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Neuroliquidity

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  1. Regarding GRA TRTBA, I'm having a similar issue to you, EssArrBee, as you reported on that mod's thread, a few months (years?) ago -- my Freeside Thugs have one of EVERY melee item in their inventory. I checked, and the Delev tag isn't added in Wrye Flash (as you recommended to Puce). Do I just need to add that tag, myself, to fix the issue, or do I need to edit the mod in GECK and uncheck the 'Use All' option? I think my Kings also had an excessive amount of items in their inventory, so methinks that the Delev tag might correct a whole slew of related issues, but I'm still learning about tagging mods, so don't want to mess around with something that might have massive repercussions. Cheers ....
  2. Weathers Family Sandboxy might be a worthwhile candidate. I've added it into the 'Merged Fixes' section of my install, so it doesn't take up a plugin slot. It simply adds a sandbox package to the Weathers family, upon their reaching the Mormon fort, so they don't just huddle in a group for the rest of the game. Everything seems to be merged properly in the Bashed patch, though a few facegen changes need to be forwarded (or tags added to have it merged properl y-- but I'm still learning how to do that). Small little immersion mod. Curious if could/should (might?) be added into F&L ...
  3. Is there a reason NV Uncut - Outside Bets isn't in the list. I thought I saw a thread relating to the mod, but can no longer seem to locate it. It's been a while since I played FONV, but on this F&L playthrough recalling things that were in previous games and not in this one. Pretty certain they were things that Outside Bets added in and I'm just wondering if it's possible to add it into my load order without blowing everything up. Will it conflict with anything?
  4. The Project Nevada Med-X Fix is a candidate for removal, freeing up a precious plugin slot. There's only 2 records that it touches, but in my merged patch, it seems they both deal with Actor Effects and Ignoring Crippled limbs (no Effect for Temporary Addiction Removal, from Project Nevada). Both fixes are merged into the Bashed Patch, but the plugin is still activated (did I mess something up?). Considering this, could we just foward fixes, somewhwere, and disable the plugin so the slot could be used for something else? Or, was my Bashed Patch done incorrectly and it should already be disabled?
  5. Cheers for the detailed answer. Indirectly, you did answer the question (and filled in a few other questions I had) but (there's always, one of these, right?) ... you mentioned that 'when you manually extract BSAs .... you have to then manually delete the BSA after'. This is actually what my question was referring to. I don't want to delete the BSA ... I want to keep the BSA in the /mod folder, along with the it's extracted contents. But I want to disable the BSA in the 'Archives' tab, so that MO doesn't try and load it (loading the extracted loose files instead). When I uncheck the BSA in the archives tab, it gives me the warning, everything looks okay ... but when I quit/restart MO, all of the BSA's that I've handled like this are then reactivated ... seemingly against what I wanted to do. I was just wondering if the fact MO ignores my request to disable a BSA (but keep it in the /mods folder) between program instances is by design or is possibly just something that wasn't handled correctly. But I think you also answered that with your first sentence ... I can't disable a BSA if there's a matching ESP. Full stop. (even if I extract it, but want to keep it around, it'll always be loaded, then immediately overwritten by the loose files that were extracted from it ....) Though I understand why this is the case (your post, along with 'umpteen' pages on the whole 'BSA extract/intact issue' have made this clear) for some reason the behavior I was seeing in MO wasn't registering as 'correct'. I'm rebooting my reality now, in an attempt to fix this. Then I'll go drink some milk. Thanks for the help ;)
  6. Apologies if this is has already been pointed out. Or, If I completely don't understand what I'm doing (in which case, smack me, call me a 'Milk drinker' and send me on my way ....) If I install a Mod with a BSA (packed), go into 'Archives' and unpack it, then disable it (under Archives) the .BSA is re-enabled when I restart MO. Is this intended (ouch!) or am I doing something wrong? I'm just playing around ATM, but was planning to optimize textures with DDSopt, but keep the original BSA files in the /mods/<***> directories as a safeguard (yes, I know I could just re-install from the /downloads, but work with me ...). I know the bsa/loose-files topic is a bit of a 'hot topic' around here .... but I thought what I'm trying to do fits within the MO designed behavior. is it not?
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