
Ghostwise
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Everything posted by Ghostwise
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Second patch available for testing/feedback at https://8f9784a776.test-url.ws/tmp/ClearAndPresentAdjustment_Milenia_weapon_reskins.esp . What it does : - Restores all FWE stats but keeps Milenia's models- Restores the UPDATED Unofficial Patch fixes overwritten by Milenia's mods for Charon's shotgun- The .32 pistols retain their longer reload/jamming time to fit the model change- The AKS-74U is close to the Chinese Assault Rifle (now AK-47), with slightly lower bullet damage, slightly higher rate of fire, slightly more durable, slightly faster to operate in VATS, slightly less accurate. About restoring WMK functionality for these guns, I can see three paths at this stage :- somebody who can manipulate Milenia's meshes and textures to make them WMK-compatible- keep these weapon models but as their own weapons, not as a replacement for the basic guns. They'd have their own stats, and presumably scripts to place them in the world- use the models to reskin Weapons of the XXth century guns I have little idea about feasabilities, though.
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And here is an attempt at the first STEP-style mods suite patch - it also requires Project Beauty as a master, since the Blackened patch is used as a master. It doesn't address the Item Descriptions issue. Download -- https://8f9784a776.test-url.ws/tmp/ClearAndPresentAdjustment-GreatOldOnes.esp . It's not a titanic bearer of vast, sweeping changes since I just wanted to get a sense of the thing and the big patches already address 95% of the issues. What it does : - Floater meat heals 33% fewer rads- Most MMM meats allowing to regain HPs now regain the same total amount but over a few seconds- Raised the armour level for the Enclave Deathclaw Alphas' power armour- Firelurk flame breath is now a bit more powerful- The food specific to the DC Interiors mod is now nourishing (where appropriate) and lighter- Armours and outfits specific to the DC Interiors mod have FWE-scale game numbers- The Gauss rifles in Anchorage have the same stats as the ones in the Capital Wasteland- The boxing gloves (only found by pickpocketing Bryan Wilks) got rescaled- The hand saws used by some crazed survivors have been markedly toned down- Enclave Enforcer armour realigned on FWE power armour stats Since I'm very new at modding I have no idea about how to test the thing, though.
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And here is a tentative definition of seven corrective .esp to fix gear in the Clear and Present Danger modlist (if ignoring the Item Descriptions issue for now). Not saying I'll do them all since I'm hammered with fever, but I think it's useful : A/ Great Old Ones setRescales gear from :- Mart's Mutant Mod, with update and Blackened FWE + MMM + EVE + Project Beauty patch- DC Interiors, Combo Edition with the Blackened patch for MMM- EVE with Blackened FWE + MMM + EVE + Project Beauty patch B/ Beauty Of Our Weapons setRescales gear from :- Millenia's AKS-74U- Millenia's AK47 Replacer- Millenia's .32 revolver Replacer- Millenia's C96 replacer- Millenia's combat shotgun replacer (But even if the numbers are realigned, using these still cuts considerably into the number of WMK-modifiable weapons until somebody makes them WMK-compliant). C/ Beauty of Our Weapons set #2Rescales gear from :- Plasma Rifle Awesomified- ZealotLee's MP5 pack- ZealotLee's Adaptive Combat Rifle Script Bugfix- ZealotLee's SVD Dragunov (CALIBR version)- Fallout 3 Hirezd (Fo3HirezdFlamer.esp, Fo3HirezdMinigun.esp, Lincolnrepeater) D/ Explorer Pack setRescales gear from :- Crimson Caravan (which includes Arefu Expanded)- Vault 101 Revisited- Arlington Restoration- RR expanded- Temple of the Union Overhaul E/ Body Armour setRescales gear from :- Tribal DX- Powered Power Armor- Bornagain FO3 Outcast- Winterized DX- Dragonskin armour (and bonus pack) - same numbers as the Dragonskin for FWE mod G/ MiscellaneaRescales gear from :- CRAFT Clutter Conversion- Brahmin Dairy Product- Chems and Meds Retexture G/ Puce Moose setRescales gear from :- An Evening With Mr. Manchester (heirapparent.esp)- A Note Easily Missed (notsofast.esp) EDIT :H/ AWOP EDIT :The FWE version of 20th century weapons isn't devoid of problems - for instance adding a stock to a Uzi makes it significantly lighter and less expensive, and considerably increases the damage from its bullets. Neither's VATS hit base % seems FWE-scaled (though FWE main .esp seems unsure of its own scale in this regard), etc.
