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
In the right pane each of the FormID Lists that end in 'Forms' should have errors in their list that look like: [FormID Here] < Error: Could not be resolved > Each of those errors should be removed, right click on each one and select "Remove".This part of the guide for removing the guns from Doc Mitchell's house doesn't make sense. I think I know why. This part needs to be mentioned after going through each of the merged mods and moving the .ESPs to optional... Then you have to go back into FNVEdit and only load up the merged .ESP file. Otherwise the merged mod in FNVEdit does not give the same error messages. EDIT: either that, or change it to say what it says at that time, which was something like "[REF blah blah blah]" or something... (I forget what it said for those lines... but they mentioned Doc Mitchell in them and started with "[REF" I think) -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
" Added Dead Money - More and Better Crafted Knives to Yuki Gameplay Tweaks section. Added Sentry Bot Toy Attacks to Yuki Gameplay Tweaks section. Both of the above mods have been adding the merging instructions for the Yuki Gameplay Tweaks." BTW, EssArrBee, the mods above are missing from the part of the merging instructions where you run the FNVEdit merge plugin and select the .esps to merge from the list of loaded .esps. -
Combat overhaul mod recommendations?
oqhansoloqo replied to Solmyr's question in General Skyrim LE Support
I'm currently doing this setup for combat mods: Duel - Combat Realism - Hardcore: I like the AI of NPCs with this mod, how managing stamina is so important, and how deadly some hits can be at times. Deadly Dragons - Loremonger: I like the increased difficulty of dragons and being able to have multiple dragon attacks at the same time. Skyrim Immersive Creatures: I like how it adds NPC potion usage, more perks and spells to NPCs, lore-friendly diversity, random encounters, etc. High Level Enemies (SIC Edition): I like how it keeps enemies difficult at high levels. Stealth Skills Rebalanced - Sneak Basic: I like how it makes sneaking more difficult. I feel like I may be missing mods that do these two things: 1) make animals smarter, more realistic behaviorally, and a little more challenging (not overly so though); 2) possibly make monsters smarter and a little more challenging. For item #1, I have been following a mod called "Animal Tweaks" and it looks like version 2.0 may cover my needs - make them have strengths and weaknesses, behave more naturally with me and with other animals/creatures. For item #2, I am aware of another part of Deadly Dragons that I can install called "Deadly Monsters". I'm not sure exactly what it covers or if it will conflict with anything. Anyone know? I'm just not sure exactly what some of the mods I already installed cover... I feel like I have dragons covered - they can get really difficult with Deadly Dragons modification. I'm really not sure if monster behavior is being affected at all by the mods I already have installed - seems like SIC might be giving some of them special perks and spells, but I don't think anything I currently have installed actually changes the behavior of non-humanoid monsters. I don't think Deadly Monsters is going to change that either. Does Duel Combat Realism affect the behavior of anything other than humanoid NPCs? Does anyone see any problems with my setup, see anything wrong with my plans for including "Animal Tweaks", or have any suggestions - like should I add in "Deadly Monsters" to balance things out better difficulty-wise? I tend to shy away from mods that require crazy compatibility patches for everything (ie - like Frostfall or SkyRe, etc). Thanks for the feedback. -
If you do end up downloading a torrent, you might want to go with this application: "qBittorrent". NICE torrent client application.
