Jump to content

oqhansoloqo

VIP-Supporter
  • Posts

    1,387
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by oqhansoloqo

  1. OK, good news buddy - it works now. :D In fact, there were many other textures that I wasn't even aware of that were worked on by the mod authors that got changed along with the roads. It looks awesome now! :) Unfortunately, as far as information for the guide goes, I was too eager to get it working that I didn't take baby steps in order to figure out if the solution was putting everything as writable or if it was the fact that I got it running under admin at least once. Here's what I did: first thing I did was try to make everything writable. I tried to do this under a non-admin account and at one point Windows asked me for admin priv to do it and even though I put my admin password in and all some files still wouldn't change... so I decided to just log out of windows and log back in as full admin. I once again selected the entire FNV game directory (which includes, in my case, all programs for modding it within the game directory) and made everything writable. Then, since I was already logged in to Windows as admin, I started up MO, sorted the mods with LOOT through MO, and then ran 4GB Loader through MO. It ran perfectly that time, unlike yesterday before I made the game directory writable and when I ran with MO admin priv only. What I should have done was log out of admin account completely and go back into reg account to load it. Anyway, it loaded fine and all textures that should be were modded, not just 1/2 (like before). So then I quit out, logged out of admin, logged in reg (Win 7, btw) account, loaded up MO with admin priv. Loaded game, worked perfectly. Quit MO, then loaded MO back up without admin priv. (whenever I switch between running MO as admin or non-admin I always have to reorder/reenable mods in MO, btw, just fyi). So I'm in MO without admin priv and I tried to start up the game with 4GB Loader. It bugged out and threw me into the FNV launcher instead. Then I figured something out - it wasn't loading properly because it was looking for Steam, though Steam was running - what?... but Steam had been started under admin priv still running from before. So I quit Steam and then in MO tried to run 4GB Loader again. It loaded up Steam, this time without admin priv (because I was running MO without admin priv). All loaded up fine with textures fully modded. So, taking in all that, I think that main culprit was having at least *something* (don't know exactly which file or files) changed from read-only to writable... But apparently I had to be logged in to my Windows admin account in order to give permission to make everything in the game directory writable. Because after doing that, the textures are showing up fine in both admin and non-admin. Though, it's also possible that running the game successfully under admin once triggered something to be modified. I think that this information should be used to determine exactly what fixed the issue. Then after figuring that out, in a concise way, I think it is very important information to mention in your guide. Perhaps some of these sorts of factors may be affecting STEP issues as well, with Skyrim. I am going to apply this to that as well and see what happens. I actually already run that in admin, but I've never tried bothered to make everything in that game directory writable. Did you make your Skyrim directory writable also, EssArrBee?
  2. I'm not certain, but I think some of the street signs might not be hires... like STOP signs and speed limit signs. Not sure because I don't have a comparison pic to compare to, but according to pics of other types of signs that I have seen on some of the mod pages (either **** Bueno or NMC) I suspect I am not seeing texture replacements for those that I should be seeing. Other than that there are no other textures that I have suspected might not be installing properly. If I go and change the entire game directory to writable, can that possibly screw something up? Or is that safe to do? Just want to make sure before I make that change to every file in that directory.
  3. No, I don't run as admin. I tried running it as admin and things bug out big time... Maybe because when I first started using the program I didn't first run in admin? I don't know... it's really bizarre, but when I try to run 4GB Loader through MO in admin it runs the normal Fallout Launcher instead of going directly into the game, and if then if I try to exit/quit the launcher, it starts up nonstop until I actually click to start the game. And then when I do go into the game, no mods are loaded, even if they are enabled in MO. It behaves really strangely... EDIT: I don't have it in the program files directory either though.
  4. EDIT: believe me, I tried that a few times already... This is what my falloutprefs.ini (and fallout.ini) file looks like in my MO profile (not the only lines in the file, of course): [Archive]SInvalidationFile=iRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Fallout - Invalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa I made the ini files in there so that they are not read-only anymore so that I could modify them if needed. I did try putting them back to read-only just to see if that would change anything and it didn't.
  5. mine look like image 1. image 2 is what they should be looking like with the medium damage retexture from poco/ojo bueno. archive invalidation is checked... why isn't it working?
  6. EDIT: So you are saying that Poco Bueno and HQ Ojo Bueno roads should look the same? What we really need is someone else who tried to install this mod to tell us if their roads look different than vanilla... like the preview pics look different. That's why I was asking Vaportrails to check... but he hasn't replied yet. I'm sure it's not just me with this issue.