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I'm currently browsing in FO3 Edit for weapons and armour from mods in Clear & Present Danger that are not FWE-compliant, either because they were never rescaled or because there's a mod later down the load order that overwrites FWE-scale fixes. An all-in-one tweaking .esp would be unbearably rigid. One rescaling ESP for each mod would be absurd (say, an .esp just to FEW-ify the sabre in Arlington Restoration, heh). So I'm determining sets of mods to tweak as a compromise. EDIT - In this context, the Item Description Img.esp is a problem - it comes late in the load order, and rewrites all the weapons from the base game (uniques included). I don't have enough experience to say what the best approach would be. EDIT - FasterMorePowerfulMines.esp (from the Mr. Manchester quest) has more significant effects than I thought at first - frex the Plasma Mine loses all its FWE custom textures, reverting to the vanilla one-piece texture.
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Loot 0.6.1 puts cCALIBR_20CW_v5.12.esp well after 20th Century Weapons -Plus- Reborn FWE etc., thus borking ballistics data in a FWE environment (frex the starting 10mm becomes dreadfully underpowered). Am I an exception or do y'all get similar priorities ? EDIT - there's also an interaction with 32S&W.esp, which rewrites four pistols to a non-FWE scale (including, for some reason, the baseline 10mm and Chinese pistols). In the case of the Chinese pistol, the Millenia C96 replacer also un-FWE it. The flamer is un-FWE'd by both Item Descriptions (!) and Fo3HirezdFlamer, etc. Oi... Nothing that can't be fixed, but my GECK has been "initialising archive" for close to three hours now. :-/ EDIT - okay, it's specifically Advanced Recon Tech.esm that makes the Construction Kit hang at that stage when it is launched from a ModOrg profile with a C&PDanger mods suite. Mystery solved, GECK available, time to take notes on stuff that overwrites FWE-ified guns and armour in FO3Edit.
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First, the GECK session I launched through MO needs to finish initializing its archives (it's taking forever), then I'll prolly have questions about levelled lists.
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As long as I'm here, two other mods I enjoy : Better Balanced Backpack - scaled for FWE, better models only unlock as you level up Kentbury Way - small (six houses) interiors mod, I couldn't tell the difference from vanilla content so that's cool. DC Interiors-friendly.
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Okay, found the trick -- the 20th century weapons file on Gamefront is geographically restricted. I cunningly disguised myself as an American and it's downloading, no more 403. FWIW, all I could find on various websites smelling of crime and unwashed toilets were v5 and v5.1. Continuing my hopefully helpful notes - is there a reason not to do the 1.32 update for ZealotLee's MP5 pack ? The texture does have problems IME. The text for Essential Retex goes "Higher resolution retextures of Higher resolution retextures", which is approved by the Redundant Ministry for Redundancy. :-p Why install MG's Neat Clutter after Retextured Labels ? Doesn't it overwrite almost everything ? When installing T3TforFWE's ZealotLee Weapons Pack, I assume that the ACR .esp should be made optional since a FWE-friendly patch was already installed previously ? Shouldn't the DDSopt link point toward https://wiki.step-project.com/Guide:DDSopt/Fallout instead ? Three ALIVE .esps are considered as masters by 20th Century weapons Reborn for FWE. Looks like a problem : 20th Century v5 ALIVE (Chinese Ghoul).esp20th Century v5 ALIVE (SuperMutant).esp20th Century v5 ALIVE (TEST Container).esp Incidentally I took roughly eleven hours to go through everything, with a reasonably fast connection and a basic understanding of all tools - except the DDSopt stuff which I still have to do because DDSopt is scary. Mind you, I'm sick as a dog and wasn't going to anything productive today, so... But it could be useful info for newbies.
