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rootsrat

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Everything posted by rootsrat

  1. Thanks for replying, that's actually quite informative.
  2. Feedback, continued: Built in INI Tweak for Darnified UI did not work for me, I've had to manually edit the INI file within the relevant MO Profiles directory. Suggested section name change: INTERFACE to USER INTERFACECentered 3rd Person Camera - suggest to mark as Optional, as this is not 100% required and is subject to personal preference. I for one, like the over the shoulder camera, it gives the game a movie feel I think, and it's quite cool.FNV Classic Worldmap - this mod has special installation instructions, see mod page.The Weapon Mod Menu - no need for extracting the FOMOD. MO 1.1.2 handles this automatically with a bit of play. When you install it, at the end if installation it will tell you that the mod of this name is already installed (standard MO dialogue box). If you select Merge, it will install the mod correctly.Now, Poco Bueno is also a FOMOD file, but MO would not install this one correctly and I had to unpack it... Strange!NMC Texture Pack - how about different display ratio optional fixes? Do we need them?Weather and Lighting - no Darker Nights optional from Nevada Skies? Nevada Skies BUM instructions: reads: "Select the "NevadaSkies[space]- Ultimate DLC Edition.esm" to be ordered in the lower-left pane." - should read "NevadaSkies - Ultimate DLC Edition.esp"Electro City - I have always removed Highways ESP file - didn't like the idea of relighting along the roads, just doesn't fit the game well I think. ILO - No Nevada Skies Patches?ILO - Make a note that there are optional patches for the following: Rust Town, A World of Pain, Seachlight Airport NCR and Fee510's Poratble Tent - and user needs to install them too if using any of those modsILO - PipBoy Light Colours archive also contains FOMOD, but this one also works fine with MO by just installing it normally, and selecting MERGE in the dialogue boxJust for consistency and readability, I would order mods alphabetically, where there are no conflicts. And so, the whole Weather And Lighting section can be ordered that way (EC, ILO, NS)Plants and Stuff, suggest name change to Miscellaneous That's it for today, unless I come back to this later on :) ::EDIT:: Interior Lighting Overhaul - BUM sorting instructions are incorrect. Personally, I sorted it as follows: Interior Lighting Overhaul - L38PS.esm >> AFTER: Interior Lighting Overhaul - Core.esmPip-Boy Light - Vanilla.esp >> BOTTOM: WeatherLightWater
  3. YES! I have found out what the problem was! See here, if you have non-English version of the game and want to use 4GB Fallout New Vegas! I'll continue with the guide now, SRB and will provide more feedback soon.
  4. If you happen to have Fallout New Vegas that you have purchased in Poland, Czech or Russia, you WILL come across problems when trying to run the game with 4GB Fallout New Vegas program, which allows for the game to ustilise 4 GB of your RAM. The problem manifests itself with launching the Game Launcher instead of the game itself when you run fnv4gb.exe. Your INI files will be reset each time and if you use Mod Organizer, it won't work at all, as the game will not see any mods (i.e. the MO's virtual Data folder). This is due to the fact that English and non-English versions of the game have different Steam App ID reference numbers, and FNV 4GB has an English one hard coded in it. To solve the problem you will need to create a shortcut for your fnv4gb.exe file. For Windows users: right click the file and select "Create Shortcut" from the context menu. A new file (shortcut) will be created. Right click it again and select "Properties" from the context menu. Properties window will be displayed. Navigate to "Shortcut" tab and add the following in the "Target" field, at the end of existing entry, without the quotation marks: " -SteamAppID 22490" (there is a space in front). So in my case, the entry in that field looks like this: "E:Program Files (x86)SteamsteamappscommonFallout New Vegas enplczrufnv4gb.exe" -SteamAppID 22490(The quotation marks ARE required for the first part, this is due to the spaces in folder names, but let's not get into too much details. The quotation marks around the SteamAppID argument are not requited). If you use Mod Organizer, there is no need to create a shortcut. Instead add the following without the quotation marks to the Arguments field in the FNV4GB.exe executable in MO: "-SteamAppID 22490" (note there is no space now) Voila, all done, your game will run correctly now! Thanks to RoyBatterian, the uploader of updated 4GB Fallout New Vegas file, that can be found here.