  7. The file tree appears to be fine. No conflicts - no overwriting files from other mods. I tried both Poco Bueno as well as Ojo Bueno - neither changed the roads. In fact, at one point I disabled every other mod in MO and only had specifically the rugged roads from Ojo Bueno enabled just to make sure that nothing was conflicting with it. EDIT: I take it the file tree within the mod's directory should go like this: texturesLandscaperoads[.dds files for roads]
  8. LOL, SMH. I'm sorry - I forgot that I deleted all the UHQ fomods from all the archives just because I previously decided that I was never going to use them (the 4K mods)and didn't want to store them. Yes, you are right in that there are 4 fomods in there. I forgot that I did that. EDIT: but seriously, has anyone checked the preview pics and compared them with their setup to verify that their modded setup actually has roads in it that are modified? On the Poco/Ojo Bueno Nexus forum lots of people are specifically mentioning issues with the roads not showing up. Some people say it has to do with Archive Invalidation (or something like that). I have a check in the checkbox (IOW - it should be enabled, not disabled) in my profile settings in MO for that...
  9. EssArrBee - running FOMM through MO to extract the fomod (putting the files in MO's overwrite directory) made no difference for me.
  10. Vaportrails - Have you looked at the preview pics? The roads in the preview pics look so vastly different that it can't just be a matter of lighting or the mod author using a 4K version or something. No, the roads did not look better in my setup than the vanilla roads. Only the ground surrounding the road surface looked better. EssArrBee - Yes, I did extract the fomods from the 7zip archive first before installing with MO. I didn't use all 4, just 1 of the HQ versions. OK, I'm try your FOMM idea. EDIT: Actually, the roadways 7zip just contains 2 fomods, not 4.
  11. Yes they do. Go onto Ojo Bueno nexus page, download just the roadways mod pack, then have a look at the preview pics inside. See how those compare to how the roads look in-game for you. Let us know what you find out. EDIT: I really like the heavy damage road texture - looks much much better than the vanilla roads.
  12. I just downloaded the NCC Downgrade and copied it over my current MO's NCC directory (saving a copy first of the original one) - I found no instructions anywhere on what to actually do with the NCC downgrade file package, so I did what seemed like it make the most sense. Then I re-installed Poco Bueno. Started a new game, even though that might not matter - just to say I covered that... Did not fix the problem. I'm going to copy back over my previous NCC directory because that didn't work.
  13. Anyone else having problems getting the roads retexturing in the Ojo/Poco Bueno mod to actually do what it's supposed to do? I don't know if it just doesn't work on the roads at the beginning of the game, but those road surfaces look untouched by any mod. Low resolution and the seams around the edges look weird and create odd effects. The roads look nothing like the preview pics in the mod package itself (talking about Ojo Bueno's Ojo Bueno Roadways V3b download, which is the retextured roads). I tried installing Poco Bueno, and then Ojo Bueno's roadways file and tried the heavy and medium damaged roadways. Nothing is actually changing the road surfaces. What gives?
  14. The guide mentions for NMCs Texture Pack for New Vegas mod: "The large is mostly 2k and 4k textures, so to much for a heavily modded setup." I thought the textures in this pack were all 2K (2048x2048). That's what the mod author implies, though he does say "typically". Once I get everything else installed in the guide, I will possibly switch to the Medium package if that's what you recommend. I play at 1080p, so I thought 2K textures would be nearly perfect.
  15. Actually, the flashlight does work. I found out that it is an item you have to find first before using. Once I found it, I could use the hotkey to activate it. But I still have that MCM error message, which apparently may not actually be affecting anything besides being annoying in the Flashlight MCM settings. OK, glad to know everything should be OK. Thanks for the feedback. EDIT: Oh, I thought it was 1.1.2 that had issues (says that in the guide).
  16. Actually, I am having a problem - Flashlight NVSE gives me this error message in the MCM: "Flashlight Version Error - There seems to be a problem with the HUD files. If you are using iHUD, make sure you re-install FlashlightNVSE after activating iHUD." This is the second time I am getting this again after re-installing the entire User Interface section of your mod list (the only reason I re-installed was specifically to correct this error). I thought I perhaps goofed in following the instructions, but now that I re-installed and I'm getting the same error message, I don't think so. I didn't get some of the messages you state in your guide that someone should be getting as certain mods are installed though. For example, under the MCM mod instructions, you say "Mod Organizer can install this mod, but it will say that the mod is already installed, even if it is not. When asked click [Merge], then the installer will run and another pop-up will say the mod is installed, so click [Merge] again." No such thing happened to me... MO did not say that it was already installed and installed the MCM mod without any such messages. FYI, I use MO v1.2.1 if that makes any difference to any of this. And if I set a hotkey for the flashlight in the MCM and try to activate it in game using the hotkey, I hear a sound effect, but nothing else occurs.
