipes) in creatures that a are not found in the vanilla game. I do not enable that though. I kind of consider the mod a fairly lightweight way to make creature loot make sense - so basically I find the creature module to "fix" more than the base harvest overhaul module and that is my main purpose for considering using these mods.
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Harvest Overhaul - Creatures (HOC): I'm not an ace at TES5Edit, but there seems to be a conflict with Skyrim Coin Replacer (SCR). Does HOC remove the harolds and put back normal gold coins you get from Draugr? Also, it looks like creating a bashed patch ends up sticking coins back up the @$$es of all the animals in Skyrim again when you kill them. Also, does HOC mess up a keyword that Complete Crafting Overhaul (CCO) gives to Elk Hide? Also, I can't tell what the bashed patch is doing in regards to Hearthfires and HOC. Harvest Overhaul (HO): I use a mod called Skyrim Immersive Creatures (SIC), and it looks like there is a conflict between HO and SIC regarding random spider spawns when looting spider egg sacs. Also, what is the deal with some of the differences between HO and the various USKPs? I'm just SO confused with trying to figure out how TES5Edit works to be able to rectify mod conflicts. I wouldn't mind editing the Harvest Overhaul .ESPs or make patches for them if I knew exactly what the hell the changes I was making actually did.
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GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
SRB - something looks wrong with the new instructions (I think). In your recent revision, one thing I think you removed by accident that was previously there was to remove the error lines from "TeslaRifleForms". You added in this: Expand Worldspace->000DA726->Block 0, -1 Right click on Sub-Block 0, -2 and select "Remove"But you removed "TeslaRifleForms" from the part where it mentions this: "From the EditorID column, check MNK-RHINOgaussRevolverForms, R700Forms, and MCL_Pre_warXbowForms for errors." After deleting the worldspace entries given up above this I had 3 error lines (I think it was 3...) appear in "TeslaRifleForms" (I think they were for the Novak placement of the Tesla Rifle stuff). To me it looked like the Helios One placement remains though, since it wasn't in the deleted "Sub-Block 0, -2". -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
iceburg23 - I posted about that on Jan 4 (in case you want to glean some info from that). -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hey - all of your unmanaged file BSAs should be ticked... Mine show as ticked. EDIT: In fact, every single .BSA file in that pane shows as ticked for me. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Dragonshardz - I dunno... Try disabling your "body" mods and see if the problem fixes itself, if not, try some of the "clothing" mods maybe? If the issue does fix with that, then slowly add them back until it breaks again. Then you'll know what you have to look into possibly re-installing. And keep in mind that certain mods have patches to other mods too (either manually installed or automatically with an installer), so it could be a forgotten patch or a patch you shouldn't have installed that could be a culprit too. Fortunately, Mod Organizer makes troubling shooting and mod management easier than the alternatives. EDIT: SRB, a while back I thought you said that someone was working on creating some kind of mod or tool that expanded the number of plugins that FNV would be able to load, so that we wouldn't have to worry about running over the limit soon (said a while ago). What ever happened with that effort by whoever was working on it? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
So I did some console commands to go to the dead outcast ranger and all was well - the instructions you gave (with the clarification) worked perfectly, I think. Perfect selection of a place for that sniper rifle too. I'm still not 100% certain though that I followed your directions properly for editing the TeslaRifleForms entries though - did you miss my previous post about that? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
About the instructions for the M24E1, which I am trying to do right now: 9. Now go to the SRB's Weapons plugin and expand Worldspace->000DA726->Block -1,0 all the way down. There should be five records under Temporary. 10. Find zM24E1box and go to the Record Header at the top, right click that and select Edit. Tick Initially Disabled then go down to DATA - Postiion/Rotation and change 'Z' to -30000. 11. Repeat the last step for the Mentats and Locksmith's Reader. 12. Close and save both plugins. For #9 I could only find 4 records under Temporary, not 5 (and one of them was pretty much empty and Record Flag said "Deleted"). For #10 When I went to the Record Header - I am guessing you mean the "Record Flags" sub-part of that? And am I to edit 'Z' to -30000 in both the Position and the Rotation subsections, or just one of them? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I think this part of the FNVEdit instructions for SRB Additional Weapons No Cheat option is incorrect: Expand Worldspace->Block -1, 0 Right click on Sub-Block 2, 0 and select "Remove"I think it should be something like "Expand Worldspace->000DA726->Block 0,-1" and then "Right click on Sub-Block 0,-2 and select remove". I think this has to do with the Tesla Rifle because later on I can't find the error lines in TeslaRifleForms. But... I can find similar lines to what's in that particular sub-block. EDIT: Of course, I didn't install the crossbow mods, so maybe that part wasn't incorrect - if it had to do with those mods. But even if that's not incorrect, I think you are missing the instructions above, because I could not find error lines in TelsaRifleForms by following your instructions. EDIT 2: Apparently, if you follow my instructions above ("Expand Worldspace->000DA726->Block 0,-1" and then "Right click on Sub-Block 0,-2 and select remove"), you will remove the Tesla Rifle from Novac, which, according to the mod's Nexus page is a cheat spot... while still keeping 2 of them at Helios One. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
