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oqhansoloqo

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Everything posted by oqhansoloqo

  1. I think this part of the guide directions are wrong (probably not updated to reflect adding Pacers Gambit in): "Name the folder "New Vegas Uncut Series Merged" and make sure it is listed right after A Wilder Wasteland in the left pane." It looks like "A Wilder Wasteland" should be replaced by "Pacers Gambit" since the merged patch includes Pacers Gambit.
  2. So does this mean that FOMM can simply be deleted (no deactivating or anything in FOMM - just delete FOMM altogether from the HD) and the game will continue to work properly (if it did prior to deleting FOMM)? And then when HUD mods get modified in the future, as long as the FOMM script plugin is installed into MO, then the modifications should work smoothly? Or, are a bunch of the HUD mods (all the ones previously installed through FOMM) going to have to be reinstalled using the MO FOMM script plugin if modifications are made to the HUD installation? Sorry for all the questions - just trying to clarify things before diving in to it. Usually your guide describes how to do things from a clean installation - not how to modify a previous installation - that's why I'm trying to get more info about this in this message thread.
  3. thiausmle - I'd be willing to try out a patch for EFF as long as it's for the newest version: 4.0.0 beta 13. Let me know.
  4. I find the iPresentInterval comments to be intriguing. I haven't played Skyrim recently due to the Better Quest Objectives mod not being compatible with the most recent versions of Extensible Follower Framework. Been waiting a while for the patch for that mod to be updated. But, back when I was playing the game, I had issues with the Run for your Lives mod - NPCs often not going indoors following a dragon attack. I probably always had iPresentInterval set to 0 - I just checked my skyrimprefs ini and that's what it says... I'm wondering if that was what was breaking the NPC behavior or not... Just a thought, if anyone wants to experiment with that or consider it. Maybe it means nothing.
  5. Awesome - thank you. Is the mod going to go back into the guide, or are there still compatibility issues with FCO - the weird issues that could be seen while trying to create a character, etc...?
  6. Can you provide a link? I can't find it on the Nexus. I only can find New Vegas Restoration (NVR - the first one). I can't even find NVR3 in a search engine - it's like it never existed... Totally weird, like no one is talking about it on the internet? What the hell am I missing?
  7. Any NVR3 news? I've totally stopped modding until it's back up... then I'm going to catch up my mod list to where I left off a couple months ago with your updates and finally play the game. The whole time I've just been waiting for NVR 3 to integrate properly into your mod list, but it's taking forever now that it's down from the Nexus. :(
  8. Regarding texture optimizing of the mods using DDSOpt. Does this include reducing Exterior Normal Maps, or is it just referring to Exterior Textures?: "Poco Bueno [*]This mod does not respond well to texture reduction. It may be better to just uninstall the mod if reduced exterior textures are preferred or switch the place of this mod and NMCs Texture Pack." So should I still put the constraints res to 1024x1024 from 2048x2048 in this step (depending on what the original res is for these, it could potentially be a reduction)?: [*]In the top browser bar click [browse] and select the "...Working DirectoryMod Exterior Normal Maps" folder. [*]In the [Constraints] tab change the Resolution-limit to 1024x1024. Lower end systems may need to reduce this even further. [*]Click [Process]. I already did this when I optimized the textures in my mods, switched to the new textures, and started a new game to check them out. I didn't notice anything that seemed messed up with the textures, but I also didn't know exactly what I was looking for or look at a side-by-side comparison.
  9. I installed FCO 2.3.1 according to the newest instructions and during character creation, there are still a lot of really messed up looking pre-made options - sometimes when an option is highlighted the face changes but the hair stays the same (when it seemingly should change also), and other times the skin is purple. Was the newest version and your newest instructions supposed to fix this?
  10. What about this message in FNVEdit: NewVegasBountiesII.espCRC: 11D6AFEARelationsWarning: Contains 2 deleted navmeshes. Clean with FNVEdit. Your guide doesn't comment on this - should we be doing something with FNVEdit to those navmeshes?
  11. lol - yeah, I just noticed that (I just installed them).
  12. "Interlace the vanilla stuff like you would Skyrim, that is correct." - EssArrBee OK, got you - that's what I was thinking. Looking at your screenshot, should I ignore the fact that you have some of the optimized textures disabled in your list (IOW - I should enable all of them)?
  13. Kelmych and EssArrBee In the DDSOpt "FNV Quick-Start Guide" (https://wiki.step-project.com/Guide:DDSopt#tab=FNV_QUICK-START_GUIDE) under the "Archive or Move the Optimized Vanilla Texture Files" section, it mentions: "For Mod Organizer 1.2.9 or later the installation instructions for optimized vanilla textures are available in the detailed instructions for the DLC mod pages and in the Fear and Loathing in New Vegas guide". I could not find this information. All I could find is the placement of the vanilla files/DLCs: https://wiki.step-project.com/File:FNV_Non-MO.png. I cannot find any information about where to place the DDSOpted DLCs. I have a hunch about it, based off of Skyrim, but I cannot find the information for FNV.
  14. FCO 2.3.1 - I like to wait until EssArrBee updates the guide with the new versions of mods because often new versions are messed up or have things added that have to be accounted for differently.
