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oqhansoloqo

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Everything posted by oqhansoloqo

  1. How come the STEP guide says nothing about the distinction? If I knew that I would have done it differently.
  2. Yeah, but I didn't really understand what you meant. I did the cleaning according to STEP TES5Edit instructions on all the mods marked by BOSS, which I think all said they were "ITMs" (whatever that means - lol). One of the newest mods marked by BOSS said there was an error doing something with a navmesh or something, but I followed the directions, so I don't know why it said that. Maybe the error for that mod was normal? Hope so, since I didn't deviate from instructions... Then the mod I didn't touch at all that BOSS said had dirty edits was Vault 22 Floral Overhaul. It basically said that cleaning would cause the game to not load. I'm guessing this is the other type of dirty edit you were trying to explain to me. I just left it alone whatever the case. EDIT: the one with the navmesh message was the Tales from the Burning Sands.esm, btw.
  3. OK, problem solved. I enabled everything again and got the game running. It was the BSA limit issue. And thanks to Kelmych for his input, for I finally fixed my Flashlight NVSE issues also. :D Now for some more dirty edit removals.
  4. No sh*t. Nice! Didn't realize 7zip could get into .fomods. OK, good. Got it. Thanks. :) EDIT: OK, I ran the game with just the UI mods enabled and the Flashlight mod MCM works perfectly now and I have access to the battery feature of it now. Now I have to figure out this other issue that is potentially a BSA extraction issue. I'll get back on that now. EDIT2: Apparently, an easy way to extract BSAs in an already installed mod is to place a randomly named text file into an otherwise empty .7z archive and then install that manually and name the mod the same as a mod already installed with BSAs I want to extract. Then merge it and select "yes" to extract BSAs question. Then just delete the text file I merged into that mod.
  5. Damn - I'm having trouble getting into the archive. When I load Flashlight NVSE in MO it doesn't let me manually install at all - I was trying to install it under a different name so I could then grab the battery file through windows explorer. It just starts up the installer and won't even allow me to click "install", only "cancel". I can't figure out how to just look into the .fomod file just to grab that one battery file. I was trying to do that over messing with FOMM. I guess I have to use FOMM then.. *grumble*
  6. I guess I'll just "go into the archive and extract the file into the ...MOmodsFlashlightNVSEmenusprefab folder." Sounds like the easiest way. :)
  7. OK, I reported them.
  8. Kelmych - thank you. I had situation #2 and #3. I resolved #3, but not yet #2. I still haven't re-installed Flashlight NVSE though yet because I am trying to figure out the correct way to do it. I don't want to mess anything up, and the whole FOMM part of everything is tricky and delicate. I know you said that once uHUD is installed the rest of the UI setup will not get messed up, but your idea of re-installing may be different from what I might do to re-install. Should I just load up FOMM in MO, then the Package Manager, then Add FOMod, and then add the Flashlight NVSE mod again under a different name in FOMM?... or should I somehow delete the other one that's already there first?... or overwrite it maybe? I'd like to get some feedback on that before I just say "alright, let me give it a go to see what happens if I do it this way..." and then end up botching things up really bad. EssArrBee - I think Kelmych's assessment of the Flashlight NSVE situation should be mentioned in the guide. I think it's valuable information, and I seem to recall someone else, either in these forums or other forums who mentioned the same exact symptoms of situation #2 & #3.
  9. OK, I will. One thing I just tried was this - I disabled all mods but the UI mods. Of course, the Flashlight NVSE mod is one of those. The game loaded when I did that. So it's either this BSA limit issue, or something else I did to one of the currently disabled mods. I don't like the idea of having to extract random BSAs to get it all working though. I don't want to unknowingly mess up a mod that doesn't handle having its BSA extracted - like the Willow mod you say? Also, do mods with BSAs that are disabled in the list still count towards the limit, or do they not since they are disabled? Also, the more I extract, isn't it going to end up slowing down the game when it's run because I thought BSAs are read more efficiently than extracted files?
  10. *EDITTED* Oh yes, I forgot that you mentioned extracting some mods with BSAs... I guess I didn't do it previously because of the mention that someone was working on a way to extend the amount of BSAs that could be loaded at one time. So I reinstalled and extracted the BSAs in Afterschool Special and Authentic Burned Man, because those were simpler mods than some other ones with BSAs. The game still didn't load with the two mods enabled: flashlight nvse & vault 22 floral overhaul. Now the situation is that I still had the BSA version installations of the AS and ABM mods in my mod list, but as disabled mods. Would that make a difference or not towards the limit - IOW, should I totally delete the BSA versions from the mod list or can I keep their disabled installations in my list without causing issues? Forget it - I'll test that myself.
