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varrgas

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Everything posted by varrgas

  1. Thanks ... It's a lot late but i don't care, many thanks, i was really want to know why this happen. I thinking about this mod who maybe disable the alternative start because of the quest line in this mod, but there nothing about it and (maybe my knowledge isn't enough) with xEdit i found nothing conflicting with alternative start. Script things seems really not easy to understand for casual mode customer :/ by the way, i am happy asking this if there is now a note and advice on the amazing Kelmych guide, this wasn't usless and wasted time finaly ;) PS: Many love again Kelmych <3 <3 <3 i am still in my F3 same save since 50 hours and the game is fantastic with your guide !
  2. Hi I read in the ENBoost section that now there is some ENB player recommendation, that great ! But i think you need to note some advice about the using of a real ENB than ENBoost because some mod don't work well or there is issue with. What i know is this: if different light source point on the same texture, it can be glitchy or ugly and other bug, and when you use an ENB + Flashlight you can see weird thing ... An other issue, a major problem for me and that why i don't (cant in fact) use ENB is with: Advanced Recon Thermal NightvisionFrom Gopher. Those mod are totaly incompatible with ENB and if there is fix for them (i think no, there is nothing on nexus or form gopher and supporter in the comment section to fix this) some advice can be good i think even if they aren't in the "Core" or in "Optional". But, maybe that not usefull, i don't know, just try to help :)
  3. For milena etc, i don't see too. Sadly, i tried without and with FCO, in both case i can have the Alternate start menu, same test for companion mod, with and without, and still have the Alternate stat menu in both. For Robco Certified, i have it in mod organizer but not activated. When i try with and then without a mod, i test around 5 time for each case, and i try each case with and Without the MMM mod and the other compatibility patch. I want to notice something really strange ... at a moment (i was raging a lot) i have deactivate all mod except FWE, (not only uncheck .esp, really deactivate all the mod, one by one, starting byt the one the lower in the mod installation tab) And so i start the game with only FWE (and fose, Fallout stuter remover, FNV anti-crash) And... no Alternate start menu ... that was ... weird... because when i have test with only FWE before there wasn't issue and the .esp was still the same, nothing change, no edit at all. So i deactivate everything, then re-activate FWE and check .esp are "on" ... and ... nothing again ... no alternate start menu ... but when i continue the game (not loading a old save) and until i exsit the vault, i can see that FWE is activated... That was really frustrating and i was thinking that my FWE translated .esp was ****ed maybe, so i remove them, and i use the orignal .esp in English from the mod page. But again, no alternate start menu. Then i was thinking that maybe that was my MO profile who have an issue. I create a new profile, refresh my F3 ini as default and edited as mentioned in the guide and copy past them in MO profile too. I install and activate "only" FWE from the nexus. Now it work again ! the Alternate start menu is there, but things don't stop there. I switch to the profile who seems to be buggy, and before doing a refresh of the ini or else, i start the game again with FWE activated, (the older one already installed, not the new fresh downloaded for the new profile before). And it work again ! So i use my translated FWE .esp again, and yes it work ! At this point i don't understand, so i try to activate all my mod one by one and after Each mod i test the game (yeah, i take a lot of time ...) Like before, until before Mart's Mutant mod, no issue and the Alternate Start menu is there. And if i activate the MMM Mod and the compatibly patch, no ... with or without FWE translated .esp. So... i was thinking that the profile have issue. I have Delete Everything ! Installed a new MO somewhere else and new Mod directory at new location. DL again all mod Following the guid carefully But i have the same issue again. I don't ask you to take more time to find the issue, i cant let you wast your time on this, that just a menu after all and i can deal with it. But that really a Weird issue. If anybody have an idea or have the same issue, you can PM me anytime. Thanks for your time Kelmych and sorry for the wasted time.
  4. Thanks, i know that close to all the time, that an issue when someone didn't follow well instruction, maybe that my case, and i know how boring it is when someone tell you "yeah i did it well, many time check etc etc", and in fact, this guy have miss something... But i took close to 10h just to read again and again, one by one each of the instruction in my mod list ... and i don't understand. Even without my personal mod addition, i have this issue. This the files who can maybe help you: Load Order : https://pastebin.com/NDbbj0cR Modlist : https://pastebin.com/N63bQrYg Plugins : https://pastebin.com/H5uZmpVD (there is plugins translated in french, but i can duplicate my problem even without the translated version with all the original esp in english) Ps: Don't wast too mush time on the issue, you help many people a lot, my issue isn't that big and the alternate start isn't something i want to use at 100% sur. The thing who afraid me is: There is other thing who did or will not work anymore ? or that just the alternate start feature ? I doesn't want to realise that my 50hours or 100hours and more game is out because of this.
