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redirishlord

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Everything posted by redirishlord

  1. Roger that, it "appeared" to work correctly from an alternate location but to avoid possible frustration I'll move it into FNV and re-merge (no trouble really just a couple clicks to re-do). Thanks for the follow up. edit; re-did CutContentCompilation, reducing plugins by 6 slots. Merged Delay DLC, Tutorial Killer & Tutorial Killer Factions into VanillaKilla to save 2 more plugin slots ("you take a sip ..." showed errors so I left that out pending further error correction research). Merged Unlimited Companions, A Better Boone, A Better Cass & A Better Veronica into A Better Unlimited Companions saving an additional 3 plugin slots. Merged Advanced Recon Armor, Advanced Recon Desert Ranger Helmet, Advanced Recon Riot Gear Helmet, Advanced Recon Tech, Advanced Recon Tech - Detect Traps, Detect Traps - DLC, Detect Traps - Perk & Detect Traps - Traponator 4000 into Advanced Recon Suite reducing load order by 7 slots. I left the esm files, Advanced Recon Gear file (which is required by its Project Nevada file), PN patch and Rangefinder (which wasn't picked up by the script) out of the merge. Merged Mojave Nights with its 140% moon resizer. Merged Comics Collection, Lauren's Poetry & Yam's Pinup Parade into Pulp Fiction saving 3 plugin slots total for the pair. Merged Crossbow and the Prewar Crossbow retexture. Merged Aradia Kato Armor, Courier Vests, Drag's Casual Courier, Drag's Seam Concealers, Drag's Gunslinger for Robert's Male Body, Neck Chains, Road Fighter Armor, & Vegas Girl into a Scattered Swag which saved 6 more plugins. Merged Enclave Colt 10mm Pisol, Colt 1849 Pocket, Duplet v1.1, FairbairnSykes, KABAR v1.1, & Gyrojet creating a 'fly * starter pack and placing Enclave sidearms in various locations to find. Saves 5 plugin slots. * see you in the 'verse ;-) Turns out merging those companion mods was a bad idea and prevent the game from successfully launching (no cursor or load menu, although I got to look at the NMC splash screen). FNVEdit showed no errors, but something was broken.
  2. Looking forward to more from Saerileth, I believe she's partnered with another modder to improve gems/circlets in a similar fashion. Check the Gemling Queen Dragon Claws posts for more on that.
  3. As always, be careful tweaking your ini files, make sure you have some understanding (through research) what the values do when altered/added. For what its worth, ewi65's seem well researched and supported, but downloading and replacing your existing without any research is at risk and a leap of faith, just saying. Best of luck (and props to Ewi, he's a generous modder).
  4. EssArrBee; sound advice for Open Freeside, I won't be trying that until I have a stable FNV base mod set (and not sure I'll start a new playthrough with Open Freeside even then, but the cut content aspect is interesting). In other news I just used the Merge Plugins Script to merge the following cut content mods; Rotface to Riches, A Koch & Bohr Story, A Van Graff Scorned, A Thorny Situation, A Wilder Wasteland, If it wasn't for Betsy, Pacer's Gambit. The aforementioned mods passed the FNVEdit error check and the script ran as expected, I disabled the relevant esp files in BAIN as my merged CutContentCompilation patch replaces them, I left the mods in the installer for convenience (and some have sound & texture assets). I did not include Outside Bets as it did not pass the error check, I also excluded the Intro Sequence & Open Freeside mods as the need to be optional. * I'm going to make a few more obvious merges (tutorial killing, better vanilla companions) and then test through playing. After CutContentCompilation my active files count is 133. * edit: I'm thinking that me adding this merged patch to my Copy drop box and posting a link here isn't going to save anyone time. Best practice is probably for everyone to add the Merge Plugins Script to their FNVEdit (& TES5Edit) and run the error check/merge routine on their relevant plugins. It was super easy to do the quick process, and I bet that more powerful options are hiding in the reading available on the subject (my homework for today).
