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oqhansoloqo

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Everything posted by oqhansoloqo

  1. If 101Bugs was replaced with this one, would insects be adequately covered - what about bees, torchbugs, and dartwings? Personally, I don't see how extra insects really need to be added to the game mainly because it just unnecessarily complicates alchemy with too many types of insect parts. On the other hand, I would like to know that the few remaining insects are all getting a nice reworking and not just the Lepidoptera (butterflies & moths). EDIT: My biggest concern are the dartwings. I think I actually like the look of the vanilla bee over 101Bugs version (based off the compares on that mod's Nexus page). I think 101Bugs torchbug looks overall better than the vanilla one. 101Bugs also somewhat improves the look of ants too.
  2. I used to have WATER installed a long time ago and things may have changed since then, but when STEP switched to RW2 I had noticed a definite improvement to visual appearance in the way that a lot of water surfaces around the game world looked - the blending of the surfaces looked much smoother. That was a while ago though, and I don't know how WATER has changed since then. I have also tried Purity. I use part of Purity in my installation currently, but not the water part. I forget what it was about Purity but something about the water I thought did not look as good as RW2. I think I wrote about this in another thread... I'll edit this message with that info when I find it. EDIT: I found my other posts, but I in them I never mentioned why I chose to strip out the water portion of Pure Water. I think the main reason may have been because RW2 plugin edits were integrated into the STEP Patches and it would have been more of a pain in the a$$ to edit it than I felt it was worth so I decided to just stick with RW2 for that reason.
  3. The guide needs to be updated now to reflect these changes. EssArrBee has not actively been updating the guide for a while now. If someone knowledgeable about these body patches wants to help me to update that guide, it would be very much appreciated. I think what needs to be done are some testing of these changes and new optional files that cover courier's stash and dead money DLCs. We need to make sure that there aren't any strange conflicts with other F&L mods that create issues. Another consideration is possibly an increased plugin count from the current amount. If someone can please look into this for me, I will then follow your advice and see about updating the guide also. What also makes this an issue is the fact that the old versions are no longer available, so we don't want someone following the F&L guide to run into issues with the new version of the files.
  4. alt3rn1ty - thank you for those links. Valuable info that I put to use.
  5. Someone should give this mod a thread in the mod discussion section, so people can share troubleshooting issues trying to integrate it into a Skyrim STEP-based installation. If it stays here it's more likely to get lost to time and the fact that the mod's name isn't mentioned by text in the thread title or anywhere else in the messages so far.
  6. Anyone could help me with this please? I had this issue before, but I forget what the answer was. I asked about it either in this thread or in another F&L thread here on this site. I honestly forget what caused it for me and the answer to fixing the issue, so I can't help. The information is somewhere in the forum records. Either someone who knows/remembers the answer will respond to you or you can hunt through the F&L threads and find the answer in there somewhere. Sorry I can't help you better.
  7. That was actually my next assumption - something not set right in that tab... Usually the two common issues with FNV and MO causing startup crashes: 1. old version of MO that can't load high amounts of BSAs, or 2. plugins in the Archives tab not checked EDIT: I do know that if the "Arguments" in FNV4GB aren't correct it won't load the ENB files. Also, did you place them in the correct directory? The ENB files should be in the game's base directory, not MO's directory or the Data directory.
  8. It looks like a sex simulator animation thing that allows you to use directional keys to change sexual positions. Sounds kind of cool, but I just glazed over the info quickly.
  9. It was just there a minute ago (or a couple)... I don't see why it would get pulled though. The Nexus already hosts sex mods and nude mods and it has for a long time.
  10. What version of MO do you have installed? My "Arguments" line for the FNV4GB executable is a little different: "-laaexe .\FalloutnvMO.exe".
  11. In the past I played with this one and I've noticed that anything lower than 1 gives me a little too much "shadow striping". I think it was if you go above (rather than below) 1 then shadows just start looking really messed up. See your character's shadow - it will lose connection with your body. I found 1 to be the best compromise between shadow striping and disjointed looking shadows. Of course, I guess usage of an ENB would change the "game plan".
  12. I've had mine set to 6000 for a long time after testing various settings for that previously.
  13. I don't know what causes it. For the past 1/2 hour I've been vigorously trying to replicate the problem and only once could I get it to break and have no clue what caused it to do that versus every other time.
