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Wicketklown001

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Everything posted by Wicketklown001

  1. OMG thank you SO much! I've been banging my head against the desk trying to figure out why I was getting glitches that I knew were caused by AI not working but I could see it was there. This fixed my issue and made my day :)
  2. That leak from a year ago has been largely discredited. The person pulled together several other rumors (such as the location) and then made several additional claims and put them all into a single place. They claimed to have worked for Bethesda but there's no record of it, they claimed to be the one to leak documents to kotaku and this was proven false by the person who wrote the kotaku article. All in all I'd take that reddit post with a hefty grain of salt. Personally I have to say I am semi-excited about Fallout 4, I'll hold the majority of my excitement for after E3 when more information is available though.
  3. Speaking of updated mods, I was just going over the additional weapons page for EssArrBee's Recommended Weapons and noticed that 3 of them have new versions. The Mason Jar Mine (which has a new page: https://www.nexusmods.com/newvegas/mods/58840/? ), the MNK-RHINO Gauss Revolver, and the Locomotive Rifle. I'm curious if the merging instructions will be the same with these updates? I'm still kind of new to the whole merging business and some of the changes seem significant enough that something might have changed.
  4. have you set bLoadFaceGenHeadEGTFiles=1 in fallout.ini, and falloutprefs.ini (not sure if it's both or just one of those) ? I think that's what fixed it for me last time that happened.
  5. The one currently up requires (as far as I can tell) either Drumber to release an assets folder again or you need an older version of FCO that isn't available anymore. So yeah I'd recommend waiting on the next version which hopefully will actually be usable.
  6. Unless the guide specifies otherwise I always clean the dirty edits.
  7. Yeah I don't think distributing it would be good, besides it looks like Dracomies has taken nvr3 down and is reworking it (I'm assuming removing any of Drumber's work) so hopefully when it gets re-uploaded we can put all this drama behind us and get back to some post-apocalyptic gaming :)
  8. OMG thank you! This happened to me last night and I could not figure out what happened for the life of me. Mental note to self: before banging head against keyboard for several hours trying to fix something, check forums first lol.
  9. Hello, I decided to give this a try and I'm up to the point in the guide with Fallout Character Overhaul. It seems that FCO has taken down the NVR 3 assets files and won't support NVR 3 anymore so what's the best course of action at the moment? Pick one or the other and just use that or is there another way?
  10. Fallout 3 captured the feel of a post apocalyptic wasteland better in my opinion. I've never played FNV directly but I've watched several let's plays and it just doesn't capture the right feeling for me.
  11. CR patch stands for Conflict Resolution patch (and yes it's done with TES5Edit). The SR guide goes through making one for the mods in the guide, though you'll need to learn how it all works if you want to make one for additional mods. Following the guide it's not hard but it's been hard for me to try and figure out the ins and outs of making one from scratch. I do seem to learn something every time I do one though so eventually I'll probably absorb enough knowledge to feel comfortable with doing it for extra mods.
  12. It should be compatible from what I can tell. Dynamic Potions is remarkably flexible in how it does things. The MCM menu makes it easy to disable things that you don't want changed and it can detect and affect potions and ingredients added by other mods and alter them or not as you wish. I only picked it up initially because I wanted potions that heal over time like SkyRe (since I stopped using it due to the trouble getting it working well with a heavily modded game) but it's proven very useful in other ways too. From the mod page: This mod should be compatible with anything, even other potion/alchemy mods.
  13. Exactly my first thought when I saw the option to add a custom track lol.
  14. I'm liking this mod. I installed it but forgot about it til I was stealthing through Embershard Mine on my new playthrough. Turned the corner where there's usually a bandit guarding the storeroom and it wasn't there. It still didn't dawn on me that I had this mod so I kept going and crept up to the ledge to snipe the guy at the forge and he wasn't there either. I turned around to go see if I missed something somehow and found 4 bandits (oddly all 4 female and naked which was an amusing coincidence lol) sleeping in the alcove behind me. Of course they picked that time to wake up though which led to a tougher fight than I was expecting. :)
  15. Meant to post an update on my issue yesterday but I forgot. I don't know how I did it but I seem to have fixed it by deleting the userlist and making a new one. I'm pretty sure I did this before when the problem first popped up and it didn't work so maybe something else fixed it but either way it's working for me now ;)
  16. Hi, I haven't been using MO very long but I just noticed that for some reason any changes in the userlist.txt file are being marked as inactive and when I run BOSS (through MO) it doesn't seem to sort any of the changes in the userlist. This includes changes made through BUM (also run through MO) and manually added ones. Actually manually added it seems to work the first time but then at some point after it switches the change to inactive. I don't have very many changes to it so it's not too much of a hassle to resort manually the few files I have different but it seems odd that it doesn't seem to be working correctly. Maybe I'm just being dense and the answer is obvious but it's bugging me. By inactive I mean each entry has //Inactive: (insert userlist rule)
  17. Not sure if you just meant you used the actual data folder instead of using MO, however the folder with TesV.exe isn't the data folder. Also they need to be in the correct path in your data folder, Data/SKSE/Plugins folder. edit: beat me to it :)
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