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Minor bits of feedback about the procedure : - Advanced Recon Thermal Nightvision is there twice :-) (on each side of trap detection) - In the Dynamic Crosshair explanations, should the puzzling "move open menus" be "remove the menus folder" ? Or should the prefabs folder be created inside the menus folder ? - Smoothlight (https://www.nexusmods.com/fallout3/mods/18389/?) is a possible alternative to Flashlight - I'd argue it's more immersive but it's just taste. - My understanding is that saves *will* eventually get corrupted if CASM isn't used instead of the in-game autosaves, the latter being best completely deactivated. If this understanding is correct it may be worth mentioning it. - The FoMod in Better High Detail Maps and Icon seems to currently be borked with ModOrg - no error message but the first install option screen repeats thrice and the resources aren't visible (the values in map_menu.xml also seem wrong). - The text isn't clear as to where one finds the "Invincible Enclave" bugfix for Powered Power Armour, and whether it's part of the current procedure. -Determining what should be DDSopt'd in UHQ terrain overhaul would be fantastic... but you knew that. - Metro Carriage Interiors (https://www.nexusmods.com/fallout3/mods/19988/?) is quite comparable to BusWorld, but IMO it's better and I haven't run into stability issues. - When installing Wasteland Clothing HiRes I did not have a choice to untick, perhaps because of a FOMOD/ModOrg issue. I deleted the listed folders from the ModOrg filetree before activating the mod. - The links for the Type3/Mart's Mutant Mod raider mods seem to have been swapped - Isn't there already an AKS-74U in FWE ? I'm semi-sure I ran into some para version of an AK with FWE being my only mod-with-guns running. - The version of 20th century weapon on Gamefront is currently unreachable (403 - Forbidden, assuming that there isn't a gateway timeout). Maybe hosting the file somewhere else as a backup would help, since a lot of alternative download possibilities look... iffy in terms of security and spam.
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Will do, thank for your advice. I was hoping to report that the super-recent 1.2.16 fixed the issue, but alas... Incidentally I'll politely disagree with Kelmych about not recommending the optional FWE fast travel modification. Personally I enjoy that FWE makes everything harder, grittier and detail-oriented. Travelling across the Wasteland is supposed to be quite dangerous and require preparation, and safely teleporting across the map (vanilla safe travel) is dissonant with that. At least with the bike there's a rationale for this, and you know that safe teleportation is the product of your efforts.
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Oh good I don't have to do it then. :-) I'll have a glance at the old FWE patch for ZealotLee's MP5 instead if health allows, I think it could use some toning down and being on fewer levelled lists. Mod Organizer 1.2.16 with Clear and Present Danger - cannot install FWE part 1, the Nexus script barfs a pointer exception. :-/ Was already reported by another guy - https://issue.tannin.eu/tbg/modorganizer/issues/919 .
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If you are referring to 1.2.16, ModOrg currently cannot auto-update to it, perhaps because of this problem. Best I can do right now with a fresh install is 1.2.15.
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In the current procedure Mod Organizer - Legacy Script Support can be removed. It is now hidden on the Nexus, with a note that the newer version of ModOrg made it obsolete.
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Suggestions - the Samsara ENB is my favourite one ( https://www.nexusmods.com/fallout3/mods/20105/? ) and it includes particularly clear advice for .ini and NVidia Inspector tweaking, including some tweaks I did not know about. CRAFT clutter conversion ( https://www.nexusmods.com/fallout3/mods/15326/? ) is nothing huge, but it allows for breaking down clutter into components, or building clutter from components. Handy for people who tinker a lot. IMO the Adaptive Combat Rifle mod, even with the FWE compatibility patch, remains overpowered. 34 damage for a 5.56mm round in LMG configuration is... big. EDIT - and Sniper Aim Corrected ( https://www.nexusmods.com/fallout3/mods/2666/? ) is in my experience a must-have. Is saved me so much frustration.
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Hey, I'm quite happy I stumbled upon this guide. I thought I had researched FO3 modding pretty well, but looks like I was optimistic. :-) FWIW I made a tweak mod for the Dragonskin armour mod -- https://www.nexusmods.com/fallout3/mods/20874/ -- which is compatible with the revised textures in the mod and properly adjusts values for a FWE game. I might make more in the unlikely scenario where I have more time (also did one for the venerable Leather Backpack mod).
