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MonoAccipiter

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Everything posted by MonoAccipiter

  1. For now the Nevada Skies mod works more than fine, and I'm not really up for vigorously testing any candidates myself, so it's unlikely it'll change soon as I'm mostly maintaining the guide myself. As for the suggestions, I'm unlikely to vote back Caesar's New Regime for inclusion any time soon. Firstly because as someone who's spent a lot of time studying roman history over the years, I can't help but feel like the armors look a lot more like the plates wore by ancient Greek hoplites (from either the Peloponnesian Wars or the Greco-Persian Wars, though I presume the latter has been visited more by popular culture) than the roman platemail traditionally wore by legionaries. You could probably make a case for Caesar's Legion (in FNV) to have no need to copy legionnarie uniforms because bullets are a fairly different challenge than swords and spear, and frankly I'd agree, but then again why would they feel the need to copy of even bulkier and heavier armor off a culture there's no record of them even having heard of? Anyhow, the whole Greek hoplite combined with Roman legionnaries thing was cool for the Imperial Legion in Oblvion, but it doesn't really work for me in Fallout: New Vegas. In addition to that those normalmaps (bumpmaps) on the plate armors also look kinda odd to me, would be hard to say without seeing it in game, but they look weirdly flat. Then there's the plastic looking visors which were cool on the Sierra Madre Security Armor, but not so much when attached on hoplite helmets. House of Horrors looks interesting, but It's not really within the scope of the guide and considering the amount of plugin files we already have, it's too small to be worth adding. Thanks for the feedback nonetheless.
  2. I'll check out FLVJOD Freeside, it looks good, but it's probably incompatible with NVInteriors which occupies a couple of buildings there. FCO 3.0 was chosen of FNVR 3 for a variety of reasons, but most of all because ultimately FNVR 3 had a lot more issues, didn't cover all that FCO 3 did, and isn't supported by FCO anymore (a lot of the files required to run the older versions of FCO with FNVR 3 has disappeared/become extremely difficult to find). You simply won't be able to run both of them together anymore without a fairly large dose of luck, hence we dropped FNVR 3. Ess, Audley and me all agreed that in theory we like what FNVR 3 does a lot, but unfortunately that doesn't translate to practical terms. URNLNV I haven't checked out before, but I'm guessing it's going to have a lot more problems than Nevada Skies, considering almost every mod that conflicts with Nevada Skies already has a patch for it.
  3. I'll look into it tomorrow. I've basically been through maintaining it since December, but I took a week off to try and learn 3DS Max and update my own mods.
  4. LOOT sorts according to incompatibilites (i.e. letting certain records win over others, "rule of one" etc) while the bashed patch solves that problem by merging them and putting a "combined" version (as dictated by Bash Tags) at the bottom of your load order, so resorting after having made the patch won't really change anything. Hard to say what's causing a random crash, but keep in mind that it's a rather old game so there's some degree of randomness involved in your end result too. I'm glad that you figured out the guide least, I know some of it might not be completly up to date but I'm pretty much alone in updating at the moment so it's coming along at a pace more akin to halting than walking. Let me/us know if there's anything else you need help with and I'd be happy to oblige.
  5. Just leave them unticked for now. I'll check it eventually, but it's unlikely that the script is wrong. Until I know for sure, I'd recommend you click the plugins in Wrye Flash, right click the bash tags field in the bottom right and add the nomerge tag to both, then rebuild the bashed patch and tick the plugins after. EDIT: Wait, did you run LOOT before making the bashed patch? I believe it's loot that adds the tags.
  6. Hmm if they have a green plus icon next to them the only thing that I can assume has happened is that the generate bash tags script you ran in FNVEdit (I assume) removed the nomerge tag from them and they were merged into the patch. This part of the guide was written before the generate bash tags script was added to the instructions so that might be an oversight, but what I'd recommend you to do (just to be on the safe side, as I've never known the script to mess up) is to just open up FNVEdit, tick those to plugins and the bashed patch and check if the bashed patch overrides some of their changes (i.e. compare the records and see if they're properly included in the bashed patch). It's 3AM for me and I'm going to bed soon so I can't check it myself, but I'll take a look in the morning and see if the instructions need changing.
  7. Tick all the items in the left list until you reach Global (do not tick that), and click all the boxes in the right for these categories.