  17. Couldn't an alternate temporary mod page be copied directly from the original and then modified with the 2.2.9 specific instructions? Then when 2.2.9 becomes official, the original mod page gets updated, the alternate gets deleted, and the guide points to the original mod page. Would that work? I realize that this may be the case with some other mod pages also - where 2.2.9 expects those mods to be installed a little differently, but I don't think they break the 2.2.9 installation like this one does. Personally, I don't mind waiting. I'm getting into Fallout New Vegas right now, using your most excellent Fear and Loathing in New Vegas guide. ;)
  18. EssArrBee - So far I've just gotten up to finishing installing the user interface mods portion of your guide. Thank you SO MUCH for creating this guide. I was trying to figure out how to install all those mods on my own and it just wasn't turning out good, but they all seem to be working perfectly when your guide is followed. You picked a great name for the guide too, just because it's funny. :) Some things I already figured out and have installed in my setup that your guide doesn't seem to touch on: Enhanced Shaders ENB - Unlike with Skyrim, perhaps because FNV is less graphically complex, I still seem to maintain about 60 FPS with my setup. So, IOW, ENB seems more feasible with FNV. Maybe some mention of ENB recommendations or guidance on how to install one, or something. At the minimum, how to install ENBoost. It also allows for a fake fullscreen mode even with just ENBoost. For me it runs fine with FNV 4GB Loader. SMAA - I got this idea from using this with Skyrim. It goes along with the ENB installation process (or ENBoost)... LOOT - So far I'm using this instead of BOSS. I don't know if it is going to cause me headaches as I progress further through your guide, but for now it seem to be working.
  19. NICE! I just found your guide, Essarrbee! I have recently bought Fallout New Vegas while waiting for the next STEP version and decided to mod it up. I first found Gopher's guide and started off with that as a base. Then I browsed around the Nexus for other mods (mainly the most popular ones, or through recommendations by various people) and came up with a pretty good list. I also used ideas/tools from STEP for Skyrim modding and applied them to FNV. One problem I ran into is figuring out how to sort all my mods properly to have files from the best ones overwrite the lesser ones. Without a guide like the STEP guide, it's difficult, especially with regards to the HUD-type mods... Ugh - confusing. I just found this thread and your guide, so now I'm going to review it and see what I can change to my mod list. I'll give you feedback too, in case I found a cool mod that you didn't... or figured out a good tweak or something that you didn't mention.
  20. I use Wrye Bash all the time now for bashed patches. I never had it installed in program files directory. I wrote this back when I first tried to install it and follow STEP instructions completely. But like I said, the installer was screwing things up and the standalone version worked. The instructions in the STEP guides for installing Wrye Bash led me down a path that didn't work. Making the change by installing the standalone and not using the installer simplified the installation and upon doing so it worked properly. On a side note, now that Mod Organizer allows mod and plugin list orders to be saved and restored, when something unwantedly reorders the mod lists, it doesn't matter too much because it's easy to restore to a previous state. I was PISSED when I wrote that message because I spent over an hour reorganizing my mod order after Wrye Bash screwed it up.
  21. It is the AMB content addon - if people are running without problems, then they must have installed this. It is currently not in the instructions, but the patch requires it.
  22. As of now, I'd wait on 2.2.9 - the 2.2.9 STEP guide is not even caught up to the newest 2.2.9 patch on github, so if you try to use the STEP Patch and the instructions on the 2.2.9 guide, it won't load. The 2.2.9 STEP Patch (at least core and extended) requires a master from an optional mod not currently in the guide. I upgraded to the one on there and it broke my installation. I've grown tired of tinkering with my installation on my own, not being very savvy with TES5EDIT. I've not been messing with STEP for the past month, doing other things, waiting for progress to be made. Another option is to just go ahead and install according to 2.2.9, just not play for a while and check for updates in the meantime (like me). :) Then when it is completed you will already have 99% of it ready and installed.
  23. Cool, that sounds promising.
  24. Some places do take quite extreme performance hits though - for example, go have a look up at Bleak Falls Barrow, even from pretty far away... Those particularly bad performance hits are why I don't use this mod. There are plenty of places that don't take much of a performance hit though and look a lot better with the mod.
  25. It sounds like some major changes are going to be implemented though - changes that may involve reinstalling most of the mods (in my setup), if BSAs are going to no longer be recommended to extract through Mod Organizer.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.