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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Kelmych gave me a lot of great info about getting Flashlight NVSE to work properly. Check this post out: https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/?p=87109
  2. I don't use/never used Alternate Start in my mod list, because to me it feels like it messes with the intended storyline - and thus some of the dialogue doesn't make sense anymore. Add to that this issue with Victor now not starting where he is supposed to...
  3. Kelmych - if you start a brand new game and as soon as you get out of the bed, then you go and look at items around the Doc's house, are all of them non-owned for you? Maybe something is messing up my installation of YUP. EDIT: I just read the readme for YUP. "Ownership Tweaks For Doc Mitchell And Goodsprings - According to J.E. Sawyer, ownership on the various items in houses around Goodsprings were left unowned intentionally so that the player couldn't invoke the ire of the entire town before even getting the game started." (whew, at least my mod is working like it's supposed to) I think what it is saying is that it "fixes" items in parts of Goodsprings to all be as the original intent - unowned. The other mod, I think, makes all the items that make sense to be owned, actually owned. I think the unmodded (vanilla) situation is that the same items are kind of oddly seemingly randomly owned or unowned in a way that doesn't really make sense. I seem to recall it being that way in Doc Mitchell's house before I ever decided to mod my game. I prefer the items to be owned though, like it sounds like this mod (https://www.nexusmods.com/newvegas/mods/38253/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D38253%26preview%3D&pUp=1) does, because it makes more sense, despite what the original intent was.
  4. Huh? That's exactly what the User Rules Manager does also... What version of BOSS are you using? I'm using 2.3.0.
  5. Kelmych - with the Yukichigai Unofficial Patch - YUP mod, are items in Doc Mitchell's house supposed to all be marked as owned by him? ...because I have that mod installed and everything in his house is instead marked as owned by no one (I can take anything and it's not red as if I was stealing).
  6. I don't think I'm usually one on here to tell the many more informed and experienced modders on here that they are wrong (except when I was arguing about the "Run for Your Lives" mod for Skyrim, lol...), but I think you guys should check out the User Rules Manager of BOSS again. I can show you screenshots if you don't believe me or don't want to check it yourselves, but I was able to add every rule and bash tag in the F&L guide for the unrecognized mods easily through that tool. It didn't require any sort of extra effort past doing pretty much what the F&L guide instructions say to do in BUM. BOSS displays the tags in the same format as other bash tags and all. It all seems to work properly. You really should check it out.
  7. Yes, I for one would prefer an update link to direct to part of the guide rather than an external link. Thank you - it's a good change to make.
  8. Oh, so when you add in some of the other planned UI mods, we will not have to reinstall the new way all of the UI mods that are already installed - we only will have to reactivate uHUD in FOMM? Good.
  9. BTW - Why is BOSS Userlist Manager (BUM) in the list of installed applications? Don't the newer versions of BOSS include an integrated User Rules Manager that can do the same thing well enough? Do you think it's better to eliminate extra unnecessary applications, or is there a reason to use BUM over the other? Also, while creating user rules, I noticed that your BUM directions for the Animated Fan mod mentions selecting "AnimatedFan.esp", but I think it should be "AnimatedFanV2.esp". EDIT: ADAM - A Definitive Armor Mod is missing user rules information in the guide. It's got 2 plugins that are unrecognized by BOSS. (Just a reminder)
  10. Being that I already installed the UI section a different way (the way you described it a while back - 2 months? ago), reading what you have, I'd be concerned that it doesn't account for how to work with how it was done a long time ago. So for people who installed it a while back, it would be nice to have some sort of instructions on how to uninstall and then reinstall the UI section safely without screwing up anything else. I remember previously there had been statements about how running FOMM through MO can overwrite other mod files that are installed in MO (even though the general idea is that mods installed in MO are individually protected from one another due to the virtual file system). Honestly, at this point, I have no idea how intertwined my UI mods are in MO and with their FOMM installations.