  5. sorry, my english is so bad ... i was maybe not enough clear. With a fresh new game, during the introduction born scene, when you select your gender, name, look, with FWE i must have a text box with 2 option, "continue to dream" and "Wake Up", to continue the normal way or start the alternative start from FWE. But... i have it unti close to the end of the Guide, but with MMM and the compatibility patch at the end of the Guide, even with a Bashed Patch or an xEdit merged Patch (i never use both at the same time, the xEdit was just to test), whatever i do, i don't have it anymore and the news mods are only from the Guide. i have 1st remade the DL of the mods and do a full fresh install of everything, even the tools, the Game etc with CC cleaner for key register cleaning etc etc. (and the first time i was a fresh new clean install too). I follow each step, slowly, really slowly, reading each line again and again, checking, keep all backup when i do edit in xEDIT. I have read the installation instruction and watch all the video linked on the guide. Like i said, everything is fine "until" i have to install MMM and the other thing after this point, and i have check again and again ... no conflict at all. I have tested with MMM and the compatibility mod between MMM and the other mod, and if i instal them, no alternative start text box and selection choice. If i remove them, i can use alternative start... Maybe that one of the patch at the end of the guide but i cant really know because without some of them, the game crash, so ... hard to know if something that i need to have remove the alternative start or not. What i experiment and... "feel", is like the script seems to need some time but the next scene come too fast, maybe just a feeling.
  6. Hello. Well, i tried to fix this since a week and still have this issue. When i start the game, no crash, in work really well even with tone of mod (close to all of you guide) and just some little other mod who isn't in the list (but without impact on my issue, or i am blind ?). Well, i start the game, a new game, i have the born scene, JIP selective fire ask for tutorial and i select "SKIP", then i have the gender choice, my name choice, my look (i don't select a Race from FCO, i know i must do this after leaving the vault) and then the scene over. I must technically have the choice for alternative travel at this moment, just before the scene with me as a baby and my father in front of me, and before the message say "a year later" (i think it is this in english or close to) But, if i have the message and selection option without any problem until the "Metro Map mods selection" part, when i use the mod after this point, MMM and even with all the blackned patch and wasteland collection patch. If everything seems perfect in LOOT and even if the game start without issue and smooth in game with no issue (i don't see anything). I can't have the choice box for alternative start. In fact that not a real problem but i am afraid that , there is other thing who didn't work maybe, and i cant really check everything until i face it in game. I am not a modder at all, i don't know how to create a mod or how to make a script but i learn some little thing about programming at school, the basic, and more later with the time, moding game etc. I understand enough to be able to find where the issue is and sometime how to fix it if not to difficult. Well, i found (with xEdit) the Script for Alternative Start from "FO3 Wanders Edition - Main File.esm" In "Script" at the FormID : 0C0043E2, there is: AltStartSelectorScript And in it at: SCTX - Script Source: scn AltStartSelectorScript short iState short iButton short iStartOption ;Use by other quests (e.g., CG00) to determine the selected start float fDelay begin GameMode if iState == 0 set fDelay to GetSecondsPassed set fDelay to 2 set iState to 2 elseif iState == 2 set fDelay to FDelay - GetSecondsPassed if fDelay <= 0 set iState to 3 ShowMessage altStartSelect endif elseif iState == 3 set iButton to GetButtonPressed ; wait for user to select if iButton > -1 set iState to 2 StopQuest AltStartSelector if iButton == 0 set iStartOption to 1 setstage CG01 0 elseif iButton == 1 set iStartOption to 2 ; set player date and position set gameyear to 2274 set gamemonth to 7 set gameday to 3 set gamehour to 10 Player.MoveTo AltStartMarker ; undo the settings from CG00 (birth) that prepared for CG01 EnablePlayerControls ClearNoActivationSound ;turns off the baby cry SetPCYoung 0 StartQuest AltStart ;SetStage AltStart 0 endif endif endif end it seems that all of this are condition to launch the alternative start Box because at this entries in the "References" section, there is the link to: - AltStartSelector [QUST:0C0043E1]" - AltStartSelect "choose your destiny" [MESG:0C0043E0] I understand the End of this Script, who saying that if this or this option is select ,then teleport me at the Marker in the place where there is the Terminal to setup our alternative start Character, Or if we continue like always. i understand that there is a delay in second before showing the box, then waiting the player choice etc etc. But... when i go in xEDIT, there is no conflict at all with all entries linked between them about Alt tart. Not at all ! And my personal mod addition are... well, they do nothing, there is 2 basic Armor from Gopher, there is 2 follower compatible with JIP (amata and Sarah lyon), there is 3 house player mods and finally some texture without .esp ... And if i use all of them with FWE etc etc, until i am at the Metro Maps section, i have the Alternative start box and i can make a choice and all work fine. So my additional mods do nothing (i think) I took a look in the patch installed after this point in xEDIT but there is nothing who conflict with those entries either... I am totally lost. I think there is nothing more that a little issue with the alternative start box but i am not sure. Any one have an idea ? a solution ? something to do ?
