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EssArrBee

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Everything posted by EssArrBee

  1. Merging patches does not require the merge script. You just highlight all the record types in the plugin and select deep copy as override into->new file. Repeat for all the other plugins.
  2. Finished doing a whole lot of mods, different versions of those mods. I did all three of NMCs packs with different constraints just to see what would work best for people. I think that you can almost use the batch file to separate the exteriors from the low res pack with are 1k and then combine them with all the non-exterior textures from the medium pack with are 2k and 1k for the best setup or just reduce the size to the exteriors in the medium pack, but that takes a bit of time to process. Didn't see any errors through the whole thing once I realized that I misspelled the Mod Extracted directory.
  3. Just in case we forget the spirit of this thread, here is the free list of games on GOG.com. https://www.gog.com/games##price=free I highly recommend Tyrian 2000. It's an awesome vertical scrolling space shooter, but made by Americans instead of Japanese. No one hit kills and bullet death. A little easy, but really fun.
  4. Getting some weird error when I try to run th pre-opt batch file. Invalid switch - "nfl". Log attached. NVM, had Mods Extracted instead of Mod Extracted. log.txt
  5. You can move Flashlight NVSE after OneHUD if you like. I don't have it that way and I don't have issues with it, but some people have a bug that can keep the flashlight HUD element from showing up. I've been thinking about switching them because of that, but I'm trying to shore up the procedure page for the UI stuff so people have a place to take care of updates and additions to that sections. Switching the two mods in MO shouldn't require any other steps though.
  6. I'll get to work on these batch files for the mods. Is there anything for the vanilla ones that is a lot different than the batch files I tested already?
  7. Sorry, try this one: -laaexe .FalloutMO.exe
  8. Add "-laaexe" argument in MO. Man, that is something I've been forgetting to add to the guide for like 3 weeks now. It started with 1.2.4 beta.
  9. Man, I almost forgot about Guacamelee! It's an indie game that is super fun for $6. Puzzle side scroller type of game if you like those games like me. So colorful and just a really crazy story with this Mexican theme to it. Side scrollers are better with a gamepad, you might keep that in mind.
  10. No I wasn't aware of that. Afterschool Special is much newer than that sidebox.
  11. You are probably right that you can do it if you have my instructions or are just really good at know what tags and section to add stuff to. The difference with BUM is that you can take the instructions I give you and apply them yourself using the powerful features of BUM. The BOSS userlist manager has a list of mods on the right and separate tab for sections where BUM has a combined version with every mod in the masterlist broken down by section and you can easily search the list for mods. It makes my job so much more easy and hopefully you've learned enough to apply some of that stuff to mods that have not been added to the masterlist. There is not anything wrong with the BOSS userlist manager, but it is not as dynamic as BUM. Also, I keep getting this bug with BOSS where I start up the userlist manager and if a mod that had a user rule was added to the masterlist, BOSS freezes. If that bug got fixed then I might use it, but it probably won't get fixed before I start working on converting to LOOT. The metadata editor for that could use some work too, I hope that there is a LUM in the works.
  12. Alright. Got that update. Added the INI Tweaks section instead of having the tweaks listed on some of the mods. Right now all the tweaks are for any modded setup except for the DarnUI tweak. The NVSE tweak will stay in it's current location due to that INI needing to be created manually.
  13. So, on the changelog I usually put the link to the mod's nexus page when I change something. If I started putting the in page link so if you click the mod in a changelog it takes you down to the mod on the guide, would that be preferred or does anyone even care?
  14. It is loaded by the INI and it only contains a made up txt file that is used for Archive Invalidation. Nothing will overwrite it so checking it is optional. Mine is greyed out, so make sure yours is added in the INIs. [Archive]SInvalidationFile = iRetainFilenameOffsetTable = 1iRetainFilenameStringTable = 1iRetainDirectoryStringTable = 1bCheckRuntimeCollisions = 0bInvalidateOlderFiles = 1bUseArchives = 1SArchiveList = Fallout - Invalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa
  15. I'll add that to the same page as a separate section. Like you said, updates only require another run of uHUD if it adds or changes any of the HUD elements. Otherwise just install the new version and you are done.
