
haelfix
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Everything posted by haelfix
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
THank Neo, that has solved almost everything. The only thing I still have an issue with is something that I think the hotfix patch yesterday might have caused related to the 1.30 and 1.31 issues people have been complaining about. In script merger, there is an additional conflict between primer and friendlhud that wasn't there before involving ingamemenu.ws. There are 3 conflicts I believe. If I leave the file unmerged the game compiles and runs ok, but i'm a bit wary of doing that. Running the steam version of the game. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Ok, I think i've found my problem. The file Skellige Ice Breath has 2 main files, both called Skellige Ice Breath Menu v 2 . 0 . 3. One has a parentheses after the 3. One is dated from september 2, the other from february 16. In the old version files, there are several script files, but none are updated for 1.30. Which file do I dl manually, I assume its the menu file dated september 2. But which script file do I dl??? The 17 june file? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
So I guess i'm confused about a few things. 1) in my mod folder, I still have the mods that were utilized for the texture merging. Trying to disable them via nexus created a horrible mess, so I redid everything and currently I have them visible in the folder (As well as the merged file). 2) The script merger outputs the above posts error log. I'm guessing its friendlyhud/primer again. Ive rdl'd the files twice, copied the bin/dlcs to the game directory as stated in order, did the scriptmerge, then dl'd the patch and I still get the above every single time. Just to confirm, I have 13 merges in total. I was wondering if it might be my game directory that had relic files from the previous install. Did you get steam to reverify game integrity? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Sigh, at the script merger part. Im getting the following error Error [modfriendlyhud]game\gui\hud\modules\hudmoduleradialmenu.ws(663): Could not find function 'ShouldUseInfiniteWaterBolts' Error [modprimer]game\gui\menus\charactermenu.ws(256): Function 'MutationResearchWithItem' does not take 3 param(s) Error [modprimer]game\gui\menus\charactermenu.ws(1096): Could not find function 'MoveMutagenToSlot' Error [modprimer]game\gui\menus\alchemymenu.ws(100): Could not find function 'GetAlchemyFilters' Error [modprimer]game\gui\menus\alchemymenu.ws(171): Could not find function 'SetAlchemyFilters' Error [modprimer]game\gui\menus\alchemymenu.ws(371): Could not find function 'GetExpandedAlchemyCategories' Error [modprimer]game\gui\menus\alchemymenu.ws(928): Could not find function 'AddExpandedAlchemyCategory' Error [modprimer]game\gui\menus\alchemymenu.ws(932): Could not find function 'RemoveExpandedAlchemyCategory' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(103): Could not find function 'GetCraftingFilters' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(170): Could not find function 'SetCraftingFilters' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(266): Could not find function 'AddExpandedCraftingCategory' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(270): Could not find function 'RemoveExpandedCraftingCategory' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(474): Could not find function 'GetExpandedCraftingCategories' Error [content0]game\gui\menus\glossarybestiarymenu.ws(103): Could not find function 'AddExpandedBestiaryCategory' Error [content0]game\gui\menus\glossarybestiarymenu.ws(107): Could not find function 'RemoveExpandedBestiaryCategory' Error [content0]game\gui\menus\glossarybestiarymenu.ws(162): Could not find function 'GetExpandedBestiaryCategories' -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Just to be sure.. Following the guide, after I use the modmerger tool, I suppose that I use nexus manager to deactivate the old files? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
So i'm pretty bummed. For some reason Steam wasn't in offline mode and updated Witcher 3, thus breaking the WHR setup and likely my savegames that was already about halfway through. I'm going to wait a few days for mods to update to the new patch, but its unclear if the save is recoverable or not :( Whats the procedure for reinitializing mods? DL new mod, recheck inis and then redo the script merge? Its a pretty massive update though, so maybe some of the texture merging will have to be redone as well? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Great thanks, i'll look into those -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Is there any recommendation on using a Reshade preset? Is there a problem with the program or is it mostly experimental (or just not the right preset available)? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Ok I found the problem. mods.settings was actually saved as mods.settings.txt -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Hmm, I don't think I like that. That means my mods.settings isn't working properly for some reason and I might run into a problem at some point even if it compiles fine. I followed the guide for its setup and the file looks ok upon review. Is there a setting somewhere that might activate that file that I haven't turned on, or is it automatically detected at runtime? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
