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pStyl3

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Everything posted by pStyl3

  1. Thank you for trying to help out. I have written another reply. And I noticed .. this can probably be closed now, right?
  2. Edit: Didn't know that you can post comments on closed issues on the bug genie .. I posted a new comment here. It seems that 1.3.2 did not fix the issue with TES4Edit being unable to load .bsa files if run through Oblivion-MO.
  3. SPM is an outstanding tool GrantSP, you really should give it a go. Even while doing crazy things, it never fails to amaze and is a great help to troubleshoot performance related issues. Anyway, great to see that you're still updating SPM, Sir Garnon. I tested v3.7 and found no problems on my end.
  4. Alright, I understand. Anyway .. apart from the mentioned things in my last post, v1.3.1 seems to be pretty stable for me. I also haven't experienced this loadorder reverting issue until now.
  5. Updated to MO 1.3.1. This looks better now! But the new BSA icon is missing on this list. If you hoover with your cursor over the "Content" column of mod entries in the left pane, which do not display any Content-Icon (for example, but not only, the unmanaged dlc's), this little thing will pop-up. Also, it seems that the new conflict colors in the left pane will not "update" correctly. Click on a mod X in the left pane that has conflicts with other mods. Then click on another mod Y with conflicts .. the colors will not update immediately, they only do once you have hoovered your cursor over those other conflicting mods of mod Y. What is your intention regarding this, Tannin?
  6. I've finished Fallout 3 including all DLCs, only two or three sidequests are left to do, and I must finish up Puce Moose' questmods. Like with the other major Bethesda games, it was a hell of a ride, I had a lot of fun. Although I really do not dislike the mainstory of FNV, the mainstory of FO3 is better, in my opinion. Project Purity is something that's worthy to fight for and having to fight alongside Liberty Prime at the end was epic. On a sidenote, both his english as well as german voice acting were really well done (I looked up the english one on yt). On the other hand, what I think did FNV better than FO3 was .. well FNV has a more "friendly feel" to it, while FO3 can be, at times, really a wide and empty wasteland, in it's truest meaning. I personally like the feel FNV gives me a bit more than the one of FO3. Anyway, both FNV and FO3 are totally awesome games and I'm glad I played them, as well as modded them. For the latter one, CaPD was an integral help in doing so, thanks for that Kelmych. Regarding CASM's quicksave/quickload feature, unfortunately my testings weren't consistenly good, I had problems reloading a safe two or three times (missing textures upon loading that game, or even falling through the ground, unable to leave the interior I was in). So I went back only using hardsaves through the menu. I also had my good share with "random" crashes during the entire playthrough .. I can't really tell what the reason is. Maybe one mod was causing the crashes, maybe the combination of some mods .. but in the end, nothing fatal, I always found a way around those problems. One suggestion, how about adding this mod by Yukichigai to CaPD? Creature Companion Fixes - Dogmeat - RL-3 - Fawkes
  7. Downloaded and installed a couple of mods using version 1.3b now: MO Setup Overall my first impressions are that, aside from the crash issue upon deleting files, it is a pretty stable build. I had no further major problems, downloading mods was working as intended (btw, was the "green download progression bar has holes" issue fixed by 1.3b?), LOOT (inbuild + external) as well as Wrye Bash 305 and xEdit 3.0.33 svn1898 are working fine so far if run through MO. A few minor quirks cropped up on the way. First, take a look at this screenshot. The vertical scroll bar of the left pane has a bunch of areas where the new conflict color is displayed ontop of it. Also .. it appears, that sometimes the mod with the lowest priority number (0, so the highest one in the left pane) will sort of get automatically "focused" (as if I would leftclick on it). For example I think that happens when I have MO run in the background and do stuff in FireFox and then return to MO. That wasn't an "issue" in MO 1.2.18, but with 1.3b it can be a bit irritating. In my case, I have the Unofficial Skyrim Patch at the top of my left pane .. when now the top mod get's focused (for whatever reason) without me doing that intentionally, and optop that happens quite regularly, that is a bit perplexing and irritating as the red conflict color will showup "suddenly". Then please take a look at this screenshot. First, "interface" should probably be written "Interface". Second, could there be added a little bit of space between the image and the textstrings? One icon More than one icon --> In the first case, maybe prevent the tooltip from linebreaking (seeing as it doesn't linebreak when more than one icon per mod are displayed)? Last but not least, would it be possible to increase the quality(/resolution) of the new content icons? When hoovering over them they will be displayed a bit bigger, and then some of them look a bit to pixilated I would say. That's all I have for now.