  5. Right, looking for a solution to my problem, I came across this: https://www.nexusmods.com/newvegas/mods/55061/ It's an updated version of FNV4GB, worth checking out
  6. That explain a lot :D And answers my question, thanks.
  7. As per the subject. There is 'Go to first unread post' option on some threads (right at the top of the thread, right hand side), but not on all of them. It is very useful for hot threads that get a lot of responses and for the ones with many pages. Why is it not available for all the threads with new posts? For example, I am unable to see it in this thread: https://forum.step-project.com/topic/3130-reading-takes-time/ But it is visible in this one: https://forum.step-project.com/topic/4545-no-snow-under-the-roof-by-prometheus/
  8. And you have still not attached the requested. Don't expect much help then I guess...
  9. How did you start your game? What mods are you using? What is your load order? Those posting guidelines that you are required to accept BEFORE posting here are there for a reason you know...
  10. Good tip, Keith, thanks. I actually use SIC, so I don't edit the cell respawn times, as the randomizer works perfectly fine :)
  11. All my programs are installed on a separate drive to the system one. The dir is actually called Program Files (x86), but I created it manually. FNV is the only game that gave me that problem before... I wish I remembered how I've fixed it dammit! I downgraded my NCC to 1.1.1 during 1.1.2 installation, so no worries :) I have used the second one. It never gave me any problems. I haven't used the first one though, so can't compare really...
  12. Ok, some initial feedback from me: Cool name! (Love that film, and Hunter S. Thompson is an amazing character)Would it be beneficial to zip all the vanilla BSAs and add them to MO as a separate mod to unpack them all and use as loose files?Add New Vegas Configurator to the list of Utilities. It's a really good tool and it works perfectly fine. Can be used with MO just fine too.Add a note to FNV 4GB that the game should be run using it's exe file, and that it will also run NVSE.Add instructions to clean the relevant vanilla ESMs (DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm)Unified HUD NMM section - installation instructions: bullet 1 tells you to run NMM, bullet 2 then tells you that you need the below mods in NMM mods folder before you run it. They should be switched.Project Nevada - Perhaps mention to install all 4 modules?Project Nevada - manual installation instruction mentions: "extract the Menus folder to the "Skyrim/Data" folder." This obviously should mention FNV not SkyrimProject Nevada Extra Options - again, perhaps mention which modules to install. MCM menu - why the *wink wink*? (Sorry, I'm probably just being daft :DMCM Menu - Don't we need to install Bug Fix for it also?NMM Import secion - bullet 2: "Check that all five mods from the prior section are listed and click Next." - should say "all six mods" (or seven when using MCM Bugfix)NMM Import secion - bullet 3: "then No to copy over the archives. " - this indicates that selecting "No" will actually copy the archives. It should say: 'then select "No" on "Import Downloads" dialogue box.'At this point I have the following in the MO: This is due to the fact, that both MCM and OneHUD archives contain .fomod files, rather than unpacked archives. When you install them in NMM directly fro the archives, the .fomod files get unpacked into the Data folder, and the mods are in fact not installed. Therefore what you need to do is unpack both archives manually to NMM Mods folder first, so that there are 2 .fomod files instead of the archives in NMM Mods folder. Then you can follow your NMM installation and then NMM import instructions and everything is installed OK. All the above is under the assumption that you are downloading files manually from Nexus to install them in NMM - and if you followed the guide, it told you previously to set MO to handle NMM links. Inexperienced user wouldn't know how to temporarily set the links to be handled by NMM - for the above process only. Ok, so that's it for today. I have unfortunately ran into an issue that I've had before, but for the love of me I cannot remember how I have fixed it! Anytime I try to run FNV from MO, either by FNV4GB or NVSE or even vanilla Launcher. When I run any of those executables from MO (all are set to Run as Admin), the Launcher is displayed, BUT the mods installed in MO are not shown at all. So it is as if the executable file runs the launcher from Steam (i.e. directly from FNV directory, rather than trough MO). Can anyone help with this? :/ I will carry on going through the from the Fixes section either during the weekend (most likely) or early next week, but I need the above issue resolved before I can continue, otherwise I won't be able to play :(
  13. I'm super excited! On the 5th of April NEUROSIS will gig in Leeds, hell yeah! One of my favourite post-metal/post-hardcore bands, a true legend, California based, founded in 1985 they still gig today with full power! I have never seen them live so far, so this is a musical event of great significance to me! If you're into metal and hardcore music and you don't this band, you have some SERIOUS home work to do :) Here's a couple of my favourite tunes: Stones From The Sky, a 10 minute post metal orgasm with very atmospheric video [video=youtube] And a live performance of Locust Star, one of the most powerful tunes of my life: [video=youtube] .If you know the band called Swans (which is a legend of their own), in 2002 or 03 Neurosis released a full album with Jarboe from Swans, this is a true masterpiece as well.
