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Everything posted by MonoAccipiter
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Star Citizen in a must watch 13 minute nutshell
MonoAccipiter replied to redirishlord's topic in General Game Discussion
I don't really see how a game would be able to implent time dilation, and even if they did, how it would be anything remotely close to a feature (not just an annoyance of the game). As for FTL, well it is technically impossible based on how our physics work (tho science actually pertains more to "allowing" nature within a logical system than "explaining" it, given natures infinity and so on (yay for nietzchian views), hence what is impossible might only be so because we haven't found the method to make it possible yet) so I guess they must have some alternative system like most sci-fis do? As for the computers controlling ships thing, there's generally an assumption that civilization is always roughly moving forward even though cultures/civilization quite often tend to regress because of catastrophes and the like, eventually causing them to partially revert to older technology. This kind of destabilizing event is the basis for many futuristic exploits, such as Warhammer 40K (dark age of technology) and Firefly off the top of my head. :P -
Well, as trendy as this looks, I'm fairly sure it wasn't Caesar's ultimate tactic to subdue the wasteland with penis tattoos. This looks like an it might be an archiveinvalidation issue. Have you checked that the setting is tagged for your profile, bInvalidateOlderFiles=1 is set in both fallout.ini and falloutprefs.ini? Also make sure the Fallout - Invalidation.bsa is sorted at the top of the list under the archives tab in MO, just under data.
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GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
Either my minigun sound is way too delayed, or the gun starts firing way too fast. Either way it feels really stupid! Anyone else experiencing/having experienced this? -
That was so funny! :D I guess most of you have seen this by now, but I have nothing better to contribute:
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I personally don't use this mod, but I'd venture a guess at the displayed DMG and DPS is the weapons base stats without player skill taken into consideration. If that is the case they should atleast allow you to compare between weapons in the same category, as they'll have the same bonuses. Not sure though.
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Displaced Revolver Cylinder
MonoAccipiter replied to MonoAccipiter's question in Guide Support & Bug Reports
Giving this a bump. -
LODgen and optimized mod not loading?
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
It's difficult to point you in the direction of a single resource to help understand everything, but I myself found learning to use the xEdit programs gave me a lot of insight into how plugins worked at least. For that there's the TES5Edit page on creationkit.com, as well as the FNVEdit Training Manual. Other than that, you can watch guides on how to create mods, play around with the Creation Kit/G.E.C.K. (or xEdit) or just search for questions you might have. Read one of the manuals on xEdit and take a look at the Bashed Patch, for example, and you might gain a better understanding of what it does (there's also this). I'm fairly baffled as to why those 4 mods would cause that problem, does it persist if you untick the .esp-files but keep the mods ticked in the left pane? Also do I correctly understand you as to having any combination of these ticked will lead to the problems, or does removing some of them alleviate some issues? -
LODgen and optimized mod not loading?
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
The assets in the left pane should be sorted according to the order presented in the F&LNV guide. Quite often when merging plugins, you will be copying over assets as well, and only the merged mods folder needs to be ticked in the left pane. In the case of more perks however, the "More Perks Merged" mod is only a merged plugin, and it still needs the assets from the merged mods. That's why the guide instructs you to keep the mods ticked, but move the .esp files to "Optional ESPs". -
SKSE launch problems when run through MO with NO mods
MonoAccipiter replied to Aerandor's question in Mod Organizer Support
A quick search revealed these topics: here, here and here. Perhaps they can provide answers where I can not. If not, I'm sure someone more knowledgeable than me will be able to offer their input soon enough. :: -
Extracting DLC into mods for MO
MonoAccipiter replied to Bradl3y's question in Mod Organizer Support
I'm not 100% sure if I understand you right, but from looking at your 4th picture the High Resolution packs are still overwriting the Vanilla + DLC textures after you added the cleaned plugins. At this point I assume you have extracted the HRT packs and the plugins are no longer necessary as they only served to load the BSA (hence the broom icon). It's important to note that the left side of MO sorts assets (i.e. textures, meshes and the like) while in the right pane you can change the order of plugins. Changing the load order in the right pane won't affect how any assets are loaded (the extracted and optimized packs on the right side count as assets). Plugins only affect changes in game such as adding armors, or changing npcs. Something as simple as changing a texture doesn't require an .esp and will in all likelihood not be affected by one. If you look under the data tab in the right pane you can tell which loose files (e.g. files unpacked from BSA-archives) are used when you launch the game, and from which mod they originate. Basically who "wins" the conflict. -
A lot of heavy stuff here, which is usually outside of what I listen too. That being said I like both bands TwillightTech listed above me ^^. I personally lean more towards the slower Indie Rock/Alternative Rock, although I've got favourite bands from quite a lot of genres. As someone who's quite fond of poetry and the like, I tend to appreciate lyrically beautiful songs (though don't get me wrong, I enjoy the sound as well, but it's something about music as an art form that tugs a little extra in my heart roots when beautiful imagery collides with an evocative pulling of a string). After having gone through some harder stuff myself, I found myself appreciating both the writing and feel of Matt Berninger and the rest of The National, and they've over the years become one of my very favourite bands. This one's actually about a rather joyous subject, at least that's what I make of it, but still haunting and memorable. I'll always find it enchanting how everyday imagery can summon such deep emotion when wrapped in the right kind of paper. I also really like this song by Phoenix, something about the feel of it that has had me listening to it time and time again. It's definitely different from the other song, but beautiful in its own right. I was lucky enough to see them live a year back, and watching them perform Love Like a Sunset Part I & II come sundown in front of a massive audience is one of the most memorable experiences of my life.