  11. Even though I already played Fallout 3 and beat it a long time ago and will not be using the TTW guide, cool idea I guess. About using ENB (even without actually enabling the special graphics features) with the current mod selection. I tried it before and it did not run well for me - major stuttering with any of the memory "enhancement" features. If I enabled either of these: ExpandSystemMemoryX64=true, ReduceSystemMemoryUsage=true, I would get very noticeable aggravating stuttering in a lot of areas. And that was even with the more compatible injector version. After I realized that, I decided to see the difference between mainly using it for fake fullscreen (and disabling pretty much everything else in it) or not using it at all. It seemed as though I saved a couple FPS from not using it at all, so I just abandoned using the ENB files altogether. I came to the conclusion that it was somehow conflicting with another more important mod that I had installed. So I got rid of the less important mod - ENB. I wonder if it was the FNV4GB mod, but of course, that one is VITAL with a modded setup. If you can discover and explain a good way of installing ENB with everything else in your guide in a way that actually enhances it and doesn't take away from it (at all), I might use it again. EDIT: ADAM in the guide. Should the version say 4.1.1?
  12. MO Organizer never informs me within the program that there is an update available. I have to manually go to the website to check. I just happened to check within an hour and saw it. What you do have to do to get the internal update check to function - to check for new MO updates?
  13. Less than an hour ago a new version of MO came out - 1.2.6. There's no changelog for it yet, but hopefully it fixes the 1st-file-in-the-list-overwrites-all issue that you previously mentioned.
  14. EDIT: I guess if you want to use different bashed patches for different profiles you just copy the bashed patch, 0.esp and rename to bashed patch, 1.esp and then in [profile 1] you enable bashed patch, 0.esp, and then in [profile 2] you enable bashed patch, 1.esp... and so on. I guess that is what EssArrBee is saying about how to use different bashed patches for different profiles. EDIT2 - I need to clarify a poorly described situation that I just erased from the top of this message: I tried to make the bashed patch into a mod. For me it will work after a bashed patch is rebuilt - to run a bashed patch in MO in it's own mod folder, BUT... now WF does not seem to allow me to rebuild a bashed patch that has been taken out of the overwrite folder and placed into it's own mod folder. It used to though.
  15. I don't know exactly which part fixed it, but I grabbed a new copy of the bashed patch from the templates folder and put it directly into the data directory, sorted it into correct order in MO and enabled the plugin. Then I ran WF and everything works like it used to again - no weird messages in WF and the bashed patch files get updated properly. So I don't know if it was because I now have it in the data directory or because I grabbed a "fresh" copy. EDIT: I just played with it a bit. It wasn't the fresh copy. It's just that now I can't keep the bashed patch in it's own directory in the mods directory. I can either do what you said with putting it directly into the game's data directory or keep it in the overwrite directory of MO (that's what I'm going to do).
  16. No, my bashed patch is not the default one. I lost that one a while back. I accidentally deleted it. Then I read somewhere that I could find a replacement for it by looking in the Mopy/templates file directory. So I grabbed that and put it into a file directory I called "Bashed Patch" in the mods directory in MO. Then I ran WF and rebuilt it. That was a while back when I did that, and it had worked before with MO 1.2.1. I've been using that all along... All of the sudden (with MO 1.2.5) it's doing what I described above.
