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MonoAccipiter

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Everything posted by MonoAccipiter

  1. Are Freeside Open and The Strip Open optional parts of this? While I agree that the whole environment would have been better without the loading screens in the first place, my go-to way of alleviating that is using an SSD, not using mods that break any other mods editing the same area (in this case FreesideNorthWorld or FreesideFortWorld, and, I assume, parts of the Strip ). Hence I've never been much of a fan of the "open" projects, whether it's in TES or Fallout, and would regret having to abstain from what seems like a rather large and noble effort on their part, just because they decided to take that choice away from me.
  2. Hard to say exactly why, but I would assume they have the nomerge tag since something goes wrong when they're merged with the Bashed Patch.
  3. The changelog is your friend. On that note I changed the ADAM version used in F&L to 4.3 and updated the instructions to match the new installer I wrote.
  4. Might be an idea to experiment a bit with the settings for the stutter remover as well.
  5. New version of ADAM is up. Got help from darthbdaman to integrate his modular patch scripts in the main plugin. Since both ADAM and the mod of his included in the Advanced Recon Merge uses scripts to add the helmets to the appropriate lists there's no conflict between them.
  6. Thanks for moving the thread, Greg. You're a champ! As Greg said the first row is just FNVEdit's labels for all the different entries in the record. Since it doesn't have a graphical interface like the GECK (mod creation kit) it has to display stuff like checkboxes in different ways. In this case it has the label for what would be checkboxes in the GECK, such as Head or Hair and the way the record says whether they're "ticked" or not is to include the same entry again. Here YUP has the checkboxes Hat and Eyeglasses "ticked" in the GECK, but the cut content does not, and as such overwrites the changes YUP makes. Hence what you want is to make the Cut Content Merged mod have the same checkboxes "ticked" and this can be achieved by dragging the entries over from YUP to the corresponding position (i.e. under the right label) in the Cut Content Merged mod.
  7. A record is basically the "document" containing all the information pertaining to the game element in question. That can include everything from NPCs to achievements (the in-game ones, mind you, not the Steam achievements) and hence there's a lot of different types, all sorted into the categories that you see in FNVEdit (and can expand to show "sub-records" or basically just records within the category). The 8 digit hex sequence referred to in these instructions are FormIDs, basically the "name" of the records in hex code. In the upper left corner of FNVEdit you can search by FormID, so here the easiest way of going about it is copying that from the instructions to the search field and hitting enter, then change the record that FNVEdit finds for you. Hope that clears some things up.
  8. Is Machienzo's mod loaded last (the farthest to the right in FNVEdit)? If it isn't, the Bashed Patch really should be solving this, but since apparently it doesn't you can just copy over the Items (not Item) entry from Machienzo Merged Mods (assuming you followed the guide on that point) to the records in NVR (for both James and Francine) and then delete the records from the Machienzo Meged Mods plugin. Then NVR would be doing the same thing Machienzo's mod was doing. Not sure if this would show immediately in-game, so if they're still naked just click on them when you have the console open, type disable, hit enter, then type enable and see if that helps. Haven't done that myself in a while so I'm not sure whether they'll reappear in the location you disabled them from. In case they didn't just use the player.placeatme command either with them still selected from earlier, or using the BaseIDs I listed in my previous comment.
  9. Bethesda's own GECK page is actually pretty good, and it even has a tutorial series.
  10. I just download the mod I want to edit over again and install it in a separate folder called *mod name* TEST or something of the like, and then tick it in my project profile.
  11. Version numbers not being updated is 99% of the time just me not having had the time to check for updates yet. I'm currently collaborating with darthbdaman on an update for ADAM, so I'll probably be able to dedicate some more attention to the guide after that.
  12. Indeed, I updated the guide accordingly.
  13. Updated gas pumps file: LINK Withholding a guide update for the time being, with darkside having a dialogue with the original mod author over at the Nexus Forums.
  14. @darkside: Did you upload your version of the gas pumps mod anywhere? I'd rather use that as a basis than the original.
  15. Sounds like a conflict between NVR and Machienzo's mod. Try loading up all your mod in FNVEdit and check what mods edit the 0010c67e record and the 0010c680 record, for James and Francine respectively.
  16. I'm considering switching to Lucent ENB myself. darkside's screenshots have certainly warmed me up it. Will look at the pumps tomorrow. I totally forgot about it, sorry.
  17. Sure thing. Maybe after the Controller Support section. @Gogan: Nice catch, I changed the instructions accordingly.
  18. Tick every .esp before making the Bashed Patch, let it disable whatever it wants to, then tick the two mods which have purple names in Wrye Flash after it has finished making the Bashed Patch.
  19. I've looked at Autumn Leaves before, but not had the chance to test it yet. It looks very complete, which is a pretty huge plus for a mod like this. And I personally really like the author's approach to it all.
  20. Gave it a small face lift and added a note about my absence. @darkside: Since I know you're testing some of these mods, feel free to add notes like I've done. Just make a single space and write (darkside dd.mm.yyyy) or however you like putting the date, in front of the note.
  21. Great! The Mister Robot Redux NV mod has some issues with the meshes having their alphas flagged incorrectly, but it doesn't look like the author is updating it, so I'll send him a message after I come back to ask if I can upload a fixed version.
  22. Who knows! I was just enamored with the elegance of such a poorly designed weapon. Glad you like it though, I'm still not that fond of my texture skills, but at least it has a nice and desaturated look now. As for the FG-42 drum mag... I'm pretty sure the gun would tilt thirty degrees to the left whenever you tried to aim down the sights.
  23. Maybe it has to do with the script included for the explosion effects? I haven't had any issues with it and I have a less powerful GPU than darkside, though I do have a very powerful CPU and I know these console-optimized games often are much more CPU heavy than they should be. Will have to look into making a more detailed note about performance alternatives after Easter as I'll be away from my computer for a while, which is good, as I need to clear out some room in the basement of my brain.
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