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I'm glad to hear that. The inclusion of POPmerged by me was accidental, as I had forgot to hide that .esp in my install; edited it out of my original post now.
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You can use TES5Edit to check plugin conflicts. Check out the manual here for a quick overview of how it works. I sincerely doubt this is as simple as a plugin conflict though, as other users would have experienced the same issue and it would have been adressed. This is given you haven't installed any separate mods, beyond the scope of the guide, that might edit books. Try disabling Main Font Replacement as Greg suggested.
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I'm unsure as to how that conflict can cause the problems you're experiencing, but you can hide individual files in MO by double clicking on the mod in question in the left pane, going to the filetree tab, right-clicking on the file you want to hide and selecting the hide option.
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SKSE launch problems when run through MO with NO mods
MonoAccipiter replied to Aerandor's question in Mod Organizer Support
Hi, Aerandor! Have you made any changes to the .ini files in your MO profile that might cause different behaviour when launching the game from MO as opposed to only with skse_loader.exe? That's the only thing I can think of off the top of my head. Do you have an skse.ini that you made sure you configured correctly? Have you installed Skyrim in your Program Files folder? If so does it make any difference if you run MO as an administrator? Also, make sure you disabled the mods in the left pane, not just their .esps when you say you disabled everything but base files. -
LODgen and optimized mod not loading?
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
The left pane stipulates in which order the files presented from each mod overwrite each other and what in the end is shown to the game at launch, anything further down will overwrite anything of the same name further up. The plugin files on the right side have their own load order, independent of the one on the right (sorted by LOOT, or manually), these files change things in game, such as adding weapons/effect, companions, quests (etc), basically anything that isn't represented by a single file (such as a texture). Have you enabled archive invalidation on your profile? If so have you checked your archive tab (right pane) for any files ending with ~invalidation.bsa? Pull any such files to the top of their respective lists. That might help with your exclamation marks. Make sure you also have the following line in your fallout.ini: bInvalidateOlderFiles=1 -
LODgen and optimized mod not loading?
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
The plugin and archives tab only shows .bsa or .esp files. The textures you have been optimizing, as well as the LOD textures you have med with FNVLODGen, are neither of those. The lightning sign next to the mods in the left pane will tell you that they overwrite some files (+ sign) from other mods higher up in the sorting order or is overwritten (- sign) by other mods lower down, sometimes both. As long as the lightning bolt isn't grey some of the files in that "folder" or "mod" (whatever you want to call it) are included in what is loaded into the game at launch (basically what MO shows the game). Good news is that it looks like you packaged them correctly, as the bolts indicate they are overwriting something else. If you want to see from which mods the final files originate, you can check the data tab in the right pane, and look under the texture folder there. You can also double-click on a folder/mod in the left pane to see which files are being overwritten (and by what mod(s)), and which files it overwrites. Right now your optimized textures are sorted way to far down the list, and vanilla (albeit optimized versions) textures will overwrite the higher resolution texture packs I assume you have installed. I'd recommend you drag those folders up towards the top of your list and leave them under the "unmanaged" section of the files they belong to (e.g. falloutnv_textures 1 & 2 under "Unmanaged: FalloutNV" and deadmoney_textures under "Unmanaged: DeadMoney"). Leave Fear and Loathing LOD towards the bottom, it's just fine there. Note that you should have More Perks, MPfC and More Traits ticked in the left pane. The only thing that should be hidden is the .esp as instructed in the guide (under More Perks). Fear and Loathing Bashed Patch should also be ticked and you should have made a Bashed Patch according to the instructions in the guide. Are you experiencing messed up texture colors, or colors in general (shaders)? EDIT: Grant beat me to the answer, but I think we can all agree I have prettier colors. -
Optimizing mods - nothing happens
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
I've read through the batchfile and I'm sad to say I am at a loss as to how to proceed. I can only hope the optimization won't be necessary, or if it is, recommend carefully going through the instructions step by step and eventually checking the batch' logfile for anything that looks out of place. -
LODgen and optimized mod not loading?