  11. It doesn't load at all. I have a feeling the installation of the Flashlight mod was messed up before though, because previously I used LOOT, and now I'm using BOSS. Even though it loaded up with LOOT and I could use the flashlight in the game, whenever I tried to enter the flashlight's MCM it would give me annoying error messages within the game. This is my first time trying to load the Vault 22 Floral Overhaul mod though - what's interesting, is that particular mod (the only one in the list, actually) gives a warning in BOSS about having dirty edits that cannot be cleaned. I did not attempt to clean that mod, though. OK, good to know that BOSS masterlist was edited a whole lot last night or earlier today. At least I know I'm not going crazy or messing up my mods severely somehow unaware.
  12. So I narrowed my game not loading now to two culprits. One of them is the flashlight NVSE.esp, and I'm pissed about that since it's one of the UI mods that I had trouble with previously. And yes, there is another too - Vault22FloralOverhaul.esp. I have yet to try enabling only one of the two (plus every other plugin) and recreating a bashed patch, because it's possible that at least with one of them it might work with a bashed patch. But I know both won't... because that's how I had it before. I'll keep you informed with what I discover. I'm confused now though. Another issue I just ran into, is that I ran BOSS today and it's telling me now that a couple other plugins have ITM dirty edits. I don't know how this is possible, because the mods it is pointing out to me now were not showing dirty edits yesterday in BOSS. Did BOSS masterlist get updated between last night and right now?
  13. I thought I was pretty careful while I was FNVEditting to follow every step for each mod... I'm going to look into this today. Anyway, I wonder if it getting a lot of hits recently has anything to do with me dropping a few recommendations to people on the Nexus to check out your guide about a month ago. lol One place where I left a link was on Gopher's uHUD mod forum. Lots of people were asking about how to get the HUD mods working together correctly with MO and so I told them to check out your guide for direction.
  14. Well now you know to have some virus protection when you visit there. How can the Nexus not know about it already though?
  15. OK, so to wrap everything up (IOW - to check on how the game runs with the current mod list) I created a new bashed patch after FNVEditting the 3 plugins that needed cleaning. Then I went to run FNV 4GB Loader through MO. The game didn't start. What?! So I ran FNVEdit again and loaded everything to see if there was a missing master or something. I noticed near the end of the processing it said this: [00:25] Background Loader: [bashed Patch, 0.esp] Building reference info.[00:25] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345[00:25] Background Loader: Errors were found in: PNxCMorphineEffect "Ignores Crippled Limbs & Withdrawal Symptoms" [MGEF:13FF0000][00:25] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE[00:27] Background Loader: finished I'm guessing the error message may be what is preventing the game from loading, but I don't know what the message it is referring to (and as a result, how to fix it). EDIT: Did I do something wrong when creating the bashed patch? EDIT2: Oh wait, it's probably because the I didn't manually order the plugins that BOSS marked as unrecognized. lol Yeah, that's got to be it. doh! Yeah, I guess I either need to look back and see what you said to do with them previously or just wait for the masterlist update. (stupid me)
  16. I don't use the WFO esp (I don't have the fertile or dead version, I have the non-esp version installed). I guess the vault22floraloverhaul.esp is similar though? Here's what FNVEdit says about that one: vault22FloralOverhaul.esp Active Contains dirty edits: Do not clean, otherwise the game will crash on startup.I am guessing the best course of action is to do nothing to it. I'm sorry you have to communicate with such a neophyte, but I often struggle to understand how to use a lot of these tools beyond following specific instructions given to me on what to do from someone else who understands them. lol
  17. I don't know what you mean when you say "If there are no UDRs listed them don't clean UDRs or vice versa." Are you implying that I should deviate from the method outlined by the STEP guides on TES5Edit cleaning in order to be more specific about what I clean in a plugin when I clean it? Also, I don't know what it is, but MO is not being updated with the BOSS plugin re-ordering... For one, the "Sort" button still tries to use LOOT, even if I delete LOOT altogether. For another, instead of pressing the "Sort" button in MO, if I just run the executable from within MO, BOSS runs and closes MO. BOSS supposedly re-orders my plugins. I close BOSS. I restart MO, but none of my plugins have changed order in the list. When I was using LOOT before, I wasn't having this issue. EDIT: I figured it out. I had to have MO stay open and not close when BOSS was run. That was the problem. This is strange though, because in other situations, like when running Wrye Bash, this is not necessary.