  8. Yes you are. Thanks for the heads up, I'll remove it from the guide ASAP. EDIT: It actually states to untick the mods in step 7 of the merging instructions. You must've just missed it. ^^
  9. Yes, follow the first link for base game textures and then move on to the F&L version for the mod textures.
  10. Yeah the unticked BSAs were probably what was causing you to crash on start, as the game will crash if it can't find the files for the opening audio (which is in one of the BSAs). F&L Game Tweaks you can try to remake after doing everything else, that won't do any harm. Tutorial Killer I don't use personally so I can't say much about what exactly it's trying to do (i.e. how it works on the inside), but I know it has some patches for other mods so perhaps it's missing a master or something of the like. Try downloading both of those mods (TK + BS - PN Patch) again and see if that helps, usually only master errors or pretty extreme conflicts ends up crashing the game before you load a save, so it might just be the files were corrupted somehow. Might also be worth checking if making a bashed patch helps first, because as you say you might be reaching the plugin limit. Also make sure that the archiveinvalidation bsa is sorted at the top of the list under the archives tab in MO.
  11. Yeah the errors you had with the 4GBLoader are the same I've experienced when revalidating with Steam and running the launcher from MO. Have you made sure to tick "Have MO manage archives" under the archives tab on the right and ticked all the archives there? When you say you deleted the inis and made fresh ones did you remember to copy them over to the INI editor in MO? MO makes its own inis for each profile. Just to be clear, are you able to launch the game without NVSE or the 4GBLoader from MO?
  12. Can you launch the game with the default launcher from steam? This might be a problem with the 4GBLauncher, which is mostly fixed by following the instructions in that section. @Grant: I'm probably gonna get around to writing an F.A.Q. eventually, but you know, Christmas and stuff. ^^
  13. Both my 7970 Ghz Edition and my previous 6970 had problems with ENB anti-aliasing in both Skyrim and FNV, I've mostly just gotten used to shimmering by now. Doesn't seem to happen to everyone though.
  14. I've personally mixed and matched the mods in the guide to my preference through several installs without much difficulties, so leaving out things that look too complicated or you deem not worth the effort shouldn't prove too much of a challenge. Stability varies a lot from system to system, but with NVAC the game shouldn't crash much at all if you don't start adding and removing mods ad hoc (which I'm guilty of more often than not). Some parts of the guide isn't completely up to date as I just recently started rewriting parts of it and Audley joined in a few days ago, so some of the mods might require you to do some puzzling on your own. Don't be afraid to ask if you're stuck at some point though.
  15. I've updated the instructions and added it to the changelog.
  16. Small stairs (the ones without platforms) will snap to the doorframe, and settlers should navigate them properly.
  17. Again, late reply, but I'm revisiting this topic in case anyone else wants to do the same thing later. In order to remove the rebalance module as a master file in FNVEdit you'll need to find all records carried over from the rebalance module into the patch and delete then, then save and reopen the file and right click --> clean masters should do it, if it doesn't work there's still a record referencing something in the rebalance module, and you need to find that.
  18. Dunno if you're still using it, but it can be understandable that it causes lag in a heavily scripted game due to a large amount of scripts running at the same time. I've personally never used it as keybinds worked just fine for me so I can't really provide much support on it in particular, sorry.
  19. Sorry for not replying senorfi, I must admit I missed you most recent post and simply forgot to check back. The reason I found it unlikely for it to be Darn UI was that it sometimes loaded, which to me signified it being something else. In my experience things usually either work or don't when it comes to mods. If it seems to happen when adding arbitrary mods, the only things I can think of asking is whether you remember to redo the bashed patch, mod sorting, that sort of thing? I'm afraid I can only come at the problem from an angle based on my induction of knowledge, as I have no understanding on the inner workings of MO or the FNV engine in general.
  20. Following the original instructions would lead to the camo texture being applied on the wrong upgrade (weapon mod). The original advice offered by the author of WMX was to extract textures from the bsa-file included with the vanilla game, but that is a very complicated procedure and would lead to mixing WRP's high res textures with a low res clip (/magazine), so I took the liberty of including the WEP pack for Fallout 3 as a lot of the textures there will apply to weapons Project Nevada adds (by using the leftover assets from FO3 included in the base game but not made into actual weapons). If you want Milennia's textures on Christine's rifle I recommend you do it the way I wrote in the instructions, but if that isn't all that important, then there's no harm in skipping it. I'll in all likelihood be updating the guide several times over the following weeks, so keep checking the page. :)
  21. The guide has been update with Fallout 3 Weapon Enhancement Pack (for the PN weapons) and new instructions for installing Christine's COS Rifle file from WRP.
  22. No, that's not a problem. In this case all it does is decide what items General Tullies spawns with, so leaving out the references keeps him from spawning with several different armors, which in turn makes sure he wears the one from IA.
  23. If all you want him to do is use the special IA set, just copy over the entire IA record. IIRC The special loot flag decides what version of the set he spawns with, as the IASetTuliusBasic is another list, not an armor piece. Hope this helps.
  24. Not weird at all. I appreciate it for the time spent with my family and traditions, but the stress of all the buying and receiving wears me out. Then again, a lot of things do. Don't mind me though, I wish you all a happy holidaymas. Whether you think it has some meaning a priori or not, I hope you can find some value in festivities it brings. :)
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