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oqhansoloqo

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Everything posted by oqhansoloqo

  1. I'm staff thanks to TechAngel. Good - glad to see that your issues are resolved. :)
  2. I'm thinking you forgot to re-tell MO to manage archives after running FNVLODGen.
  3. Crap... Thank you. I fixed it just now. I think I must have clicked on EssArrBee's F3 equivalent link earlier in the guide by accident when I was trying to grab the site address real quick from the Utilities section. I really hope no one accidentally installed the files from there... If they did though I hope it's obvious things didn't work correctly. Do you think it's worth mentioning the corrected link in the changelog for the guide?
  4. The best way for you to review the changes is to download the file and read the changelog inside it. A handful of place names are in Russian, like in the Cells and Worldspaces I think I remember. You don't even have to go far down the hierarchy of edits to locate the offending edits. If in FNVEdit you load the new version next to the old version and the rest of your load order it's easy to determine what values the names should have (names in English characters instead of names in Russian characters) when you compare them to other plugins. After you think you got all of them, like I said, run the Generate Bash Tag script and if you corrected the Russian edits it should only assign the plugin 2 bash tags, instead of 4.
  5. If following the F&L guide Poco Bueno overwrites the issue with that one texture file from NMC before FNVLODGen even sees it, from my understanding. Also, just yesterday I just modified the instructions for running FNVLODGen in the guide because for some reason they previously were missing instructions about installing the "FNVLODGen Resources" archive.
  6. Supposedly EssArrBee noticed a few issues with Russell. The guy who replied said he noticed one too with the scripts. EssArrBee said he was going to try out the Inheritance. I guess he hadn't gotten around to it before taking a break from the guide. Check this post: https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/?p=118503
  7. The version you gave a link to is 1.1. There is a newer version that LornKain73 gave us the link to for version 1.3: https://bethplanet.ru/fallout-new-vegas/mods/graphics/ssl-simple-street-lights Be warned, that version is made for the Russian version of FNV. If you use it you will have to make a couple easy name change edits using FNVEdit. The best way to tell that you found all the Russian texts within the plugin is to run the Generate Bash Tag script on the plugin, and once you have eliminated all of the Russian parts you will find that only 2 bash tags are generated versus 4.
  8. I didn't create the guide, I've just been recently making a lot of updates to it since EssArrBee has not been active recently and gave permission to modify the guide as long as a few rules are upheld.
  9. So I just got around to attempting to install this. I corrected the Russian text names in the plugin using xEdit back to English. What I'm worried about is cleaning the plugin. It seems to have a ridiculous amount of ITMs/UDRs. After I ran those cleaning processes, I'm afraid to save it just because there were so many... I'm guessing the author just used a method that isn't efficient for a heavily modded game, but that using the cleaning processes fixes his method. Have you done this and is it safe?
  10. Can you find and read the Russian changelog? What changed between 1.1 and 1.3. The fact that it's in Russian and I can't read the description worries me. EDIT: Actually, the documentation included with it is in English... The changelog sounds safe (I will be testing this new version out later)... I wonder what it means when it refers to "Still no fix for the Nevada Skies lightning problem." Thanks you for showing us where this new version is! :) I will have to edit it with xEdit and hunt down that Russian text in the mod. I ended up disabling it in my setup. I do not know if I had merged it or what (I forget), but in the end it ended up in the "optional" folder. That's all I can say. Hopefully someone else can tell you more.
  11. The version that I have is 1.1. Where did you find a 1.3 version?
  12. OK, I'll add it in. If someone notices something wrong they can speak up.
  13. NMC doesn't win though for nv_rockcanyonrdrklod_d.dds (that is the only file in the NMC fix mod) - if the fix mod is placed after NMC but before Poco Bueno, the fix mod overwrites that one file in NMC but then is completely overwritten by Poco Bueno. It just so happens that Poco Bueno is loaded after NMC according to F&L guide instructions and it overwrites the file. So when FNVLODGen is attempting to find the LOD file to use, wouldn't it be using Poco Bueno's, since that is the dominant file due to it's load order? To me this means that the NMC fix is unnecessary for F&L guide users. In fact, I would think that if the NMC fix were placed at the end of the guide (after Poco Bueno) it would create a LOD mismatch to the non-LOD counterpart due to this. Anyway, are you suggesting that the FNVLODGen Resources package be added back into the guide instructions? I noticed a big positive difference myself.
  14. By the way, I just looked at your screenshot. The reason the mods you installed don't tell you if you have the newest version or not is because you had never set that information up when you first installed the mods. One thing you should do is always correct the mod Nexus link and version # for a mod when you first install it. I don't know if EssArrBee mentioned that tip in the F&L guide, but I thought it was common knowledge amongst MO modders. It may not be, but it's a very important practice to do in order to have MO keep track of the versions you have installed and let you know automatically when new versions come out.