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GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
stepstep - do a search in this forum for "lobotomite" - we already talked about that. Recap of that: don't worry about that issue because it's only an issue for females in the character creation screen and won't affect any NPCs.. and it's an issue with FCO that the mod author knows about. Also, I couldn't find any of those toggles/options/settings in my version of Wrye Flash. Which version did you install? Maybe I just don't know Wrye Flash very well though. -
IMO - highly recommended ini tweak that everyone should do
oqhansoloqo replied to oqhansoloqo's topic in INI Tweaking
I'd like to know that too. I used the aforementioned .ini distance settings (the ones I gave) because I tested with the Whiterun Watchtower west of Whiterun and with "Realistic Lighting Overhaul (RLO)" Exterior and Weather lighting at night to see how far away and how nicely the light from the tower showed in the distance and I was happy with the resulting distance. I tried shorter distances too and they just didn't feel quite right. It made it so much more immersive and visually appealing to me to be able to use that light to help navigate in a dark night environment. It just felt a lot more immersive to me. Please let me know if there actually is a good reason to change my value for "fLightLODMaxStartFade=" from 16000 to 14000. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thank you for the nice progress/plans summary SRB. I like the idea of going with another lighting mod than Nevada Skies. I personally always immediately disable the storms in that mod because they cause slowdown and actually don't make too much sense given the environment. Rain? It's a desert with desert landscape and plants... Sandstorm? It may be a desert, but not a sand dune desert - if that's used there's got to be some kind of silt layer on everything. Radiation storm? Everything/everyone would be dead... So, the storms in the mod really don't make sense. I like your idea about removing the weapons from Doc Mitchell's house. For people that still want to test out a weapon - they can just not do the FNVEditting that you are going to suggest... or I'm guessing they could still use a console command to place the weapon/ammo into inventory? Can I request that whichever mod changes you implement, even though you don't detail the changes in the guide, that you let us know here ion the forum exactly which mods to re-install or alter in order to properly make the changes? Otherwise it's difficult to follow all the modifications that must be made when a mod is removed or added to the guide that affects other mod installations in the guide. Granted it's only hard for people who already have the guide installed - not for people installing from scratch. :) I like the gun pack idea, as long as it's clear which guns will be conflicting with what other gun, and that the conflicting guns are kept in a separate pack from the recommended extra guns pack. I really like your ideas for your own mods - great ideas to make the game more challenging/fun or immersive/realistic. I don't know if you've seen some of these mods before, but maybe you can find some nice ones in this mod page's list of included mods: https://www.nexusmods.com/newvegas/mods/47014/? Or from sections 4 and 5 of this mod's description page: https://www.nexusmods.com/newvegas/mods/44204/? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Any progress with IMPACT? -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
The Suomi looks like a cool gun, but the version of it with the round ammo cartridge clips badly with the hand. Supposedly there's an alternate version without the round ammo cartridge, but is that how the gun is supposed to look (without the round ammo catridge)? I don't know how many other weapons currently in the guide have hand or arm clipping issues, but this one apparently does. EDIT: Apparently in real life there is a straight clip that can be used instead: https://frontierfirearms.ca/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/m/3/m314.jpg EDIT2: someone who works with Millenia said this in the Nexus mod page: "There may be issues with this (and we're going to try to fix up the handgrips and such) since we did this on extremely short notice as part of a competition entry on the behalf of RedRogueXIII, a modeler who works with us. We ran out of time, so we'll fix any outstanding issues and such in the future but unlikely before/during Christmas. So enjoy it for now and we'll update it later!" -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Check out PPA's Nexus mod page - It states these things: "Project Nevada Users: It is recommended that you enter the Powered Power Armor vision overhaul configuration menu and disable Option 4 - adjustable zoom with scoped weapons. Project Nevada provides its own (very polished) adjustable zoom feature. Also, you should no longer have to disable Project