
walterAgator
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Everything posted by walterAgator
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GUIDE v1.2.0 - Feedback & Bug Reports
walterAgator replied to z929669's topic in Step Fallout New Vegas Guide
Thank you Majorman General! I went through the change-log as advised. Going to run LOD next. Once I made the change to Improved Sound FX and ran loot it told me which other esps are not needed. So I end up with 3 esps enabled, GRA, Merged Major and sharing fix. -
GUIDE v1.2.0 - Feedback & Bug Reports
walterAgator replied to z929669's topic in Step Fallout New Vegas Guide
I must have completed my install of version 1.1.0 about an hour before 1.2.0 release. LOL I am going through everything again. So instructions for Improved Sound FX v0821 tell us to disable Improved Sound FX.esp. That leaves 7 others enabled. There is also a hidden esp called Improved Sound FX - Merged Major DLCs.esp that makes me wonder if it should be used instead of some of the others. Thanks for sharing your work. I know it takes a lot of time to sort all of this out. Truly appreciated! -
ImprovedCLosefacedHelmets_WACCF.esp obsolete
walterAgator replied to Tykune's topic in Step Skyrim SE Guide
I found the answer to this in another question. That is to download the Improved Closefaced Helmets __ WACCF from kryptopyr's Patch Hub Miscellaneous files. It is newer than what is in the main installer. -
I am to the point in the guide for MCM settings, I get the messages 18 mcm mods registered then 1 more. Go into the MCM and all look good except ccor which has a $ in front of it and when opened the choices shown also have the $ in front of all of them. There are no choices showing on the left side. All the other mods look like they work fine. I don't know how to figure this one out. Any ideas? I am and idiot. CCOR is fine, the problem is with Clothing and Clutter Fixes.
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Step 1.0.0 - Missing Master - Butterflies Unchained
walterAgator replied to walterAgator's topic in Step Skyrim SE Guide
Oops, I found the problem. The guide is linked to the Skyrim version instead of the Special Edition one. -
Butterflies Unchained seems to have renamed the esp after the creation of the CR patch. There is now a space in the name. I do have all plugins enabled. Here is the quote from MO2. Congrats and a big Thank You for the new site and the release of Step 1.0! I do truly appreciate everyone here for all the help given so freely to all! The masters for some plugins (esp/esl/esm) are not enabled. The game will crash unless you install and enable the following plugins: Master Required By ButterfliesUnchained.esp Step Skyrim SE - CR Patch.esp WM Flora Fixes.esp Butterflies Unchained - CACO Patch.esp
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Plugins with out of order masters
walterAgator replied to walterAgator's question in Guide Support & Bug Reports
I noticed this topic is getting some views so I wanted to follow up on something I came across in the Project Nevada forum on the Nexus. You see I assumed LOOT was sorting things correctly but in answer to a question from Chanlee265 about these ESM tagged ESPs (aka ESMisfied ESPs) EvilOssie states this: "They're tagged like that to add extra functionality to the .esp. Those should go at the very bottom of your .esm list/very top of the .esp list. You might have to hand-place them...in my game, LOOT has problems sorting those correctly." he then adds "You may find other mods with tagged .esp's (Willow's is like that, for example). Treat them the same way when sorting your list." After reinstalling the User Interface section, Willow and FCO(wasn't sure what masters I might have sorted before), I followed his advice, which matches xEdit's loading order. There were then three plugins that needed masters sorted: Project Nevada - Rebalance Complete.esp, Project Nevada - Cyberware Additions.esp, Project Nevada - All DLC.esp. Sorted these masters quickly using TechAngel85's answer above. No more orange check boxes in Wrye Flash! Still not sure how out of order masters effects stability and gameplay but these tools wouldn't have these functions just because they can. Fear & Loathing could probably use a note about this. Unless I missed it of course. I want to thank everyone in the S.T.E.P community for their time, effort and knowledge so freely shared! -
Plugins with out of order masters
walterAgator replied to walterAgator's question in Guide Support & Bug Reports
Yes that is how I am sorting the masters. But xEdit, even the latest version from the nexus SSE site, loads the ESMisfied ESPs after ALL the ESMs. NOT equal to the load order set by LOOT and used by MO and Wrye Flash when loading. Therefore these master don't get sorted correctly. -
Ready to start a F&LNV play through and want everything as stable as possible. Wyre Flash shows some plugins with out of order masters. Tracked the reason I can't sort them to be that FNVEdit loads esmisfied esp files after all the esm files even though LOOT sorts them properly(I think). These are the ones I am unable to sort the masters to match LOOT : NVWillow - Project Nevada Rebalance.esp, Project Nevada - All DLC.esp and FCO - Willow.esp. There were others with out of order masters I sorted with FNVEdit that I didn't keep track of. Is there a way to sort these masters equal to LOOT's order? How important is this to stability and proper play? Thank you for sharing your time and knowledge!
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GUIDE Fear and Loathing in New Vegas - Feedback
walterAgator replied to EssArrBee's topic in Fear & Loathing in New Vegas
I am installing the guide and noticed a possible small omission of instructions for the installation of https://www.nexusmods.com/newvegas/mods/49938/? on the https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas#Yukichigai_Gameplay_Tweaks page. A quote from the mod page: "NOTES Each download (normal and ''No Honest Hearts'') includes multiple files, one which modifies only the Mojave, and another which also modifies areas of the Big MT (Old World Blues). USE ONLY ONE ESP, NOT BOTH. If you want to be able to pick normal Cave Fungus in the Big MT's caves, use the "with OWB" version." Thanks for sharing this guide and all your work! -
z929669, I congratulate you for your perseverance in uploading the fixed texture pack. Looked like a painful ordeal from the outside looking in. Thank you for fixing that for us. I have the same questions about placement as Judassem. I currently have it placed just after Bethesda Hi-Res DLC Optimized with the few files hidden that conflict with the Unofficial Skyrim Patch. But I forgot to take into account the Unofficial High Resolution Patch. Again thank you for all the trouble.
