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Everything posted by hazelwolf
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SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
And it was going so well. It seems the hiccup I hit is at the Miscellaneous Merge. The problem is, even after removing that merge, Relinker keeps throwing up the original error. At this point I'm at a loss except to either keep trying or give up on relinking in the first place. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Seems going through each one as I rebuild them and leaving the esp's of the source mods visible is doing it. I guess I just messed up last time. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
This may be a bit of a daft question but does Relinker need the original mod esp's to also be activated after merging? I just cannot get Relinker to work and it keeps throwing up a "Class 'ValueError'>: invalid literal for int<> with base 16: b'' message. Isolating each mod and running it keeps throwing up the same error so unless every file is corrupt I cannot seem to find any answer for why it isn't working. -
Welp. Seems like I'm hitting the same snag as others. The ol' "Class 'ValueError'>: invalid literal for int<> with base 16: b'' I've done the process of removing the merges to determine if any are broken but it seems every one throws up that error.
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Seem to have hit an odd snag running Relinker 40. When it reaches the point where it extracts BSA's and copies loose files it seems to hang at 50% seemingly forever. Oop. Nevermind. Increasing the priority of the program sped up the process and it carried on.
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SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Oop. Seems to be just the SE version. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Snazzy Furniture seems to have an updated Immersive College of Winterhold patch in the Update files that doesn't kick up any errors in the merge now. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Derp. Can't believe I missed that. I've put together some temporary files for them. Can't actually find where the Helarchen Creek NSUTR patch is supposed to go, though. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
May I ask, are you planning on hosting these fixed patches? -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
I was fiddling around trying to do that last night. I managed to add the All-in-one esp as a master but couldn't remove the individual villages. All the guides I found online gave conflicting information or weren't giving me the results I wanted. I don't suppose you could step me through it? -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Is there a way to edit the patches with the Arthmoor Villages as masters to accommodate the new merged version he's done? -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
My Relinker appears to be hanging when it comes to copying the loose files. I am using Relinker 40 and whenver it reaches that point it just stops there at either 0.0% or 50%. Should I just leave it to carry on or is something wrong? -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
I don't suppose we have a tally for how many plugins this guide has by the time it's complete? There are a good number of other mods I would like to add for my playthrough and I may just opt to swap some of them out if it comes to it. -
SRLE Extended: Legacy of The Dragonborn
hazelwolf replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey, Just getting back into modding again and I'm working through this guide. Is there a reason both the original Moonlight Tales: Essentials and the SE version are in this? -
Weird Victor issue in Goodsprings
hazelwolf replied to hazelwolf's topic in Fear & Loathing in New Vegas
Because I've been mostly in Goodsprings so far this play-through, fussing with mods, I haven't encountered him beyond there yet. -
Weird Victor issue in Goodsprings
hazelwolf replied to hazelwolf's topic in Fear & Loathing in New Vegas
Huh. I could have sworn he used to actually roll around more than just at the game's opening. -
Hi, Just something that has been bugging me. I've noticed that when I first start the game in Goodsprings, Victor only does a single circuit from up to the cemetary and back. After that he just stays near his shack (unless I get attacked and he rushes out to come save my brain-damaged ass). I have found absolutely no mention of anyone-else encountering this issue and it may not necessarily be related to the guide (i've added a few things, but nothing that should affect NPCs) but I thought I'd ask if anyone else had found this. I am certain he used to be more mobile in vanilla. I've looked up his records through NVEdit and can see nothing overwriting them, nor do I find any conflicting files in MO, so does anyone have any idea what might be interrupting his scripting, or whatever?
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Sorry for the late response. I should clarify. I was initially using NMM for my rather basic New Vegas mod loadout until I started hitting issues whereupon I decided to head back to good ol' step-project to set me right with a properly formulated guide. Turns out one of the issues was still dogging me, but that was down to my inclusion of the mod Precision Ballistics and Munitions https://www.nexusmods.com/newvegas/mods/50757/? which also includes vanilla meshes that overwrite those provided by WEP. In other words: not the guide's problem, just my own dumb ass.
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Ok. Turns out I'm a moron. There were a few mods I added on after completing the guide that I didn't think would clash with anything. Turns out I was wrong as one of them contained a load of weapon meshes, which was screwing with WRP. Strangely enough it didn't show up as a conflict in WRP which was why I didn't notice it. Very weird. Anyway, simply copying the files over to replace the ones in that mod fixed the clashes.
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Right, seems like it's not having any effect. I followed these instructions someone left on the WRP page: Unfortunately, it seems, I'm just getting no joy out of this. This was the very issue that compelled me to give Fear and Loathing a shot in the first place as this happened the last time I tried Millennia's retextures and I wondered if it was some issue with NMM or the guide I had been following being out of date. I will reiterate. I am not using WEP NV at all. Never even downloaded it. Only the "Weapon Animation Replacers" mod and the 357 Revolver Retextured" mods overwrite wrp and I don't see how they are the ones causing this.
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Except I haven't used the NV one. As far as weapons are concerned I've stuck to the basic Fear and Loathing guide. After checking the nexus installation instructions for WRP it says: "Remember to disable and re-enable archive invalidation after installing this - you might experience problems otherwise!" I'm just wondering if that may be it.
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Do you mean the Weapon Enhancement Pack from FO3? Because I see no conflicts for that with WRP.
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I've noticed a fair few messed up textures on weapons after completing the installation. This happened the last time I tried to use the weapon enhancement pack and I have no idea what to do to fix it. In the attached file you can see Sunny Smiles' Varmint Rifle with the wood texture wrapped around the barrel and the mechanism on the stock. I've noticed it on a few other ones too.
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Hot damn! Managed to find a fix. right click LOOT.exe> Properties> Compatibility tab > set compatibility mode for Windows 7 Figures it would be that simple.
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OK. I gave my system a thorough clean and tidy (long overdue, so at least this has given me reason to). I disabled my Avira's Real-Time protection, heuristic analysis and set the whole New Vegas installation folder as an exception. I've disabled as many gaming tools as I can (but can't really disable steam as it's required to run). End result: nada. Nothing seems to have fixed it. Here is the error log: I also edited the Game tweaks.esp though I still am unable to shift that error message. All in all I'm stumped because LOOT was working fine when I ran it through NMM earlier this week with a similar load-out of plugins (at this point I have 90 enabled and am getting nowhere) I've tried just mashing load over and over to mostly no effect.