  15. Kelmych In the DDSOpt "FNV Quick-Start Guide" (https://wiki.step-project.com/Guide:DDSopt#tab=FNV_QUICK-START_GUIDE), there is a missing screenshot in the "Organizing the Vanilla Textures for Selective Optimization using Batch Files" section. I say this because it says this: "Once complete, which takes 5-40 minutes depending on the system, the "Working" directory structure will look like the screenshot to the left." No screenshot is showing there, but I see other screenshots referred to prior to this on the page.
  16. BTW - when I was testing my mod set up I noticed in the physical character generator (when you first wake up and Doc asks you if he sewed you up right) that some things seemed messed up. I selected "female". I noticed that Hispanic 40 looked exactly like Hispanic 50. I also noticed that Lobotomites Drumber has purple skin. Is this happening in your set up? EDIT: I have yet to DDSOpt anything.
  17. Yeah, I saw it right before I decided which BSAs to extract. I generally make all my changes to my mod list as you suggest the changes in your change log - so that I don't miss anything. I hadn't gotten to that part of the changelog yet, but I happened to notice it today, so I extracted Bison Steve and NVInterior BSAs. It worked - that's what it was. Two things I still have to do though are DDSOpt and try to see I can get ENBoost working right using your recommendations (and also all the changes starting with Sept 14). I'm skeptical about the ENBoost part though because I previously tried all kinds of combinations of settings and all it did was make things worse for me. Maybe I missed something though and your guide will shed some light on that... maybe. Some of the mods that you previously removed due to them no longer being available on the Nexus. Example - Animated Fan. Are any of these included in other mods now in the guide? Obviously Better Metal Impact VFX is in EVE now, because you mentioned that in the changelog and removed it due to it being in the other mod... but some of the others that got removed at the time due to just not being on the Nexus anymore will be harder to keep track of (by people who still have them installed, knowing that that only reason you had them removed was just because of availability) if they end up in a future mod.
  18. I am just about to extract a BSA from a mod, but already I think you are right about that being the issue. JIP Companions, which is the extra mod I have been trying to add to my HUD section has a BSA in it. I think prior to that I had extracted just enough BSAs, so that must be it. I'll give the confirmation though when it works.
  19. I forgot about that... I'll try that tomorrow. Thanks for the idea.
  20. I just cannot get the game to load, ever since I reinstalled the UI part... This is the second time I tried recently.
  21. "Select FOMM from the executables dropdown in MO and run it. When FOMM - Fork starts click [Package Manager]. From the Package Manager click [Add FOMod]. Select FlashlightNVSE122 fomod installer-39968-1-22.zip and click [Open]. Select FlashlightNVSE from the Mod List and click [Activate]. When the installer pops up, click [install]. If asked about overwrites, click [Yes to all] then close FOMM - Fork. In the left pane of MO, go to the bottom of the mod list and right click->Create Mod on "Overwrite". Type in Flashlight NVSE and click [OK]. Drag the newly created mod folder right behind OneHUD if need be." I have never had it ask about overwrites when installing this particular mod in FOMM. Is it supposed to? This is confusing. I had it ask about overwrites in every other mod in FOMM where it mentions it, but not this one. EDIT: Something tells me that I should be doing this after installing OneHUD, but it never says it in the guide - "Double-click "One HUD" and select the Filetree tab. xpand "menus->main->hud_main_menu.xml", then "right click->Hide"."
  22. But if none of the HUD mods that I installed in FOMM have conflicting files with non-HUD mods, then removing them from FOMM should only mess up the other HUD mods that are installed in MO, right? If that is in fact the case, and I am reinstalling that whole section anyway, does it matter if it messes up files in mods I am going to delete and reinstall anyway?
  23. "When installing new mods and then having to rerun Unified HUD Project, DO NOT deactivate it. Instead reactivate the mod and then move the files from the Overwrite folder to the Unified HUD Project folder. Otherwise files get deleted from MO's virtual directory and will cause many nightmares. Maybe even banishment, jail time, or death." Does this apply ONLY to uHUD - can any other mod be deactivated (and possibly deleted), or no mod should in FOMM? I am still trying to get the HUD mods reinstalled properly after you added in the JIP Companions one, but I have two mods still in FOMM that you no longer have in there in your guide and I'm wondering if the fact that they are still in there is messing up my current efforts to reinstall that section. Those two mods are: Advanced Recon Trap... and Advanced Recon Range... Can I safely deactivate those 2? There are 4 others currently installed in there, but those I've just been reactivating when you say to activate, because you still suggest them to be installed through FOMM. I am very hesitant to experiment in FOMM after reading all of your warnings about it, because I don't really know what FOMM does and how it works in combination with MO.
  24. Were there supposed to be instructions to hide something under the "Advanced Recon Range Finder" mod installation instructions? I ask this because I'm looking at the file structure of it and notice now that it contains an empty "menusmain" directory. I believe I recall noticing the same sort of situation in the JIP Companions mod after I improperly installed it the first time and didn't hide the hud_main_menu.xml file before installing One HUD. Also, One HUD includes a hud_main_menu.xml file in it and that gets loaded after Project Nevada, so doesn't this mean that MO has the One HUD's copy overwrite the PN version's? Should I be hiding One HUD's or not?
  25. I don't understand it, but now the game won't run - with all the UI mods installed (reLOOT, rebuild bashed patch). If I disable all of them in MO (reLOOT, rebuild bashed patch), the game at least starts up, but the main menu is FUBAR.
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