  18. OK - I have to install BOSS, a week ago I was stupid and was using LOOT to sort everything. At that time I didn't realize that it wasn't sorting a lot of plugins correctly. Since then I stopped my serious game play to watch, wait, and update my mod configuration while you updated the guide. I figured that by the time you stopped adding new mods that LOOT bash tags would be good and I wouldn't even have to bother with BOSS. If you just want me to run BOSS without extra manually entered user rules, no problem. I can do that. [spoiler=BOSS Unrecognized Plugins list]The following plugins were not found in the masterlist, and must be positioned manually, using your favourite mod manager or by using BOSS's user rules functionality. You can submit unrecognised plugins for addition to the masterlist directly from this log by clicking on a plugin and supplying a link and/or description of its contents in the panel that is displayed.SomeguySeries.esm ActiveTales PN.esp ActiveAnimatedFanV2.espSortomatic_for_House_of_the_Chef.esp Version 1.1 Active *Note - I have the Alternative Start mod disabled because I prefer the vanilla game start, as a result I also put the Tutorial Killer - Alternative Start esp into Optional ESPs (so that esp is not in my BOSS list for that reason). BTW - I'm seeing a bunch of mods that say they have dirty edits. Here, let me create another list with just those ones: [spoiler=BOSS marking some plugins as having dirty edits]FCO - Roberts Patch.espContains dirty edits: 1 ITM, 0 UDR records. Needs FNVEdit cleaning. A cleaning guide is available here.FCO - OWB.espBash Tag suggestion(s): {{BASH: Actors.ACBS, NpcFaces, NPC.Race}}Contains dirty edits: 18 ITM, 0 UDR records. Needs FNVEdit cleaning. A cleaning guide is available here.RagdollOverhaulULTIMATE.esp ActiveBash Tag suggestion(s): {{BASH: Actors.Skeleton}}Contains dirty edits: 15 ITM, 0 UDR records. Needs FNVEdit cleaning. A cleaning guide is available here. I take it I should clean these in FNVEdit?
  19. Right, so IOW when WilliamImm gets done submitting the plugin priority tags for both BOSS and LOOT masterlists, then using LOOT will be just as good as using BOSS to sort the mods listed in your guide even though it's still beta? I've seen a lot of Skyrim modders who have already switched to LOOT.
  20. Curious though - once LOOT also gets updated with the newest FNV plugin priorities (which is going to be around the same time as BOSS does, right?), are you going to recommend using LOOT over BOSS in the guide (or here in the forum), or are you going to stick with BOSS as the one to use until LOOT comes out of beta?
  21. Sounds great - wondering why any work is being done on BOSS if LOOT is going to end up recommended anyway. Why not just add everything to LOOT and forget about BOSS - wouldn't that save some hassle?
  22. Another one: Trojan.Miuref Activity 2 (from 107.21.110.245, 80) URL: medicinearchives.com This crap is annoying and very bothersome - starting to make me suspicious and paranoid of the Nexus. I hope there's not some new one that my antivirus hasn't detected yet that gets through. Overall I am grateful to the people that run the Nexus for creating the mod hub that they did, but why aren't the people behind the Nexus more careful about the ads they allow on their site? Seems highly irresponsible to me to allow ads by companies who are attempting to spread trojans and viruses to unsuspecting visiters.
  23. Talking about fertile vs unfertile vs non-esp WFO - I use non-esp just to keep things simpler. But what I really want to say is that one thing I disable immediately upon starting a new game are the extra storms in Nevada Skies. I don't think they make sense - here's why. The desert is like it is because it doesn't rain much, on top of that the rain effect of the mod doesn't even look all that good, and it also negatively affects FPS (all the storms do). Rad-storms seem to be pretty dangerous - too dangerous - and NPCs and creatures don't even react to them so that totally breaks immersion to see people out farming and what-not in the middle of a deadly rad-storm. The idea that the New Vegas area was mostly untouched by the nuclear war doesn't hold true if rad-storms are blowing through regularly either. The sand storms I almost kept enabled because I think they make the most sense of all of them, but I decided against doing so because if such storms were blowing through all the time then the landscape would look totally different than it does. It would be more like sand dune type desert. Once again, NPCs don't react to the sand storms at all either.
  24. For the past week, on the Nexus, every so often I get a message from my antivirus program about blocking an intrusion attempt by an IP address (last time it was 54.225.134.94 at the URL: babybuzz.tv) using "Trojan.Boaxxe Activity 2". I think it's one of the ads that loads up in that annoying ad window. No doubt many of you have gotten the ad, since the Nexus only displays a handful of ads over and over again, and you all go there continuously for mods... Hopefully you have virus protection that has blocked that one offending ad.
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