Nevada's dynamic crosshair, the PPA code has been updated to take it into account." "Vision Overhaul - The zoom that most unscoped weapons have is removed (optionally) unless you are wearing a power armor helmet, ranger combat helmet, or targeting monocle. If you have binoculars in your inventory, they will automatically be equipped if you hold down the aim/block button (default right mouse button). If you are wearing any of the listed pieces of headgear, you'll have the ability to adjust both your standing zoom and your aiming zoom separately. There are also three vision modes cycled via the left shift key - light amplification, thermal vision, and millimeter wave radar. The script that enables the adjustable zoom edits three Field Of View .ini settings via an NVSE function, so to let you retain control over your field of view a menu adjuster has been added. The field of view you select via the config menu will be the field of view used when you are not wearing any special headgear, and will be the farthest you'll be able to zoom out when you are wearing special headgear." -
SKYRIMLE Real Shelter - Full Release (by Robinsage)
oqhansoloqo replied to EssArrBee's topic in Skyrim LE Mods
So, I installed it and so far it's working as intended I think, the transition lighting matches, but... the rain doesn't (haven't looked at snow). I set the weather to "c8220 - SkyrimStormRain". In this situation, I get slanted falling rain unsheltered and then the best option I can choose for sheltered rain is option #2. Then I set the weather to "c821f - SkyrimOvercastRain". In this situation, I get rain that looks very similar to unsheltered rain but there's far more rain falling when sheltered (like a heavy downpour). I am using RLO Weather, so maybe that's why it doesn't match. I'm going to mention this on the mod's Nexus page. -
I just ran the game with Camping Lite and Hypothermia added. Just like when I tried Frostfall a long time ago, Hypothermia caused the game to lag a slight amount versus without it - probably due to the regularly-run scripts. I'm not sure if it was this mod, but I had Dorthe go from visible to invisible on me later on and stay that way (disable/enable would only make her visible for a few seconds and then she'd fade away again) and I've never had that happen before. There were supposed to be different animations for freezing, hand warming, etc. too and did not see those occur. I re-ran the game (re-processed bashed patch/DSR/FNIS/etc.) with just Camping Lite and I'm not getting the same lag and haven't seen any kind of unexpected bug yet. I've decided that both Frostfall and Hypothermia just cause too many issues - even if they are cool. So many other mods have compatibility patches for Frostfall too and that's hard to keep track of since STEP doesn't keep track of those installation options for mods. Hypothermia may even have incompatibilities with some mods, but since it's not as popular they aren't even mentioned. It's just TOO much hassle. Now for Real Shelter...
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GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
The RHINO you added looks really cool. -
GUIDE Fear and Loathing in New Vegas - Feedback
oqhansoloqo replied to EssArrBee's topic in Fear & Loathing in New Vegas
Let me know if I can help somehow - don't know how I can help though since my abilities to analyze mod installations is limited due to my basic understanding of some of the tools required for it. -
The "Camping Lite" mod description says you can cook at the campfire that you create through the mod. Also, there is a "Campfire Cooking" mod that allows you to use any campfire in the game and all three are compatible with each other. Personally, I'm not going to install the "Campfire Cooking" mod though, because it's got some bugs. You can see the mod author mention them in a summary of his planned fixes in that mod's Nexus forum before he left the scene (he never got around to polishing it up). I've actually been reconsidering, and I am going to try out "Hypothermia"... along with "Camping Lite", and another mod called "Real Shelter", which in the past had been buggy as hell but now looks greatly polished up from then.
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SKYRIMLE True Wolves Of Skyrim (by KrittaKitty and ShimoOkami)
oqhansoloqo replied to WilliamImm's topic in Skyrim LE Mods
Same thing with meshes? -
SKYRIMLE Follower Commentary Overhaul - FCO by terzaerian
oqhansoloqo replied to statmonster's topic in Skyrim LE Mods
Would you say that this mod (latest version) is worth adding to a STEP modded game, or does it add a lot of annoying moments and inappropriate remarks? -
Thank you for that feedback, Octopuss - that's what I assessed myself by reading the feedback (that there were a lot of errors) and also having an issue myself with the map animation. Whenever I had that animation enabled the game would just CTD whenever I tried to look at my map (and the animation was triggered).
