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EssArrBee

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Everything posted by EssArrBee

  1. HDT Physics Extensions by HydrogensaysHDT Long time project over on Lover's Lab, but was delay from Nexus release until an editor was finished. The author scrapped that and decided upon release of this amazing little gem. It extends proper physics behavior to objects that modders create like hair, clothing, boobs. Hopefully, it is used more for stuff like capes, cloaks, long coats, hair, and dresses that it is for boob and bum giggle. I'm guessing it won't be, but a fellow can dream, can't he? A few modders have already made mods that take advantage of it, like XP, who did a hair mod. The physics are still a bit strong or weak depending on how you look it.
  2. Well, with project nevada it would be a bit weird to use Jsawyer. I don't think I would use that mod over all the other gameplay overhauls anyways. I would say go with YUP, NMC's, Poco or Ojo Bueno, Cabal's mods, Millenia's mods, and Emerald Reign's mods. Then add Jsawyer on top of that if you like.
  3. How minimalist? I would say add '_STEP_TYPE' to the end of the url for my guide and you will get my first attempt at a guide that is much more of an enhanced vanilla list. That guide was my first try at doing something for FNV, so it is a bit rough.
  4. Man, I'm glad that is a bug. I thought I was going crazy when floats were off by .0001. I had thought it was the CK.
  5. Instead of mod that patches WAF and AOS, maybe a replacer version(s) is a better option. I see that the weapon section is really a big area for conflicts and an AOS.esp version with WAF changes built in would be nice. Eliminates the need for patching which is required no matter what order they are in, but I like AOS.esp last.
  6. The injector version is perfectly capable of working with ENBoost. Also, some users, myself included, cannot use this for some reason after ENB v.252.
  7. Fnvedit manual is the latest version.
  8. I might be able to make a patch since WNM gives permission.
  9. Expand the STEP Core patch and delete the records that are the same for the AOS/COT patch. Then do the copy to override into. I'm not sure why drag and drop isn't working for you. Just drag straight across and should work. If it doesn't then just do the deletions method I already mentioned.
  10. WAF does not have patches for ICH. Look at the file provided by WAF, it has plugins in it that are the exact same name as the plugins provided by ICH. Now kryptopyr made those plugins with the same name to replace the ones provided by ICH and made a Legendary version so you could use that instead of using the imp_helm.esp, imp_helm_dawn.esp, and imp_help_dbrn.esp. So, the plugins aren't needed because krypotpyr rebuilt them all with WAF changes built in.
  11. WAF has no meshes. kyrptopyr is a plugin ninja, but does not seem to do assets except scripts. FTFY There are no meshes in any WAF mods. Dude, look WAF does not have patches, as I've stated already today. WAF offers replacer plugins for the ICH plugins that include the proper WAF changes. The legendary plugin provided by the WAF file is a combined plugin for the ICH plugins. It's called Legendary, so it combines all the DLC stuff, get it?
  12. We are just getting rid of the plugin not the file, we still need the meshes it comes with. We are removing the plugin for the reasons that Kelmych stated above having to do with the very minor change the plugin makes. The minor change isn't worth a plugin slot, but the meshes are worth it.
  13. Yeah, the Novac Bungalow seems to have Sortomatic built in as well. It isn't implemented as well as the TBS house, but it works better than doing it manually. Another one I'm looking at adding Gun Runner Actually Run Guns.
  14. The OP says that other Location types not listed need conflict resolution. Does that mean Regions as well? XLCR in particular. I think it may be one that merges since each instance seems not to overwrite others.
  15. Well, since we just decided that imp_helm_imp should be removed this morning, it hasn't been removed. The guide is correct for recommending the use of imp_helm_imp from the WAF patches, but we just need to change it to the version changes we came up with today. The WAF patches are not patches, they are replacers with the WAF changes built in. The order should the Legendary plugin then the imp_helm_imp.esp. This will not matter anymore when we remove the imp_helm_imp.esp and just say to load the legendary plugin behind GDO or something.
  16. This would be a good issue to make a report for on the MO bugtracker. I'm sure that Tannin would like to know if something he did with the latest beta version is breaking a loading mechanism for FNV. I think you may need to log in to report a bug though: https://issue.tannin.eu/tbg/modorganizer/issues/find
  17. Thank you for the input guys. It will help me out to know this stuff is stable with the guide when I return to testing. Usually I don't just play through stuff, I try to break it too. But, knowing that it was stable with the guide for a regular playthrough is awesome. I've got Collision Mesh Overhaul on my radar ATM. It looks great and I have been meaning to look at Ragdoll Overhaul by the same author. Anybody with the testing bug should load it up. Put it before NVAC in the left pane of MO. It looks like a good candidate for Fixes.
  18. What? We haven't changed the directions yet. Also, it doesn't include the imp_helm_imp.esp, it just contains the same records without the long hair flag. It is a clipping problem mostly.
  19. I removed the imp_helm_imp.esp a long time ago and then added it back in because people kept asking about it. I should have just left it alone and said that I knew what I was talking, so just follow the directions.
  20. UPP is the unofficial patches project team and I don't think Brumbek hangs around here, but he may an account. I wouldn't PM him on these forums.
  21. We don't have that guide, yet. I had the crazy idea of converting the FNVEdit training manual to TES5Edit and putting all on the Wiki. That would be a huge undertaking though. I'm not teaching in the summer so I'll have time to do it, but I'm not really that excited about it. I started with a couple wiki pages and then quickly realized just how much work it would be to convert the entire 200 pages or whatever it is and stopped.
  22. Looks like weapon progression. Don't know how it all fits in with lore since Skyrim basically took the TES out back and shot it in the head. I'm sure krytopyr probably just tried to make the whole list of weapons make some more sense in the A is weaker than B is weaker than C instead of A is stronger than B and the same as C.
  23. So, one more thing to know about merging mods is that Game Settings are different. You have to add them one by one using Editor IDs. Right click Game Settings->Add->GMST - Game Setting. Put in any FormID that start with the load order number (like if the mod is 4D in the load order add 4DXXXXXX). Then go to Realistic Ragdolls and get the Editor ID and then add it to the Editor ID line for the new FormID you just added to your plugin. This should make the other records with that game setting show up and you can drag the setting from Realistic Ragdolls over.You can also copy those game settings from Skyrim.esm since that is a required master, so the FormID matches Skyrim.esm. Not sure how that matters, but I was always taught to make the Game Settings from the EditorIDs.
  24. Well, the UPP guys or Brumbek are the first people that pop into my head.
  25. Cool, I noticed that NV Bounties is getting some love, didn't know about Russel yet. I will have to look into this stuff soon. Maybe by time I have time, this stuff will be done.
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