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pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey guys, The rentable Riverwood inn room (first room along the left-hand wall when you enter) has some very, very minor jumbling. Presumably it's the enhanced room rental mod thing. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
For those following the match at home, it indeed solved all issues - and BUM became way, way easier to understand once it actually worked (curiously enough). I can now enjoy the hard work behind the Explorers Packs and its assorted mods. In the procedure to install a mod from Steam, it *may* be useful to note that launching the Skyrim Launcher might lead the game to resetting some video parameters -- which could spectacularly bork a game with an ENB as hardware aniso and anti-aliasing make their mephitic return. It's minor, but since the page isn't crammed with text... it might help some folks. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Awright, a fresh reinstall of BOSS then having it run from within Mod Organiser creates a proper path : E:/BOSS/Skyrim for the lists. I have to run now, but the problem is almost certainly solved. Why did my previous BOSS install keep using a E:/BOSS/Skyrim/Skyrim path to write its files ? For now, I blame falmers. I always do. Good to know, thanks. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yeah, we're all quite dependent on the BOSS guys. New test - fresh install of BUM, same file structure is produced. As it happens BOSS is at /BOSS/BOSS.exe, but its masterlists is in /BOSS/Skyrim/Skyrim. So it's BOSS, not BUM, who has an odd path to its lists. Same issue as before if BUM is run from within the /BOSS/ folder ; complete application failure if I move the .exe to /BOSS/Skyrim in the hope that it'll follow the correct path to the /Skyrim/Skyrim folder next to it, used by BOSS. Let's move up the content of /Skyrim/Skyrim into /Skyrim, and delete /Skyrim/Skyrim... nope, BOSS recreates /Skyrim/Skyrim and writes its lists there as soon as it is run. Though now I have the proper masterlist in the folder used by BUM (since I copied it into the Skyrim folder used by BUM). So, progress. I suppose I can copy my completed user list to the /Skyrim/Skyrim folder used by BOSS when I'm done with BUM... no reason why it shouldn't work, eh ? Or maybe reinstall BOSS, just in case. Could the issue be caused by Mod Organiser ? I'm launching both BOSS and BUM from within MO. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Makes sense (that's why I specified my version #). However my BOSS has been run quite a few times, and in its summary helpfully confirms that : "Your masterlist is already at the latest revision (r0; 2014-02-25). No update necessary." I've also launched BOSS from within BUM, just in case, but I still have my old update list - no auto-update seems possible. Let's see... both BOSS and BUM are simply installed in E:/BOSS, like this : Mmmm... ah ah ! I have a E:/BOSS/Skyrim folder with a masterlist in it... but also a E:/BOSS/Skyrim/Skyrim folder with a masterlist in it. So problem located I guess, though I'll have to think about how I fix that. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Heh. Further question... Open BUM -> select REGS- Better City Entrances.esp in the lower panel -> ensure that the first operator is ADD and the second AFTER. So far so good. However if I type "Better City Entrances - All in one.esp" after the AFTER field, the rule is invalid since the object isn't defined in either the user list or the master list. And searching the master list for "Better City" only ever produces Better Candlelight.esp. Which I'm sure is nice, but doesn't quite presently help. The Skyrim Masterlist is version 7340 (2013-07-22). What am I missing, since I seem to be doing the basic operations correctly ? Thanks. -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Oh, I get it now. Might I suggest adding a sentence about that, perhaps in the Pre-Installation Setup section ? That way people won't pester you with questions (or run into the issue and quietly give up), hopefully. For now my attempts to use BUM have been a dismal failure and I've used the user list tool in BOSS instead, but I'll delete the two mods and try again now that I understand your intent better. Thanks ! -
pack A Real Explorer's Guide to Skyrim
Ghostwise replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hello folks - n00b question. If I follow the procedure meticulously, I don't have the esps noted in the load order instructions. Frex - if I Only download the OPTIONAL file "REGS Compatible version" for Better City Entrances, I only have REGS - Better City Entrance.esp and not the Better City Entrance - All in One.esp which is mentioned immediately after when it comes to adding a BOSS userlist rule. Like wise, if I use the Version: 1.7 (Better Docks FOMOD installer) for Better Docks if have the REGS - Better Docks.esp, but not the BetterDocks-MP-DLC-Compatible.esp I'm told should come before in my load order. Which is the correct version ? The baseline esp plus the REGS esp right after it (as explained in the BOSS Userlist Updating notes), or just the REGS esp (which seems to be the intent of the explanations) ? Thanks. Confused in Whiterun. -
About the borky /data/data/textures paths -- IMO an optional explanation the first time it occurs wouldn't hurt. I can write one if you want (a few sentences) if somebody who actually know what they are doing can check that I'm not talking out of my arse. Words such as "Merge" and "Replace" tend to have different significations depending upon which piece of software one uses, and people can thus come to ModOrg with the wrong idea. Maybe something like : "when doing the STEP Core installation process, you will want to use the default Merge button so that the updates, options, etc. are merged with the main mod. The Replace option, by contrast, is used to reinstall a given mod from scratch." I can do a rough text for the File Tree hiding if you want. Oh, and in section 3A of the Guide (Housekeeping), may I suggest just adding a link to https://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs , perhaps called "how to launch BOSS, Wrye Bash, etc. from within Mod Organiser" ? The explanation about third party programs on this page is good, and having it linked would avoid idiots like me desperately looking for a non-existent BOSS button in ModOrg because they have a non-standard path due to HDD space constraints. :-) Cheers, G.