  16. I guess I'll start using this thread to not confuse others about the optimization until it is a little further along. I finished up with optimization using H1 for Ordinary Textures, H2 for Exteriors and Exterior Normals, and H3 for Body Textures. The bat files all seemed to do there job. There are two batch files for compression, is that normal? I'm guessing one of them calls on the other. Good thing about FNV is that FOMM has a BSA creator, so I can pack them all up again if I want to. Here's my log: https://copy.com/SVNsqWq4tvOT
  17. I was wondering about this too. I really had forgotten about the Update.bsa for FNV even existing. I also have a non-MO mod called FalloutNV, so it looks like MO detects the main ESM as a mod unlike Skyrim where Skyrim.esm and update.esm are ignored and loaded first. FNV does not have an Update.esm like Skyrim does though.
  18. The procedure is mostly for mods that require uHUD to add their elements to the HUD. I only say to deactivate all the mods because some people will just not know what to do if I say to only untick the mods they know are not affected. I get what you are saying about updates to mods that are already installed. I think I'll have to reword some stuff so it is clear that it is for adding anew mod. 2 months ago what was different? I really don't know what is the difference to now except that there are less FOMM required mods. It is down to only four mods now instead of seven or eight. The rule to follow is that, if the installer requires the ability to "see" what is installed then it needs FOMM, and if it does not then the MO external installer works fine. PN - Extra Options needs to see PN, Flashlight NVSE needs to see MCM, OneHUD needs to see PN, and uHUD needs to see all of them. For some reason when I was doing installs with FOMM it would overwrite files in my mods folders for the prefab xml files. I didn't think that was supposed to happen, but it messed me up early on in my crazy attempt to actually put this monster together. That is why I say untick all the mods that aren't required if you are installed a mod with UI stuff, i.e. PN - Extra Options requires PN.
  19. Bum allows for me to add bash tags to mods through BOSS instead off doing it manually which is a pain the in the ***. I'll add ADAM directions for BUM soon when I finish some work.
  20. I like human revolution enough that I didn't feel like I wasted 60 bucks. So at the sale price it's worth it.
  21. SkyProc can technically edit anything. That's why pultoman was making SkyBash as an alternative to CBash, but decided not to continue with it, the source code for SkyBash is still around.
  22. I've been working on an update procedure for UI sections mods that need uHUD. I'm about done with page and need some people to read through and see if it looks like something they could follow without a problem. This update procedure thing is probably the biggest hurdle to people setting up their own UI section if they would like to. Here's the page: https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas_UISectionUpdate I'll add in more screenshots and ones that aren't broken when I get the wording down. @Kelmych, the folders are a bit different for FNV than they are for SKyrim. In Skyrim we are instructed to do three folders, but they are named a little different than the FNV folders. I did the Vanilla Ordinary and Vanilla Exterior Normal Maps and now I'm a bit stuck with which ones to do next. I think the Vanilla Exterior Textures with the 1Kx1K settings, but the Body textures I'm guessing might need the H3 settings. I'll move on to those other files tomorrow. In the mean time I attached the Exterior Normal Map log. I forgot that DDSOpt names the log after the source folder and overwrote the first one.
  23. DATA means your mod needs the Stats tag, and MODL means that the sooner the Graphics tag is developed the better. You wouldn't need any patches with that, well you wouldn't need as many.
  24. Sounds like someone would like it the Bashed Patch finally got some much needed attention. Graphics, Scripts tags anyone?
  25. Alright, only 5 blank lines in the log file instead of 16 like it says there should be, but I'm guessing that is Skyrim number. I can't find anything wrong with any of the folders, so I'll start on the optimization.
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