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Don't know if this is the right place to post this and a forum search didn't turn up anything for me. STEP Vanilla Optimized Textures - Standard Varsion seems to have some texture folders out of place. DLC01, DLC02 and terrain folders are not in the textures folder but directly in the data folder. As viewed under the data tab of MO.
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GUIDE Fear and Loathing in New Vegas - Feedback
walterAgator replied to EssArrBee's topic in Fear & Loathing in New Vegas
I get this note when running BOSS. Note: The order of plugins set by BOSS differs from their order in its masterlist, as one or more of the installed plugins is false-flagged. FNVEdit shows these 3 plugins flagged a esm's. Should I change the flag and re-sort or just ignore and start my play through. Project Nevada - Rebalance.esp ActiveBash Tag suggestion(s): {{BASH: Names, Invent}}Project Nevada - Cyberware.esp ActiveNVWillow.esp Version 1.05 ActiveI know it is not part of F&LNV but NevadaSkies - Brighter Nights.esp has no sort rule, but it is bashed into the patch, so it ends up inactive. -
GUIDE Fear and Loathing in New Vegas - Feedback
walterAgator replied to EssArrBee's topic in Fear & Loathing in New Vegas
I just went through a reinstall of F&LNV today. SomeguySeries.esm is not recognized in BUM so I placed it just after the YUP - Base Game + All DLC.esm. Also KFE - Refill Water Bottles.esp is not recognized yet, I placed it alphabetically under the Crafting category. Are these placements alright? I noticed a small editing error under the PB-6P9 install instructions. It says: Move "singleshot_retex.esp" to the "Optional ESPs" box. I appreciate all your work on this guide. -
Lol, 1400 hours. That is an escape from my reality. Plain and simple. Geck is working fine as long as I don't have nvwillow.esp checked in my load list. I am messing around with BIS-Brumbeks Inventory Sorting mod. I am going to use FNVEdit to merge the plugins that I want from its package. FNVEdit shows errors when I do a check for errors on some of the plugins. Loading the offenders into Geck and just examining the stated items then closing Geck, which asked to save, so I did, fixed those errors. I have read that Project Nevada's sorting is the best because it uses scripts that can add new mods. I'm just a little put off with PN's bloat. But I do like item sorting. In the end I guess this is just a way of learning these modding tools.
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Just ran into the same problem myself. Unchecked all plugins and then re-enabled a few at a time till Geck crashed. It turned out to be NVWillow.esp. I am just a beginner with most of this stuff. Although I do have almost 1400 hrs logged in Skyrim, mostly modded with S.T.E.P., I have little to no experience with the creation kits. In fact this is my first attempt at running Geck. Odd, loading just NVWillow.esp and it's masters in FNVEdit and check for errors shows nothing. No ITM's or deleted or disabled references. When I try to apply filter for conflicts the left pane goes blank and stays blank even though the message list shows [Filtering done] Processed Records: 469018 Elapsed Time: 00:03 I can then left click in the blank left pane and choose remove filter and the list shows back up. When I load my entire plugin list with the NVWillow.esp applying the conflict filter works fine. My guess is the cell/worldspace changes. I'll have to leave that for someone with more experience.
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Archive Invalidation not working
walterAgator replied to OrdinaryM's question in Mod Organizer Support
My problem is solved. After hours of searching, head scratching and trying 4 different versions of MO including v1.2.4 (which looks interesting but is not quit ready for primetime). Turns out it wasn't Archive Invalidation. The problem was an incompatability with 2 mods, Roberts Male Body with Fallout New Vegas Redesigned 2. Roberts Male Body Nexus page descibes what I was seeing, namely black bars on the body as archive invalidation not working. But.... Roberts uses a custom nif for upperbody.nif, which in turn uses a custom upperbodymale.dds. The body parts are laid out in a different pattern within the dds file. Fallout New Vegas Redesigned 2 uses the vanilla nif and dds layout. So when installing Roberts before FNVR2 MO/FNV uses Roberts' upperbody.nif and FNVR2's upperbodymale.dds resulting in what looks the same as Archive Invalidation. Simply hiding FNVR2's upperbodymale*.dds files fixes this. Hope this helps someone else who might be fighting the same problem. Thanks very much for your assistance. -
Archive Invalidation not working
walterAgator replied to OrdinaryM's question in Mod Organizer Support
Sorry forgot to mention Windows 7 64bit. Going to look for MO ver. 1.2.4, maybe that is what I need also. -
Archive Invalidation not working
walterAgator replied to OrdinaryM's question in Mod Organizer Support
I seem to be having trouble with Archive Invalidation as well. I have installed from EssArrBee's "Fear and Loathng...." guide. After searching the internet, I found this thread, and found I have done everything mentioned here. Curiously I tried opening the file Fallout - Invalidation.bsa in DDSOpt but it says something about sanity check failed for directory names. Clicking through the error messages the bsa still loads and shows a garbled dirctory name containing a file called ummy.dds. Disabling, deleting the bsa, and re-enabling the invalidation in the profile of MO doesn't fix it. Is this normal? Also I don't have the file Fallout - AI!.bsa, where is that from? Edit: Opps!! DDSOpt is not for FONV. Used FOMM instead. No errors. Shows ummy.dds as the only file.