  14. It sounds like the answer to this then is to not store items in the crafting stations themselves, but store them in other sortomatic-accessible containers. Then go to each sortomatic-accessible crafting station and set to "look in all containers". That way all crafting stations will be able to see all ingredients. Onto another issue that falls under this topic. There are some MAJOR issues with Sortomatic or perhaps only the Afterschool Special sortomatic-enabled mod. Issues that can be readily apparent when the "Homeless Items" (HI) container becomes inaccessible; even after reloading saved games prior to when it first became inaccessible. That's really odd, but exiting the game and reloading the game at least temporarily fixes the problem. I have no idea what is causing this, but my F&L installation is pretty non-deviant from the guide. I did substitute Realistic Wasteland Lighting Enhancement for Nevada Skies, I use the unsafememoryhack in enblocal, and I've generated bash tags for all of my non-vanilla plugins. I don't know what the problem is, but apparently when you look in the Nexus forums for Sortomatic and Afterschool Special there are many reports of similar issues. I found no solutions... Anyone?
  15. Interesting ini tweak I just found out about to the fallout.ini. This will remove the majority of the intro splash screens from startup. For me it ends up saving about 4 seconds factoring in the fact that when the splash screens are not deactivated I can click the "enter" key to skip part of it anyway. If I don't click to skip, it saves a lot more time. The good thing about it is that now I don't have to click anything to have it get to the main menu efficiently - it does it on its own. SMainMenuMovieIntro=0
  16. Sorry to say but one at a time... :)
  17. I haven't suffered the crafting station issue yet, but my issue is just as bad. See my link the Nexus forum for Sortomatic, and then also the link provided there to the Nexus forum for Afterschool Special and the posts I being responded to: https://forums.nexusmods.com/index.php?/topic/318594-sortomatic/?p=28489084. The issue is just so confusing and I am exhausted and spent... I can't type any more details. Please read them in the web of linked info...
  18. I'm guessing this has to do with launching MO with admin privileges and then launching it without admin privileges. Either you did this by using different Windows accounts or you right-clicked your executable and did it that way. I am guessing this because I had done this before and got "similar" results as you.
  19. I tend to agree with what you are saying - I was thinking about all of that as well.
  20. Try this, from EssArrBee: "Run the generate bash tags script on [all of your non-vanilla plugins] with xEdit and it will do it for you. Go to the link, right click RAW, save the file to your FNVEdit/Edit Scripts folder. Make sure it's saved as a .pas (Pascal/Delphi) file. Open FNVEdit, load only the plugin, hold shift while clicking [OK] on the mod list. Right click the plugin, apply script, selected the generate bash tag script. Choose yes to apply to the header and let it run. Save and close. Bash will now apply tags automatically."What this will do is automatically analyze your plugins and generate the appropriate tags for them so that you can create a more effective bashed patch. Your will have to re-add the Deflst tag manually with Wrye Flash for whichever mods the script removes it from, because supposedly it does not handle that tag properly. Likely the only plugin that will cause this issue is: "1nivVSLArmors.esp". The bash tags applied are from a combination of sources though: the header of the mod itself (which the script modifies), LOOT, and manually through Wrye Flash. If you do a manual edit of the tags for a plugin, your edits will override the other sources of tags. For "1nivVSLArmors.esp" you will want to do a manual edit since LOOT incorrectly adds a Delev tag. Your manual edit should include the tags from LOOT and the script-modified header minus the "Delev" one. I hope that all made sense.
  21. While on the surface this sounds cool, a more in-depth view of the point of the "Speech" skill and what it affects causes me to think that reading books should not raise the character's speech skill. "The Speech skill allows you to more effectively persuade people and to barter with shopkeepers. Perks in this skill allow you to get better deals when trading, buy and sell any kind of item to any merchant, and make it more likely for a persuasion or intimidation attempt to succeed." I don't think reading necessarily teaches you how to intimidate, persuade, or barter. You may learn more about language, but being good with grammar and spelling probably isn't going to help you in your ability to negotiate. I know plenty of people who are book-dumb but good talkers, and other who are book-smart but poor talkers.
  22. What about the other "Hold Your Torch Higher" mod - thoughts on that?
  23. All you have to do is take any file, copy it, rename it to "WHlanddead1.nif", place it in a mod directory with few files in MO, and then view the conflict info in MO for that mod and see if the file shows up as conflicting. If it doesn't, then there aren't any conflicts. From my understanding, MO reads BSAs in mods for conflicts and includes the contents of those in its conflict checking results. EDIT: At least it's easy to do this with what you already have installed... Trying to determine if it conflicts with other people's mod installations requires their feedback.
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