  15. WOW! So I added in that Resources pack and ran the LOD generator again. I compared screenshots to one I made following the current instructions in the guide and there is a huge difference. I now have WAY more detail in the LODs. I am going to update the instructions to state that the FNVLODGen Resources pack is needed. It certainly was an improvement. For now I'm going to state that it should be installed right at the beginning of the guide so that it replaces vanilla LOD files but not NMC LOD files. I will wait for feedback before doing this guide change...
  16. EssArrBee didn't mention whenever he updated versions of mods unless instructions changed. New versions just appeared often in the guide. When he was actively updating, I never updated mods in my mod configuration until I saw that he updated the guide. I didn't list the mods in the changelog because I've been trying to follow the way he had done it in the past. If you had already updated mods, well, then I'm sorry... But like I said, I mentioned all the mods in the changelog where installation instructions changed.
  17. I just realized that Poco Bueno overwrites the only LOD texture of NMC that the NMC LOD texture fix covers, so I tend to think that that file is not needed when following the guide. Am I wrong? The FNVLODGen Resources pack seems important though, on the other hand. My biggest question with that is... should it be placed in the load order between the vanilla files and NMC, so that NMC overwrites it? Or, should it be placed after NMC, so that it overwrites NMC? I only guessed that it should be placed between, since I imagine that the purpose of it is to fix vanilla files, not NMC's files. Is this correct?
  18. There were a lot... I specifically mentioned a couple mods in the changelog where extra files were added to the instructions or the instructions for installation changed (version may not have even increased), but for all the other mods that are now higher versions I suggest you use MO update feature to show you which mods are old versions and then read guide notes while installating to make sure you don't miss important info. Remember to re-run the Bash Tag Generator on the updated plugins... EDIT: The link in the guide works for me. That one is the updated link.
  19. The ILO plugin for Willow gets added into a merged ILO plugin. Then LOOT will end up sorting the merged ILO plugin to load after Willow's main plugin. Just because one mod package is placed before the other, it has no influence on the sorting of the plugins. In this case, the order of data you are hoping for is in fact achieved due to LOOT.
  20. So, today I removed the Glowing Ghouls plugin from the guide. The plugin was causing serious issues, and it had been recognized as such on the FCO Nexus page as well as by STEP members. Perhaps it will be fixed in a new version of FCO, but for now it has to go... I also added a very important new section to the Post Installation Checklist on generating bash tags. Please let me know if the directions are incorrect in any way. I'm pretty sure they are spot-on though. Much thanks to Mikaal for supplying a link to the xEdit script. EDIT: Question I have about bash tags - apparently WF combines the plugin header bash tag list with LOOT bash tag list for each mod, unless the tags are manually entered for a mod... My question is, can it hurt a bashed patch to have extra improper bash tags placed by LOOT onto a plugin combined into the bashed patch? EDIT2: The reason I ask this is because I notice that LOOT adds some extra bash tags to some mods that the Generate Bash Tags script does not. I'm thinking that this is an issue.
  21. I have a copy of the script. I run it all the time - whenever I update one of the mods (with plugins) for Fallout NV. If @fireundubh removed the repos, do I have permission to share it still? Where should I put it?
  22. I was just about to start adding a step into the guide about running the Generate Bash Tags script, but discovered that the EssArrBee's link to the script no longer works. Does anyone know of a way to get the script online? If there's no way to share the script, then it's pointless for me to mention how to use it in the guide.
  23. This is why I was suggesting SSL over Electro-City. There have been compatibility issues reported as a result of things that Electro-City edits whereas I have heard of zero issues with SSL. Also, a simple way to justify SSL - solar power technology built into each light to power the light at night.
  24. OK. So I updated a lot of little things in the guide. Some parts of the guide that still need updating: 1. "NV Interiors a Room with a View" and 2. "Interior Lighting Overhaul". The reason I did not update #1 is because I have not seen the changes myself in the game yet - I have yet to get to New Vegas. The reason I did not update #2 is because the changes are pretty extensive and I just did not feel comfortable giving the A-OK on it. The old versions are also available. Given those facts, I did not feel comfortable updating the guide to the newest version for those mods, even though I myself have the newest versions installed. In addition to this, I feel that FCO should be placed after NVR3. Otherwise, Willow's eyes look very very strange and it seems to me that there are more obvious head/body color mismatching. I didn't make this change because someone here previously informed me that EssArrBee prefers that NVR3 come after FCO. What I personally prefer as well are these mod replacements: Electo-City replaced by Simple Street Lights, and Nevada Skies replaced by Realistic Wasteland Lighting Enhancement. Oh, and I just remembered this... Instructions to use the Generate Bash Tags script should be added to the guide (and I'll plan on doing this soon - perhaps tomorrow or the next day), but I'm going to bed now. Goodnight. Oh yeah, and I'm adding my name to the bottom of the guide specifically to give myself props for helping out with the guide. lol
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