The only thing I can think of is that Primer updated on Aug 13 and there is some sort of conflict. According to several threads I read on Nexus forums, people recommended deleting alchemymenu.ws from friendlyhud before merging, and indeed when I do that it compiles properly. However I'm pretty sure this was not the intended solution. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
haelfix replied to Neovalen's topic in Unsupported Game Guides
Hello, first time Wild hunt moder, running the game for the first time. I am at the end, and I can confirm that I am stuck at the same step as Towa: I have followed the guide pretty religiously up to this point, so perhaps I have read something wrong.. Error [mod0000_mergedfiles]game\gui\_old\components\guitooltipcomponent.ws(469): Could not find function 'setAlchemyCategories'Error [mod0000_mergedfiles]game\gui\_old\components\guitooltipcomponent.ws(470): Could not find function 'getIngredientCategory'Error [modprimer]game\gameplay\alchemy\alchemyextender.ws(362): Could not find function 'isScriptActive'Error [mod0000_mergedfiles]game\gui\popups\lootpopup.ws(179): Could not find function 'setAlchemyCategories'Error [mod0000_mergedfiles]game\gui\popups\lootpopup.ws(284): Could not find function 'getIngredientCategory' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. -
GUIDE Fear and Loathing in New Vegas - Feedback
haelfix replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yep, it was another .bsa that was not extracted. It runs properly now. Truly odd, but thanks! -
GUIDE Fear and Loathing in New Vegas - Feedback
haelfix replied to EssArrBee's topic in Fear & Loathing in New Vegas
Ok, i'll verify that I have properly extracted all .bsas per the guide's recommendation to make sure that its not something else. -
GUIDE Fear and Loathing in New Vegas - Feedback
haelfix replied to EssArrBee's topic in Fear & Loathing in New Vegas
Heya, thanks for the recommendations. So we definitely have an issue with the spice of life mod then. I have downloaded it several times, and leaving the .bsa unextracted causes a hard crash before the intro scene. Extraction on the other hand produced no visible error. This was in fact, the only file that created a problem in the whole load order. I just rechecked and redl'ed it and verified the same behaviour (even without the patch file). Not entirely sure what's going on there... -
GUIDE Fear and Loathing in New Vegas - Feedback
haelfix replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hello, I just wanted to say that I got the guide up and running and it seems pretty stable to me. I have never played FNL before, so this is my first playthrough and dont know what to expect, and I had a few questions. 1) What ENB should I use that is compatible with this guide. In Skyrim Realvision worked great for me. 2) The only thing that is very jarring to me, is character creation. I am used to more hairstyles etc (apaachi from skyrim etc). Do you have a recommendation for a beard/brow/hair/facegen mod that would be compatible with whatever you already have in your guide. It doesn't need to be perfect, but i'd like to get this done before I play. 2) You need to idiot proof a few more sections of your guide. A few that gave me problems (and keep in mind I have experience from Skyrim Revisited) ~ Several mods have bad file structures when installing with MO. I knew what to do, but perhaps not everyone does. You tell people this in some sections, but not in others, which can be confusing ~ The spice of life mod requires bsa extraction, and then hiding of the bsa file. This caused a hard crash of FNV ~ In the Wrye flash section, you write "For Import Names leave Fallout.esm unticked." I believe this is a typo. It should be falloutNV.esm. ~After Wrye Flash is over, most of the mods that were merged are unticked afterwards. I assume this is fine, but perhaps a section on the need to keep them unticked. -
So unfortunately I still get the same error. Just to be sure, I move flashlight past oneHUD in MO, keeping everything ticked then I run fork and reactivate uHUD. This puts 2 files into the overwrite folder that I then replace uHUD with in MO. in Fork it detects flashlight, and there doesn't seem to be a conflict, so I just don't quite understand whats going on.