  5. I haven't noticed any issues with ugrids 7, plays like vanilla with better graphics in the near distance. I am not running wildlife AI mods, as far as ASIS/OBIS perhaps bandits are getting a moment to prepare but that's not seeming a bad thing. I use Ewi65's advanced ini files as a guide for tuning my own config files, so I have some grass and lighting tweaks beyond the ultra settings.
  6. Sounds like I have tomorrow's modding class assignment, merge all but the Open Freeside mod, and the restored intro sequence, those should stay separate. I'll follow up on Kelmych's merge page in the morning. I'm down to 139 plugins currently, 132 after successfully merging cut content.
  7. Excellent, thank you EssArrBee, as you can see I just pulled 4 redundant files & I'll get on these others directly. I'll be into the one hundred-thirty-somethings in no time. Edit: Ah, looks like you & Wrye were ahead of me one the purple files, they had "." instead of checkmarks which is supposed to indicate they have been merged into the patch despite having a "NoMerge" tag (I notice I can toggle them to "checked" which increases my file count by 1). So, that's already ready. As for the cut content mods, I definitely need to make that a project. I want to merge all but the Open Freeside mod, which may be problematic & should remain independently installed (if at all, tempting but not sure I want to invite trouble). Oh, and the restored intro sequence, that should be separate as well. **BTW Drag's Ten Armor Pack includes a Fear & Loathing in New Vegas Jacket, so its a must (or at least an invaluable resource)!
  8. Thank you, good looking out, I can't believe I missed that. Correcting load order for New game. Really looking forward to the Super Mutant angle, should be amusing, and the Robot Race as well with its version of hardcore. Upon further reading looks like "Patch for Weapons of the New Millenia updated CaliberX Patch, also includes the Honest Hearts Grunt perk fix. Use instead of both those patches." so I pulled those as well, down to 141 esp/esm files currently.
  9. I've been playing with ugrids set to 7 since memory patch 3.0 dropped. Smooth and stable on this; CPU i7 4770k @ 3.5GHz RAM 16GB (2 x 8GB DDR3 1866) GPU NVidia GTX 670 2GB 120 GB SDD (Windows 8.1 64bit OS) 1TB 7200 RPM HDD (Skyrim) I average 32 fps (running from Whiterun to Riften fighting random encounters through the forest) with Realvision option B full ENB according to Skyrim Performance Monitor. The photobucket gallery should be Realvision ENB with a STEP texture base and ugrids 7 if you want a variety of distance shots, it really helps the distant terrain pop. I personally don't think ugrids 9 & greater is worth while, your mileage will vary of course (screen archers prefer higher settings, I need performance to fight ACE/Deadly Combat/ASIS style).
  10. You asked for it ;-) Seriously though, thank you for offering to help. Allright, there's the whole she-bang.
  11. I'm getting periodic CTD's due to "missing master" errors. I'm able to launch the game, but after playing a short while I CTD & receive the "missing master" error despite having verified my load order with both BUM/BOSS & FNVEdit. It first occurred during the various pop-ups a new game launch in Doc Mitchell's house. Then again (after cleaning up some missing BUM overrides) during character creation race selection (which may have been corrected by installing FCO presets), and most recently during trait selection (the Super Mutant specific traits are amusing, but not half as much as me setting my giant green posterior on that poor couch). I'm wondering if this is actually related to memory (launching with 4gb loader, NVSE 4.2 beta3 installed, enb active) or number of plugins active (144 plus bashed patch) rather than an actual missing master as FNVedit loads fine (I scrolled through its loading sequence line by line and see no errors). Has anyone else experienced this? I know I'm pushing the mod limit, just hoping to borrow from others experience to tweak performance. Not sure if I need to cut some mods, or increase/decrease memory allocation, or something else. I'm proceeding with memory allocation tweaks (NVSE and ENB), we'll see what happens.