  8. Thank you for the clarification. I already have one thing to report. I am currently trying to pinpoint the exact reproduction steps, but currently it looks like that MO 1.3b crashes sometimes upon removing files from the left pane. Crash #1 What I did was: - Install and activate SKSE 1.7.2 Scripts - Install and activate SKSE.ini - Deactivate SKSE.ini - Rightclick on SKSE.ini, select "Remove" --> Crash Crash #2 Dump file for this one will be send via email. - Here I just installed both, and then tried to delete the Scripts mod Error message I got this one right after starting MO, both mods were not activated, just like it is shown in the image. When I tried to remove that .ini mod, that error message pop'ed up. Here's also the content of mo_interface.log, IIRC it was from the first crash:
  9. This sounds great! A couple of questions. If we were to report potential problems, were would you prefer them to be reported? On your normal bugtracker over at The Bug Genie or concentrated/only in this thread? Just to be sure, so am I correct, that the current LOOT API that you incorporated into this first MO 1.3 Beta is "LOOT.API.v0.7.0-beta.4-0-g5aca14b.7z"? I just ask because I always test the newest LOOT snapshot builds for wrinklyninja and thus my <normal> LOOT verison is currently 0.7.0 Beta 4-26 (the absolute newest available). And if I were to test the new MO version I of course would like both the normal LOOT as well as your via API inbuild LOOT versions to be in sync.
  10. If it is assumed, that SKSE plus the Unofficial Patches are already installed and thus my list had two slots free, I probably would go with The Paarthurnax Dilemma and Run For Your Lives. Both help with some outright infuriating situations in the vanilla game.
  11. First, I would say that it is impossible to find the "Top 10" mods, as there are so many great mods, and thus, many would've been skipped by such a ranking. But I could tell you 10 mods that I really, really like and wouldn't want to play without. Those are: SKSE SkyUI USKP - UDGP - UHFP - UDBP - UHRP RaceMenu INIGO Immersive Armors A Quality World Map - With Roads Frostfall - Hypothermia Camping Survival Convenient Horses Book Covers Skyrim Again, these are just my personel preferences, and I have skipped a lot of other great mods by defining this list. But that gives a great start, by fixing a lot of bugs, adding nice armors and features, giving the vast amout of books the visuals they deserve, making navigation better and giving you a genius level follower.
  12. Open MO's ini editor and select skyrimprefs.ini, search for.. [Display] bFull Screen=1 iSize H=1080 iSize W=1920 .. and change it to those values (and adjust the lower two ones to what your screen resolution is. Did that help?
  13. I didn't notice that thread and that issue until now. While my Bashed Patch get's always updated correctly, my Docs folder will showup in Overwrite aswell. And I also can verify that the report from the prior run will be displayed within WB, not the one just generated.
  14. If you repeat the whole process two times, so after you get the blank report window in WB you close WB and restart it immediately, rebuild the patch once more .. is the report window still blank? Because I had that issue one or two times aswell, but it got fixed through simply rebuilding the patch a second time.
  15. F5/F9 are remapped by CASM to F4/F8 .. I totally missed that until now. That's working. Yeah I have read something like that at one point aswell, on the other hand I never experienced any corrupted savegame, neither in Skyrim, nor in FNV. I will test out CASM's F4/F8 Quicksave/-load, let's see how good that is.