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So I am following the FNV guide to the T, fresh install, everything. I stopped at the section where you say to test things out with the UI, and unfortunately I get very much the same error as in this thread: https://forum.step-project.com/topic/4850-flashlight-nvse-n-ihud-version-error/?do=findComment&comment=78468 It says that there is a version error with flashlight using ihud. I have tried the following steps: -untick all ui mods in MO, run Fork and deactivate uHUD -retick all ui mods in MO up to uHUD, and activate UHUD in Fork and then copy the overide folder into uHuD directory. I have verified that all files mentioned to be hidden, are hidden. I'm not sure what to do now.
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Boris finally managed to point me to the solution. It was actually an incorrect setup of mod organizer within my ssd. The overwrite folder was being launched on my hdd, and thus there was some sort of hdd/ssd conflict. Migrating mo fully to my ssd fixed the problem. So good rule of thumb.. Gfx issues can arise from hdd/ssd conflicts as well
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Yea it does doesn't it... Well, I upgraded my Nvidia drivers and I stressed tested the card and I couldn't see any artifacting so that seems to check out. I have tried several different ENB versions as well as several different ENBs (I dl'd Vividian per the guide's recommendation) and I still get the exact same thing. In fact I have a save where I can consistently reproduce the effect within the first 20 seconds or so and it almost always seems to occur where heavy duty memory loads are present. My next thought, is that it has something to do with directx...
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Currently I am running SR:LE, normal texture load (eg mix of 2k and 1k) and using Realvision performance option B ENB. Everything runs great, fps is typically in the 50s. I have a high end computer with 16 megs of Ram, and a GTX 680 with 4gb of VRAM. Unfortunately every once in awhile I will see a drop from 50fps to 0, and the screen's graphics will corrupt and then there will be a lengthy pause (eg 10 seconds sometimes) before the picture comes back and then I can often proceed again. In the old days before ENBoost, this would have been a pure ctd, but now it actually allows me to resume play. Anyway, my question is, is this symptomatic of a VRAM problem? I don't think its RAM related, b/c I have stressed tested the rig under a variety of circumstances in other areas and I don't CTD at 256 mb or anything like that. I have read a few forum posts where they recommended changing the parameter for videomemorysizemb to a much higher setting, however this failed to resolve my problem (again it only happens about once every 45 minutes or so, but enough that its noticeable and is the only source of instability in my game at this tiem). I think it might be some sort of setting somewhere in my ENB profile, but I am not sure. Alternatively it might be some sort of windows 7 problem (once the game actually minimized during the whole process). I noticed that the ENBBoost guide on the step forum was out of date somewhat, so I am merely running SR:LE's suggested settings. Thoughts?
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So I played around with this tonight. I compared with/without Vibrant Aurora, with/without EA and with/without ENB (realvision B) and all permutations thereof. My conclusion was that I don't like Vibrant aurora with ENB in any mode, its just too much and you can see too many lines in the details.. As far as EA goes, well its definitely an improvement over the vanilla texture.. Its just more subtle and elegant (don't know how to describe it). With ENB, its still great, but its obviously not as optimized as with the vanilla texture, so the end result is a side grade. I'll definitely keep it in my load order for awhile, but i'm not sure it really makes much of a difference for ENB users (although if you don't then I highly recommend it).
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SKYRIMLE Pelts of Skyrim - Hi-Res Pelt Packs (by Gamwich)
haelfix replied to egocarib's topic in Skyrim LE Mods
Mine does, although its probably from the original file where there were a few duplicates and not the optimized one that people are using around here nowdays. Honestly, can't tell much of a difference between these and what I had before, so i'm going to label this as a sidegrade. -
SKYRIMLE Pelts of Skyrim - Hi-Res Pelt Packs (by Gamwich)
haelfix replied to egocarib's topic in Skyrim LE Mods
There is a conflict with Skyrim Realistic Overhaul, so its going to require a compare. -
Skyrim Revisited Pre-Release Feedback
haelfix replied to Neovalen's topic in Skyrim Revisited (retired)
I do think the latest incarnations of the snow on roof mod should be considered again. It really does make a visceral difference in graphics, and almost all of the compatibility problems have been ironed out (as far as I can see there are basically 2 tiny incompatibilities (3 RRR overwrites and one ELFX merge) to SR:LE that need to be made, thats it.