MonoAccipiter replied to alsedexus's topic in Fear & Loathing in New Vegas
After running FNVLODGen there should be a folder called "FNVLODGenOutput" on your C: drive, you can compress that to an archive and install it by using the "Install a new mod from an archive"-button and it should show up at the bottom of your mod list. It's only textures and meshes, and shouldn't have any ESP. (there are other ways, but they can quickly get confusing, so I'm being as straighforward as possible) I haven't done the mod optimization myself, but unless you repack them into BSAs I'd assume you can navigate to the different mods' folders in "/Mod Organizer/mods" and replace the textures in each with the ones you have optimized, or pack them into archives, install them separatly (as with the LODs) and sort them immidiately after their respective mods). They should then show up in your mod list (left pane) and not have any BSAs related to them (if the old, unoptimized BSAs are still there you can remove them for space conservation, or simply ignore them as loose textures are prioritized over BSAs). -
Which one?!?! AFT/UFO/EFF/FM
MonoAccipiter replied to brokenpaine's topic in General Skyrim LE Discussion & Support
Follower Commentary Overhaul unlocks dialogue locked to certain NPCs to be available for any follower NPC who uses the given voicetype. It also adds idles to vanilla follower voicetypes by clipping and cutting from other audio. It's fairly well explained on the Nexus page. It shouldn't conflict with any of the mods you mentioned. I tried EFF a long time ago, and I remember it as being highly customizeable, and it pretty much gave me full control over my followers (the command wheel was pretty handy as well). In the end I dropped it though as I didn't feel I needed the large amount of features and I never was one for more than 1 follower anyways. That being said, it felt very well made, and did the job more than adequatly, it was simply not something I needed. I remember trying UFO and finding the dialogue menu tiresome, I much preferred EFF's way of handling that. -
Started the Witcher 3, but my PC died, and when I got it fixed up I felt like doing a FNV playthrough (Obsidian being my favourite game developer and all, I did play it once before, but a savegame issue stopped me from getting very far). That's got me pretty hooked on the Fallout universe, so FO4 is one of the things I'm most excited about, and I'm even going to try to play FO3 before that time comes too (and TW3 if there's any time inbetween those). Before that I had a bit of a "down-period" for personal reasons, so I didn't play much of anything really, except maybe Dota 2 because it was so simple to pick up and play (once I'd gotten the hang of it). XCOM is one of those games I've never really picked up, for no particular reason really. So it's pretty much FO4 and BF3 I'm looking forward to, which is just fine by me.
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Looks pretty great! I'm not usually a bigtime FPS-player, but I did enjoy the Battlefront series, so I'm probably gonna pick this up. That being said, FO4 is certainly going to make it hard to dedicate much time to it. :P
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GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
I've noticed the both the WMX-Arenovalis.esp and MiscItemIconsNV.esp are tagged with NoMerge, which, if I understood Wrye's site clearly enough means they aren't included in the list of mods to be merged but are still deactivated and have their records imported according to their other tags. However since they aren't merged this means the whole of their data isn't included (I might be very wrong here), and I'm unsure of what to do with them after that. Should they be reactivated or left to their unticked state? Additionally the NoMerge tag wasn't given to the WMX-Arenovalis.esp when I ran the Generate Bashed Tags script in FNVEdit. Unsure what to make of this; perhaps someone with a better understanding could elaborate further on the cause and effect of this behaviour? -
You'd probably need the patches for WMX, WMX-ModernWeapons and Project Nevada, as well as making a compatibility patch of your own with FNVEdit as the IMPACT-author recommends. Note that it probably wouldn't add effects if you installed any of the additional weapon mods from either of the two extra sections, if I understand how the mod works correctly.
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Extracted all F&LNV mod Bsa's
MonoAccipiter replied to runsbuns's topic in Fear & Loathing in New Vegas
Having all your BSAs extracted shouldn't really cause any problems but will presumably make your game load slower at startup. z929669 wrote a very detailed post about that here, albeit for a different discussion.