  16. Okay, so I've played Fallout 3 quite a lot now (still a lot to do though, clearly) and thus familiarized myself with it, how the map is like, how it feels, how the game mechanics are, et cetera. I also modified the HUD to my liking. The only problem I have left is that I am not able to quicksave/quickload, pressing the buttons just does not do anything. CASM is working fine on the other hand. Has someone any idea what possibly could hinder me from using quicksave/quickload?
  17. I do aswell, for two reasons. First, I haven't played FO3 until now so it is bound to be a great experience , and second, because I know how great the mods are for Bethsoft games. CaPD helped me a lot in getting FO3 modded with MO, and that within a considerably and comparatively less time (still probably 10-15 hours haha). Which is very appreciated.
  18. So, I am about to create my Bashed Patch. I now found your userlist.yaml file Kelmych and after applying it, my new load order is now: Only question I have left .. screenshot .. those two plugins with the red background .. do I still need to do anything with those? I see that they have the "Deactivate" flag in the bash tag window, so I believe that should be okay. I just ask because this is the first time that I saw such a thing in WB/WF, so I would like somebody to confirm this.
  19. CRC of my Fallout3.esm (previously named Fallout3ng.esm) would be 7075253A Regarding Streetlights.esm, you are actually correct GrantSP. I just thought that in 99,9% of all cases no files should be placed inbetween official plugins at all .. only very certain files need this treatment, like e.g. the Unofficial Patches for Skyrim. But after a look at LOOT's FO3 masterlist that sorting is actually correct. I don't know why Streetlights.esm needs to be placed directly behind Anchorage.esm and ThePitt.esm, but well, should be okay if it's specifically positioned that way through a global priority. .bsa limit .. can't really say. DCInteriors has indeed a LOT of files, with partly long path's, that's true. That said, while looking at it's files I noticed two small things: screenshot First, what are those "._.ds_store" and ".ds_store" files? Second, that second marked folder is named "popboyinages" instead of (I would think) "pipboyimages". Are those things a problem for a unextracted .bsa file?
  20. Thank you both for the answers. Looking at that record in xEdit makes clear, why it is no ITM for me. Now I'm only stuck with LOOT's cleaning message regarding this. Well ... I need to think about this a bit more.. I'll probably tell wrinklyninja about it. Though I don't really think that this circumstance could be easily solved. The way LOOT's masterlist.yaml file is build I would think, that some sort of additional, conditional querys to prevent this message of being displayed in cases just like mine are rather unlikely to happen. Anyway, that is going OT now, so back to topic. Regarding DCInteriors.. I currently don't really see a need to extract any .bsa apart of "DCInteriors_ComboEdition.bsa". If I have that active I can't start FO3 until it is extracted, but if I don't have DCInteriors active in the left pane at all (or as said, it is active and the bsa is extracted), I can start FO3 just like that. So having the official .bsa's, as well as.. - Unofficial Fallout 3 Patch.bsa - Advanced Recon Gear.bsa - Advanced Recon Tech.bsa - JIP Companions Command & Control.bsa - xCALIBR.bsa installed just like that doesn't seem to be a problem for me. But if I experience any more issues with FO3 not starting at all I know where I need to intervene! And regarding my loadorder .. please let me know once your userlist.yaml is up, Kelmych. Currently I only see one obvious problem in my loadorder, which is .. - Fallout3.esm - Anchorage.esm - ThePitt.esm - StreetLights.esm - BrokenSteel.esm - PointLookout.esm - Zeta.esm That one shouldn't be there right between the official .esm's.
  21. Could you please tell me which exact ITMs were actually cleaned? So what does FO3Edit tells in the messages tab, if the ITMs are removed? I just tried it again, reinstalling Lauren's Bathroom Poetry and neither FO3Edit 3.0.32 nor 3.0.33 svn1879 will find any ITMs for me, definitely. That should mean, that this is actually a quite unique case. The Mod has only Fallout3.esm as a master .. and it has 2 ITMs towards the english Fallout3.esm, but at it seems no ITMs towards a german nogore Fallout3.esm (which is in reallity Fallout3ng.esm).