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DROPPED STEP Optimized Vanilla Textures (by z929669)
oqhansoloqo replied to z929669's topic in Skyrim LE Mods
OK - didn't know that's what you meant by standard and hi-res. I've used the DDSOpt guide a lot before (not much recently though). Although I did recently check that guide out again briefly and noticed that the format is very different than how it was before. I was actually confused with how it is now, versus how it was before. Only because it seemed like it is still in a transition stage and some of the references mentioned must have been remnants from the way it was previously and they no longer make sense or matched up properly. Perhaps I'll check out the files later. The main reason I'd want to check them out is because the DDSOpt.ini seems to have changed a little since previously when I DDSOpted all of the vanilla files. I'm worried that errors had been recognized since I DDSOpted those files with the older .ini and that some of the files I processed are messed up. I think some of the "DiffuseColor" section changed... and character texture section... and I don't really know what effect the previous .ini I used did versus what the current one does. -
I've read about a lot of weird issues with using this mod on the mod's Nexus forum: One that is mentioned by a bunch of people is a fox appearing next to the player character during an animation. Another is being blocked by the mod from interacting with objects and NPCs sometimes - apparently the mod's MCM has some sort of "emergency button" that fixes the current problem (but doesn't prevent it from happening again afterwards). Using map and journal animations causes issues with switching from journal to map in order to see the location of a quest. Anyone here using this mod and noticing any of these issues?
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SKYRIMLE Real Shelter - Full Release (by Robinsage)
oqhansoloqo replied to EssArrBee's topic in Skyrim LE Mods
OK - I'll go for it. :) -
SKYRIMLE Real Shelter - Full Release (by Robinsage)
oqhansoloqo replied to EssArrBee's topic in Skyrim LE Mods
Have you noticed it cause any issues at all? Like - mess up NPC behavior at all when transitioning or anything else weird? I've seen other mods that some people claim to be great and everything, but upon further investigation into those mods see some major issues. For instance, the "Animations" mod causes issues with objects sometimes becoming unusable, for one - and supposedly the precursor to that "Harvesting Animation" had the same issue. But no one in the STEP forum mentions the issues with those mods. People talk about the issues in the mod's (Animations) Nexus forum. So I'm a little skeptical. -
DROPPED STEP Optimized Vanilla Textures (by z929669)
oqhansoloqo replied to z929669's topic in Skyrim LE Mods
Including the log in the download is an issue though, because that means you have to download the whole thing (either 1.7 gb or 2.9 gb) first before you can even see to what level the textures are optimized. It would help to have some sort of general idea as to what DDSOpt criteria was used for each bundle to see which one to download. Of course, less general than "Performance" or "Standard". Going through a log to see the conversion of each texture is too much detail. The way it is, it's difficult for anyone to understand what each archive actually is. Each archive says it's "standard and hi-res" - how can both archives be both standard and hi-res? -
Has anyone here checked this mod out? The ONLY reason I decided not to use it is because iNeed spoiled me - this mod makes you go into either the spell or shout menu in order to view your exposure status. I would have preferred a HUD similar to iNeed's. For me it would have completed this mod and I'd totally be using it. Frostfall adds WAY too much stuff that I just do not want in my game. Backpacks and cloaks that can't be disabled, for example. Frostfall also requires that special compatibility patches be installed for lots of other mods - I know this because I remember seeing "Frostfall" options in a lot of other mods' installers or in optional file downloads. I prefer a simpler alternative. The author of Hypothermia also basically gave permission to the Skyrim modding community to use his mod in other projects. So naturally I proposed to isoku the idea of him taking Hypothermia and making a version that included a HUD similar to iNeed. Unfortunately, by that time isoku stated that he doesn't need another project to work on - he would have been the best one to do it though, since he has a lot of modding experience doing complex projects and he was the one who designed the excellent HUD system for iNeed. It is still, an available project for someone else though. :)
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SKYRIMLE Real Shelter - Full Release (by Robinsage)
oqhansoloqo replied to EssArrBee's topic in Skyrim LE Mods
So how do we test this out on top of a STEP Extended installation - factoring in creating bashed patches, DSR output files, and FNIS output files (etc...)? I'd like to test the mod out myself, but would like to get some advice on how to install it properly first before I go ahead and waste a crapload of time trying to figure out what's going on with my faulty modding procedures.