  7. hi ! I know there is now Fallout 4 and so there isn't so mush people to play Fallout 3 or people who will take the time to mod it so in depth, but just in case and if there is people who don't know well modding etc, i found an issue in the Dynamic Weather by Xepha Section. It is said: It talk about the same plugin to move but there is a third plugin called: Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp I think what we must do with this plugin is missing or it is the one at the 2nd place we talk about the "quest added" version. Whatever it is i hope it is a reall mystake and not me who didn't understand well and make you wast your time. Thanks for everyone time for this guid and all the time everyone spend to make this possible.
  8. Hello there, with the fallout 4 release soon i want to wait with a new Fo3 game. And of course i think about STEP and his guide and moding Fo3. After everything done, i launch my new game and walking around and i was really surprised with the nice texture etc with an old game lile fo3 if you mod him well, but ... i forgot how horrible was to see thin poping and apear like magic in front of you. I don't think if i didn't notice it before or juste don't pay attention, or too mush Skyrim maybe :/ So, after a look i see we can change ugrid, but where in skyrim with some mod and tweak this can be a little more "safe", i think on Fo3 there is no real mod for this (didn't found), and i know if i change the Ugrid setting, play the game, save, anb then want to pass ugrid 7 to ugrid 5 i will not be able to play my save again. I hae read nothing about ugrid on the STEP guide for Fo3, but, it is possible with an high end PC (GTX 970 + i5 4440 + 8Gram + SSD) to play with Ugrid 7 ? or do i will face off CTD everywhere ? or a solution ? Because the vision distance is horrible :s Thanks for reading and for your time, and even more fr the work of everybody, and if somone can tell me something about this, thanks.
  9. hi there. I have some question about Skyrim HD 2K texture. Actualy the changlog said we just use the Landscape, i didn't look even deeper yet, the other texture aren't enought vanilla style ? or not enought great ?
  10. Hi, same problem there. When i start MO i have a pop up with : i don't understand, i did exatly what it said in the Step Wiki recommandation, not my first time with the Step, this PC never had MO instaled before.
  11. i have found something about this mod on Reddit, but that was on a topic with only 2 answer and prefer ask there. In fact the STEP wiki and recommandations aren't updated well, or maybe just people playing the game or less player looking there and not enought feedback to notice issue. I have found othere thing but not sure if i must do this there, and doesn't want to be unpleasant or disrespectful for those who work so mush for the STEP. PS: exemple, in 2.G for "Skyrim Flora Overhaul" the recomandation are "Use v1.87 Basic Edition. Also install the Dragonborn addon and the Recolored Pines and LODs for v181b optional file" But the Basic Edition is now 187 now, no realy a problem i presume but the aditional "Recolored Pines v181b" doens't exist anymore :s
  12. Wow, what a fast respond time :D thanks. I didn't have time to edit my post for the next question i face of. in the same Categorie, the mod: "Enhanced Distant Terrain 2" is missing from nexus, after some recherche on google i see many people are in the same case and found no real solution. What did you think i (we) have to do ? take on old version ? use nothing ? and if i use nothing else what will be the impact ?