  12. Puny hoomans & your puny emoticons. Verifying local content and replacing my FalloutNV application seems to have appeased the mighty Steam. I'm not sure if selecting FalloutNV.exe was the correct way to apply the NTCore patch, but I can go with Roy's 4gb loader from the Nexus. Just thought I'd try WilliamImm's suggestion and see how that worked.
  13. For what's its worth, I don't think Steam recognizes my FNV when patched by NTCore for 4gb.
  14. PUNY HOOMANS! sorry, meant to use indoor voice. puny hoomans.
  15. I can't say for sure, but every time I tried to include Powered Power Armor in my lineup I had ILS before the start menu. Keeping in mind that I was always in the 130-somethings for total active esp/esm files, and I had HR pinup loading screens (I've since pulled those and things are more stable), but I still associate PPA with ILS issues. I hear ya though, I really wantd to like it. Ultimately I'm more a light armor guy anyway (except maybe in this Super Mutant experiment I'm trying this evening, we'll see how that goes its an old mod).
  16. I just use my PipBoy light (now with colors!), I thought it was odd that the uHUD installer was auto-detecting Flasjlight NVSE though (since I haven't downloaded/installed it).
  17. Ewi65 does some excellent work, especially for Skyrim. Shame his E ENB is compatible with Nevada Skies, makes for a tough choice. @ EssArrBee: Flashlight NVSE is detected in my Unified HUD installation, but I do not have the Flashlight NVSE mod installed. Could it be included in YUP? Edit: I was unable to find a reference to Flashlight NVSE in YUP's read me, but I did find this; "NVEC Reduce CTDs (some portions) - https://newvegas.nexusmods.com/mods/44204/ - Permission granted in YUP comments; thank you!" which I thought was great.
  18. Almost forgot, Ewi65 has two landscape retextures for your consideration; Rocks for UE & Limecliffs to compete with NMC & Poco Bueno for your affection. Btw his E ENB is back, but incompatible with weather mods (like Nevada Skies).
  19. Sorry EssArrBee, I need to use my words, I'm a little off today (recovering from St. Pat's) & I'm in Washington State btw. My Walking Dead time is sacred, I would never play a game on another screen while a new 'Dead episode is playing. However, later in the evening that same episode can be replayed from the DVR whilst I play some FNV on a second screen, multi-tasking FTW. I'm thinking those crossbow mods will be just the thing for getting some "Darrell Dixon" RPing. BTW check out that motorcycle fast travel mod, it has some nice realism features (storage, random encounters). Sort of a home away from home for the nomad biker set. It should go nicely with the smoking & playable Super Mutant mods in my new build.
  20. @ rootsrat: thanks for the PipBoy 2500 tip, looks perfect excited to try it on new playthrough. I think I've found my preferred travel mod (haven't played with it yet, about to), I really like the options for it & while it ain't as pretty as mine it's got character. @ EssArrBee: have you considered this crossbow mod & the pre-war texture for it? Using it on Feral Ghouls pairs nicely with Walking Dead re-runs, just sayin'.
  21. I'm trying real hard to behave, tempting me with murder for ranger gear plans is Not helping EssArrBee ;-)
  22. Thanks, as much as my character would love to get his hands on a scoped &/or sniper rifle as soon as possible, that may be anti-climatic for me. In other news, I seem to be having difficulty with the recommended 4gb loader since changing ENB presets, and difficulty with the FNV Launcher Reloaded as well. No doubt due to operator error, if I gain insight into my issues I'll post my fix.
  23. Re- Did you use the LRP Enemies Redux optional? I've download the mod & its optionals, but haven't any experience with it yet. I'm wondering if the Redux curbs the loot as well as the enemies, if not it probably exacerbates the issue you mention :-( I had hopes for this mod, I do like a "high hide".
  24. This 4gb launcher/hub looks very interesting. Still new, but worth checking out. Here's the link RoyBattarain (of the rewritten 4gb loader currently recommended in the guide) posted on Nexus FNV Launcher Reloaded
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