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EssArrBee

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Everything posted by EssArrBee

  1. It's finally here: https://www.nexusmods.com/newvegas/mods/56745/?
  2. So, I went through updating the patches and we now have a Navmesh conflict between CRF and Oblivion Gates at 000D6013. That requires some CK work that I have never done before or some kind of TES5Edit merging mastery that I'm not sure would work. I'm thinking of just forwarding the record from CRF and if there is an error with Oblivion Gates so be it. CRF adds in quests that were already in the Skyrim.esm, so it may be more important to have it there. Not really sure what to do... suggestions?
  3. MO usually uses the Nexus ID found in archive name. It is usually that 4 or 5 digit number toward the end of a filename to get the correct name for a mod. (The Mod Configuration Menu-42507-1-5.7z and MCM BugFix 2-42507-.7z match) If you have a read exclamation next to a file in the downloads tab try to right click the mod and then select Query Info to try and get the metadata. That can help sometimes. I always install updates and bugfixes in the same folder. The general rule is if the update/bugfix requires the main file that is already installed then you click merge. If the update/bugfix does not require the main file installed then you click replace, but this is pretty rare for my guide since I'd just tell you not to even download the file that isn't required. The best example of this that I can give you is for Skyrim. Whenever there is an update to one of the unofficial patches it is a complete replacement of the prior version so you'd always use replace when installing a new version. Then, for a mod like SMIM which is at version 1.74 currently, if you had 1.72 or 1.73 already installed, then you'd get the update file instead of downloading the entire 722MB v1.74 main file to save time. Then you'd click merge when installing the 1.74 update file over the 1.72 or 1.73 version you already had installed. As for naming folders I don't mess with that much since MO does a great of it behind the scenes. I usually don't mention it because MO can do such a good job in most circumstances that it would only add confusion to new users. I have been wanting to do a tiny section on installing updates an such, but just haven't had the time.
  4. You need to install FOMM and the with MO add it as an executable. You run FOMM through MO and then it can "see" the mods when you run the uHUD installer. Check directions for how to do it on our F3 guide. https://wiki.step-project.com/User:Kelmych/Fallout3#Unified_HUD_Project You can pretty much ignore everything else if don't need it.
  5. Thanks man I just started with this mod and there is a lot to look at. Bashed patching took care of 90% of the patching though. Just need to get all the tags for NVR3 correct.
  6. Okay we don't use the AMB SkyForge patch because the content addon replaced the Skyforge plugin. The Choice is Yours might have updated with the EBQO changes included, so it isn't needed either. I'll have to update that page accordingly.
  7. Added ENBoost to the guide with some optional stuff for borderless window, proxy... https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#ENBoost Doing some testing today with NVR3, looks like it may require a ton of patching for NPCs with YUP unless I can figure out the right combo of Bash Tags. Fingers crossed.
  8. Finally added ENBoost to the guide with a bunch of optional settings and stuff. It uses the same binary for both games, so it should work the same AFAIK. https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#ENBoost
  9. That patch is included in the Extended Patch. I know for sure it is because I put it there. You should be using it.
  10. Say user 1 starts editing a page and then user 2 comes in and starts making a small edit like correcting a typo and saves it. Then user 1 finishes his work and makes a save. The type correction will be reverted because user 2 started after and ended before user 1 so the change is not taken. One way to avoid this is to work only in the section you are currently editing. There are many [EDIT] links, usually anywhere that a header (anywhere that some amount of '=' are used) is used. If I only edit one section and someone else edits a different section then only that part is saved and nothing gets reverted.
  11. Well TressFX being an AMD product and all the consoles are running AMD hardware, so we might actually see proper hair physics soon. I thought Tomb Raider was pretty good for a first attempt. HDT is good for what it is, but yeah it makes everything look like it's flapping around in space.
  12. Yeah, are we also going to draw up a wiki proposal for this? The extended proposal seemed to work quite well for us.
  13. As far as Breeze and Robert's goes, are both body replacers being installed? I'm not clear on what is going on with that setup. Is Breeze for FO3 mostly armors?
  14. This is something I've though about quite a bit. I've come to the conclusion that leaving the form the way it is now is best from a permission standpoint. The addition of a tab or two to the form seems like the best option. One tab would be for added pack stuff, like flags that pack authors could use, and it would be editable by pack authors who are in that wiki group. The second tab would be an information tab that anyone has access to that could be information displayed after the STEP needed stuff which would make the page much more like a regular wiki page. I think it would act as an area more for FAQ type info, but would help for the more complex mods.
  15. Soon.... https://youtu.be/WCz-oIuf0W0?list=UUK3XCBEIkbfAb9eghuiGLOg
  16. Yeah, I bet you guys didn't see this guide coming. If I ever put together a TTW guide I can just combine the two guides and call it Fear & Present Danger. :hurr: Have you thought about announcing that you released the guide other places like reddit?
  17. Don't save skin textures in DXT anything. Save them in a different format altogether, I'd go with something that is lossless. not lossy. 8888 is good.
  18. This thread will be for a list of mods that are in both games either remade or converted. The first list will be for mods that were strictly converted from the original mod to work with both games. The second list will be mods from both games that do the same thing, but weren't converted. Lets start off with FOSE and NVSE. Wrye Flash->Wrye Flash NV Conversions: Mods that do the same thing: (coming soon) This is just a starter list. There are lots more I know about, but I feel like nap, so post some if you know them and I'll add it all to the list.
  19. Windows ME?? What's that? Must be the era I completely erased from my memory. You almost forget how bad computing got in that era. I do not miss those days, so much work lost to blue screens. Cried myself to sleep a few times after loosing some papers to that monster. I think I ended up using a raw workup of X-Windows for linux that MIT had laying around, it felt so simple. Anyways, how long has it been since a major update to 7zip? I mean isn't there any money in compression algorithms or did we stop worrying about file sizes and data corruption?
  20. Alright checked the floor mats. They are non-slip pads and they have a texture, it is just a dark texture. I've noticed a few textures are darker, loosing their reflective properties. Maybe, the alpha properties got messed up when I did it. I used a bit different setup since I was still using the textures from my first attempt at optimization. I'll have to find time do it all over again.
  21. New thread for reporting bad textures, this will help me and Kelmych make the ddsopt.ini exclude more textures that are bad. https://forum.step-project.com/topic/5753-bad-texture-report-it-here/ Ground meshes are pretty bad. I'm considering switching NMC and Poco Bueno again because NMC blends a bit better. Also, YUP has been implementing making ground mesh fixes from the old ground terrain fix mod that was incorporated into NVEC or something. Someone is helping Yuki go through the NVEC bugfixes mod and get everything out of it that is a true fix. I'm going to add the DDSopt section to the guide right now. It will just be a section linking to the DDSopt guide for vanilla textures and my page on doing the mods. Continue to try it out and let me know how it goes. Is it confusing? How do the body replacers look? How do Millenia's WRP and WotNM look? Bad textures? (link above for that) Any more mods you think need optimization?
  22. Anyone that may be experiencing bad textures can report them here. Please try to find the offending texture by getting it's filename or by taking a screenshot. Also, open the console (~) and then click on the offending item. A FormID should pop up, so write that down. If the first two numbers are not 00, then also let us know the plugin that is in that load order spot. This is mostly going to apply to users who have gone through the texture optimization process. It is still new to FNV and there are going to bad textures found, so report them and we can add those textures the ddsopt.ini and tell you how to fix it in game.
  23. Looks like the Ultraluxx bathhouse? I'll check it out tomorrow, thanks for the report. I'm sure there are few textures here and there that I missed.
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