  13. Hi, i am back on Skyrim and want to re-instal all the STEP and found something who can be better with some note. 2.F. Conflicting Graphics Mod: SkyFalls and SkyMills Actualy on the nexus mod page, there is "SkyFalls and SkyMills Basic", "SkyFalls and SkyMills FOMOD-BAIN Installer" and "SkyFalls and SkyMills 3.3.2 Update" . The issue (for me) is there is no real note about what we must take, juste "FOMOD Instructions" in the title of recommandations is a tips. I thinks that logical we need the "FOMOD-Bain" version and the update, but i prefer ask and notice this. Thx
  14. take a look there https://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number and just look in the readme or nexus page for the mods used if they use a slot or an other. I don't use left hand ring because that not really imersive for me, craft a ring who can be only on the left hand ... strange. and i prefer use a mod who allow to put a ring where you want , i use this : https://www.nexusmods.com/skyrim/mods/26355/ and by default, this allow ring and 1 amulet, but you can change this in the MCM. for example for the slot, i use many many mods, like bandouliére, winter is coming, frostfall, wet and cold, wereable lanter who all adds item on a slot. there is 2 or 3 slot free for me, i use the 56 for DSR, and all working well.
  15. Nope, Equipping Overhaul uses 5 slots at the time, which makes it incompatible with a lot of modular armor mods, as well as mods like Pauldrons, Left Handed Rings, Dwemer Goggles, Face Masks of Skyrim, etc...Besides, mods should be tested extensively before deciding they're worth switching to. "Why fix what isn't broken?" WTF ? Step goal isn't supose to be compatible with everything, that impossible . Step is an enchancement of Skyrim as close as possible to the Vanilla Game. Btw , Left Handed Rings is totaly outdated, and there is much better now without slot used. Of course i know we must test mods before inclued them in the STEP, but i didn't said "that must be in and shut up", i propose to use this than 2 other mods, EO doing the same, with more features and more contrôle on the mod via MCM and doesn't need the patcher, for me that a really great improvement. Again, compatibility with other mod (who aren't inclued in STEP) isn't the STEP priority, or there is many mods who must be deleted.
  16. you are wrong Galrick, the bug are gone for 95% of them, that why i post there, the new release seems to have no bug (for me) and i use STEP extend + VEGA and other thing. DSR didn't have more compatibility, the meshes are the same used for EOs, we can remove the DSR patcher for easyer install, remove drop lit torche, and we can customise the mod with the MCM , so if we doesn't want some feature, we just disable them in game.
  17. maybe it is time to change this ? The Equipping Overhaul mod now including the Dual Sheath . And we still can use the DSR meshes for compatibility. Edit : Drop lit Torches is inclued too
  18. hm, ok, that will be great if we can find a topic with what is inclued in the STEP patch, not only the merged esp and compatibility patch . Or maybe there is nothing else ^^
  19. this step is really important ? cause the chapter for the texture seems to be really hard (and nerd a lot, no offense)
  20. Ok, i didn't notice this about AFT ... i was planing to play with 2 mod who add follower Hoth and Proserpine , but even if i didn't know about Proserpine, Hoth is full compatible with AFT, and i will not play with more than 2 Follower
  21. Yeah , close to same question. i must instal "EnhancedBlood-ImprovedCombatSounds" or not ?
  22. Yeah, i am french, and i alredy post on Skyre forum and some other and ofc,the traduction web site. I posted there cause maybe somone can give me some info :) CJ2311 mark a point, EFF message Box is eally great, and i really want see this in AFT one day (but probably never happen). When i ask you why you prefer EFF than AFT, i hope more detail for you'r choice. Or just explain what is wrong with AFT , just to understand and maybe change my mind and have a better experience in Skyrim of course ;)
  23. But EFF v4 is in BETA, is it enought Stable ? cause i use many mod and doesn't want to break my save. BTW, i will use SkyRE with al lyour pack, but my version of SkyRE, even if that the same version as original, will be translated for my language. With all the Reproccess patch etc, can i loose my traduction ?
  24. i don't have Optimus with my GTX560 M . Can you tell me more about you Vsync tweak you use ? Like the FPS limiter in Nvidia inspector, what is the value used for the limiter ? 30 FPS ? Vsync can lower my FPS ? or triple buffering ? I have some micro stuter , even with Vanilla game without ENBoost or SKSE . That strange ... if y just move without use my mouse, there is no real probléme, but when i look around, i can see some micro stuter. The probléme can be from my mouse ?
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