  17. Damn - this is the first time I tried making a bashed patch for MO 1.2.5. Wrye Flash is behaving oddly now and I can't figure out what is going on - why it is different now. For the record, I have a "Bashed Patch" file directory in my MO "mods" folder. Inside of that I have "Bashed Patch, 0.esp" and a "Docs" file directory. Inside of that I have "Bashed Patch, 0.html" and "Bashed Patch, 0.txt". So I first enable all plugins in MO, along with the outdated "Bashed Patch, 0.esp" plugin. Then I load up Wrye Flash (and it doesn't matter if I follow your instructions in the guide or the instructions I gave in this forum). Then I right-click the bashed patch and select "rebuild patch". Deactivate suggested mods. Select all mods in every category, except FalloutNV.esm in "Import Names". Build Patch. Wait... Then it finishes, but upon finishing it gives me a popup warning I didn't previously get: Missing files have been removed from load list: * Bashed Patch, 0.esp I click OK and notice that the bashed patch is no longer listed in the list of plugins in Wrye Flash. I close WF and look at MO. The bashed patch plugin is disabled. Why does Wrye Flash do this now? It didn't before. It would keep the bashed patch enabled. This bothers me, because I'm not getting any weird error flags or anything in MO. When I keep the bashed patch disabled, the game loads up like it doesn't need it (not sure if it was able to do that before). I can also choose to enable the bashed patch and the game loads with that way also. I thought the bashed patch was needed to have multiple plugins disabled by WF to be merged together into the single bashed patch. Anyone have a clue why WF is thinking the bashed patch plugin is missing and then disabling it? EDIT: And whatever happened to NV Bounties II and Dracomies Improved Textures? You had said that you were testing those before and thinking about adding them soon.
  18. This is what I put in my Wrye Flash MO Executables entry (you will probably need to modify the file paths a little): Title: Wrye Flash NV Binary: C:Python27pythonw.exe Start in: C:SteamSteamAppscommonFallout New VegasMopy Arguments: "C:SteamSteamAppscommonFallout New VegasMopyWrye Bash Launcher.pyw" Then I checked off "Close MO when started" This works fine also. And I didn't find it obvious - lol. I had to do some searching around to get the information on how to run it like this.
  19. I was going to mention what Madoak mentioned about Courier Stash Integration, but he beat me to it. I also have something to add to that: If the original file is needed for the bsa inside, is it also needed for the esp inside or does your "Couriers Stash Integration - WMX.7z" archive contain the only esp needed?
  20. EssArrBee - You might want to review the Weapons of the New Millenia mod and the PB-6P9 mod guide instructions - you mentioned v1.1a for WNM when only v1.1 was available. Now that v1.1a is actually available there on the Nexus I'm not sure, but it sounds like it includes PB-6P9. So that mod may be unnecessary to install separately. I'm still in the middle of downloading v1.1a though, so I haven't looked at it yet.
  21. Does it change anything if the DLC is listed in the mods tab? I guess you just make sure to point out that the DLC should be listed first before any mods, so it gets overwritten. EDIT: I just installed 1.2.5. I see what you mean about the DLC. All I did was re-order it in this order: FalloutNV DeadMoney HonestHearts OldWorldBlues LonesomeRoad GunRunnersArsenal ClassicPack MercenaryPack TribalPack CaravanPack
  22. Nice, I'm planning on just downloading the full installer for the newest version and then installing it directly on top of my existing installation of version 1.2.1. I've read that MO updates fine and safely that way (retaining all profile, executables, and mod/plugin settings) - is that true?
  23. For me, the solution with 1.2.1 was either of these two things (not sure which actually did it because I didn't test each one individually): 1. made my entire Fallout directory writable, because some things were marked read-only. 2. ran MO with administrative privileges.
  24. Good. OK, just reinstalled TBS and only cleaned the ITMs. No errors this time. I guess everything is all good now (hopefully).. lol Now I have to install the mods you put up today in your guide. Once again, thank you.
  25. Oops, then I don't know which mods I messed up if I messed up any because I deleted all my backups after running the game and seeing that it started OK. I guess I can redo Tales of the Burning Sands.esm, because I know that one. But I don't remember which other mods had been marked by BOSS previously that I did a full clean on. Hopefully TBS was the only one that could have been damaged from a full clean. I don't remember seeing any error messages from cleaning like I saw when I did that one. Still, it could have happened and I just didn't notice it before. What do you think I should do?
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