  14. Need more votes here! Note that due to the IPB migration people that already voted can do so again. Please DON'T so that the vote results are not spoiled. Thanks for understanding :)
  15. Wow! Why have I only discovered this project now? That's what happens when you let your eyes off these forums for a couple of weeks and focus on other games/forms of entertainment. Since I was planning to re-do my FNV mod set up, I may as well use the guide. SRB, I'm more than happy to help with anything that's needed. Let me know what needs doing! I think I'll be able to sort the installation of the game and tools tonight and I will start going through the guide either this weekend or next week. I'll provide feedback, but as I said - if there's anything else that needs picking up let me know.
  16. Aaah, after playing with it for bit yesterday I can tell it's exactly that problem. I shall report this to Piano at my earliest opportunity.
  17. Let's not OT, please create a separate thread, quoting the relevant posts. Thanks :) Sent from my GT-I9505 using Tapatalk
  18. Thanks for your input guys! This was certainly an interesting read too:
  19. Just FYI, in case you weren't aware - we have Mod/Pack Authors' Consortium are here on STEP, where you can collaborate, ask for help and advice etc. - this area is restricted for pack and mod authors only as well.
  20. Has anyone experienced the decorations in front of Bannered Mare being transparent when looked at from certain angles? Especially just after you leave the inn and look up... The ropes and colourful flags are semi transparent in my game. I didn't do much testing around it, will do soon, but maybe someone experienced that before. Sent from my GT-I9505 using Tapatalk
  21. Or you can just use inventory model :)
  22. For future reference, please use spoiler tags for long lists. Thanks :) Fixed it for ya this time.
  23. I read many different sources regarding Skyrim timescale, and whilst it's clear that setting it too low will definitely break your game (quests and NPC schedules & behaviour), I did not find any consistent info in regards to what is the safe threshold. There are reports of the following values: 10, 8, 6 and 5 being the border values. My question is - does anyone have any evidence or experience which is actually safe to use? I used to use timescale 8, it played nicely with my style of gaming (slow pace, exploratory role playing). For this playthrough I raised it to 10 to be on a safe side, but I find it a tiny bit too high, and I would like to lower it to 8 again. What are your thoughts on this guys?
  24. This sounds amazing, Daniel. Making the books scattered around Skyrim with mini/micro-quests or subtle clues where to find them is an excellent idea and will make your mod stand out I think. There are a lot of players that love and appreciate this kind of activities, as opposed to just stuffing all the books in 1 merchant's inventory for purchase. Just an idea that came to my mind now - how about cooperating with the author of Achieve That for him to include some special achievements for finding all the new books or something like that? I don't know if the author of AT is still active, I don't even use that mod, it's just an idea that sprung to my mind now :) Good luck with the mod, looking forward to it. If you will need help testing it I'm willing to help, if time allows me to.
  25. Welcome to the community, Alexbull, good to see you here :) If you send a message to z929669 on Nexus to confirm your identity (standard procedure), you'll get a nice Mod Author's badge here on STEP. Enjoy your stay!
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