OK - yep, FNVEdit did find all of the ones you pointed out. EDIT: BTW, "Tactical Flamer Revamp" added another BSA - I'm guessing this one is also safe to extract? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Installing the "TAR-3 Tesla Assault Rifle" mod, before and after doing the FNVEdit wild edit removal on the mod I get no notification from LOOT about a dirty edit (1 UDR). Note that I am using LOOT version 0.6.1 instead of 0.6, so I don't know if that makes any difference or not. EDIT: Same with "THOR" EDIT2: Same with "VT-191 Murdelizer" -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I just narrowed it down to definitely too many BSAs. I just disabled some mods that only add BSAs to the Yuki Merged Mods consolidation (after following the guide) and that was what allowed the game to load. So basically, disabling a few BSAs allowed the game to load up. EDIT: if someone else follows the guide, as is, their game won't load either. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I just re-installed the User Interface and now the game won't load. I did everything in the guide so far but try your SRB additional weapons section. So after re-installing the UI and having the game not want to load at all, I disabled the UI section (and the bashed patch I had made for it) and it worked. Important to note is that I made other mod additions and subtractions prior to reinstalling the UI part of the guide and I hadn't tried to load the game until now. I'm thinking that I ran into the BSA over limit issue. I do not have any BSAs showing in my MO archives section that you said to extract... Here is what my archives section shows: [all the vanilla and DLC BSAs], JIP Companions Command & Control.bsa, FlashlightNVSE.bsa, NevadaSkies - Main.bsa, NevadaSkies - Sounds.bsa, Interior Light Overhaul - Core.bsa, NVWIllow.bsa, Better Burned Man - Main.bsa, 1nivVSLArmors.bsa, CaliberX.bsa, DeadMoneyMoreCraftedKnifeVariants.bsa, RestoredCaravanPlayers.bsa, Sentry Bot Toy Attacks.bsa. EDIT: In fact, I'm positive now that that is the issue. The guide needs to show extraction for another/more BSA(s), now that the BSA number has increased again recently. EDIT2: Unless too many .ESP files does the same thing... I have kept some of the mods you previously removed from the mod list because they were no longer available on the Nexus. Could that be the issue? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I actually haven't installed any of your SRB's additional weapons yet. I had been waiting to see if the crossbow issue was going to be sorted out (looks like that one will remain though now - hopefully it's just an issue only when the crossbow is equipped and not all the time?). And then I was waiting to see about instructions for getting the other weapons better distributed. I'll give it a try after I get the UI part reinstalled. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Re-installing the User Interface section due to a mod update I noticed that "JIP Realistic Weapon Overheating" pops up a Nexus Client CLI window asking for "yes" or "no" just as "Weapon Animation Replacers" does. Should we select "no" like it says to do for "Weapon Animation Replacers"? I'm guessing in this case we should select "Yes", but I'm not certain and I don't want to have to re-install this section again. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
I like the M24E1 mod being moved to the ranger idea of yours. I had looked into trying to figure out how to give the rifle to the powder ganger in the prison tower, like that other guy talked about doing. Unfortunately I am not familiar enough with FNVEdit to know how to do it properly. Sounds like your idea is better. I'm glad you looked into that misc object to weapons mod - the Yuki one I presume. I had never tried it. Too bad it's not worth using, because it did sound interesting. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yeah, if it was inside it would make more sense. Also, if in that location it should be something you have to steal. EDIT: Just read this from someone on that mod's Nexus forum: "Very nice rifle. I added a vanilla sniper rifle silencer, switched it to .300 Win Mag (CaliberX), and dropped it on a Powder Ganger in the tower of the prison. Thanks for the hard work!" -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
It seems weird though to be a one-of-a-kind gun sitting in a locked box outside next to the saloon - makes no sense to me. Why would such a sniper rifle be there? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
EssArrBee - got any FNVEdit ideas for changing the location of the M24E1 mod from Goodsprings to somewhere else? I think it would potentially be a cool prize to obtain from the stash or personal possession of some enemy somewhere - it would be fitting if it was in the possession of someone proficient with that type of weapon in a location that has a wide open area from which the enemy can shoot. Do you know how to modify the records to do something like that (and remove its container in Goodsprings)? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
BTW - any luck with finding the Goodsprings slowdown cause for the crossbow mod?