  22. Okay, I have finished modding FO3 to 97%, there isn't much left to do for me. I have installed all the mods I currently want (mostly using C&PD .. great guide!), cleaned all the mods accordingly. Some feedback: #1 I have fixed my problems with the german steam goty nogore version of FO3. These files are shipped through Steam: Fallout3.exe Fallout3.exe.cat Fallout3.exe.cfg Fallout3ng.exe Fallout3ng.exe.cat Fallout3ng.exe.cfgRunning FOSE through fose_loader.exe just like that throws the mentioned error message (with or without MO, that didn't make a change). What I had to do, was to rename the first three files to: _Fallout3.exe _Fallout3.exe.cat _Fallout3.exe.cfg.. so that FOSE (I think) doesn't mix them up with the "ng" versions. After that I could successfully start FO3 through FOSE. I then continued on and removed the "ng" part out of the three remanining file names (so Fallout3ng.exe --> Fallout3.exe), so that Mod Organizer would recognize them. That's it. #2 DCInteriors Project I can't start FO3 through FOSE within MO, unless I extract "DCInteriors_ComboEdition.bsa" (and afterwards hide the .bsa file). Maybe there should be added a note to the C&PD guide? #3 I can see, that you told Freso, that "Laurens_Bathroom_poetry_V1.esp" has 2 ITMs. IS that really correct? Using xEdit 3.0.33 svn1879 I can't find any ITMs (nor UDRs or deleted Navmeshes). #4 Regarding the 5 quest mods: - A Note Easily Missed - An Evening With Mister Manchester - To sleep - perchance to dream - In the Shadow of the Swamp - The Mantis Imperative Should I be safe to have them all activated right at the start of the game, or should I only activate the first one, play & finish the quest, then install the second, play % finish that one, et ceterea.. ? #5 I am using the very latest Beta snapshot build of LOOT, which is currently LOOT 0.7.0 Beta 3-94. This version of LOOT produced the following load order for me: Would there be anything, that looks wrong in your eyes? Note so, I can successfully start FO3 with this load order. What I would like to know is, if you think that anything in this load order could be "bad" in the long run.
  23. Are you guys aware of "Advanced Papyrus"? Bethsoft Forum - GitHub As far as I understand it, that might be an alternative to the problem discussed in the OP.
  24. Fallout3ng.exe .. totally overlooked that executable . If I start FO3 through Fallout3.exe, the displayed version is 1.0.0.15, if I start it through Fallout3ng.exe, the displayed version is 1.7.0.3. I gonna try enabling the large address for Fallout3ng.exe now, let's see if that helps. Edit: Hmm .. no. The START.bat file that is used to enable the large address could successfully do it's job on Fallout3ng.exe (once I renamed it to Fallout3.exe prior to using START.bat .. afterwards I renamed it back). So I put the modified Fallout3ng.exe back into my steam folder, but FOSE still gives me that error message. GFWL is disabled aswell, so yeah... Edit2: I believe I found a workaround. Will comment later once I verified everything.
  25. Am I correct, that if FOSE is installed, FO3 needs to be run through fose_loader.exe (from within MO)? I ask, because I'm in the process to start modding FO3 and until now I have only made the Fallout3.exe large address aware, disabled GFWL and installed FOSE 1.2b2 (+ cleaned the official plugins). And now I get this error message, that I have "an unknown version of fallout". I own the goty version of FO3 on steam, which is apparently a cut "low violence" version (german players are blessed with that :facepalm: ), but according to fose's readme, that version should be supported aswell. So here I am sitting now, wondering what to do. Does someone have an idea? This is how my FO3 folder looks like (with the FOSE files inside it). My FO3 version is apparently 1.0.0.15.
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