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EssArrBee

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Everything posted by EssArrBee

  1. Damn, I almost forgot about that mod. We need to put together a mod author pack with Conskybe, MFG Console, Elys Meminfo, and anything else people can think of that helps modders.
  2. NV Bounties 1 and 2 would be awesome. I had a confirmation that NV Bounties 1 was perfectly compatible by one user and I'm about 1/3 of the way through when I did a little testing without issue. If I could one more person to playthrough it with the FLNV installed I could get it into the guide. Then move on to NV Bounties 2. Or just any quest mod you might like to play. If using MO or Wrye Flash to install stuff you should just put it at the front. At least I think that is the best place for it. In the guide I have the quest section first so put the mod with Tales. You can see it here: https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas#Quests Pretty easy with MO, just install then drag and drop, and with Wrye Flash, you drag and drop first then install. Easy Peasy.
  3. https://wiki.step-project.com/User:EssArrBee/Fear_and_Loathing_Xpadder Forgot to mention that I put this together for Xpadder users. It doesn't have grenade hotkey support, but it does have just about everything else. You can also find a small section linking to it at the bottom of the guide.
  4. So, if anyone has been waiting for me to work on this guide some more, I'm sorry. My regular STEP duties and real life are enough for me that I can't put in serious time with this project. It will probably be another 7-10 days before I return to FLNV. That isn't to long to wait for a bunch of stuff about DDSopt and FNVEdit and NV Bounties I & II. Plus, the guide is perfectly playable in it's current state.
  5. The biggest issues with ITMs is for users that install mods on top of step. Those ITMs then must be patched into the patch.
  6. You could change the z position of one of the signs to -30000.
  7. I didn't even know that we switched until mentioned it and I looked at the page. Someone ninja edited the page and didn't say that we were switching it. Unless I just missed that.
  8. No it's fine. It is just that you have two extra plugins.
  9. The patch is included in the STEP Patches. Also, we are going to the AMB Content AddOn and it will not be needed to use that patch anymore anyways.
  10. Okay, you install the Improved closed face helmets mods we list in STEP. They come with meshes and plugins. You don't need the plugins from Improved Cloesedfaced Helmets at all. kyrptopyr has remade all the plugins to be compatible with WAF so you can install those plugins and you only need the Legendary plugin and imp_helm_imp.
  11. Well yeah, but make sure that the WAF versions overwrite the Improved Closedfaced versions. That is why I say to install all the WAF versions in the WAF folder and just move the Improved Closed face plugins to the optional ESPs in the info tab. Why are using the separate versions of the plugins? That is three plugin you can turn into one.
  12. We should change the instructions for this mod and WAF. We say to install the WAF plugins with this mod, but that is pretty much wrong. We should just have users install the WAF versions with WAF since MO will want to install them in the WAF folder. Then when this mod is installed we can just move the mods to the Optional ESPs in the Info pop up. It is just simpler.
  13. A few things to be aware of: If the plugin you are merging is a master after using "Copy as override into", then it cannot be merged. Other mods can end up masters, but not the one being merged. The merging script is for plugins that have unique FormIDs. The script gives those records a new FormID, but you have to take the two plugins and merge them into a new plugin. Get the keywords for any kryptopr mod from WAF, WAF GDO patch has an incorrect keyword. Go to the WAF page, click on the articles tab and read about using Update.esm keyword injection. You can just copy those keywords to any plugin and they should have FormIDs: 10XXXXXX.The best thing I can tell you is to use the STEP CORE patch and just merge all those patches not included in it using the "Copy as Override into". I'd bet that there aren't any mods that are masters of the STEP Core patch that you don't have. Also, you could use the STEP Combined patch I made and just start with that. It only requires SMIM. Get is on my github page in the 2.2.9 folder: https://github.com/EssArrBee/STEP-Patches
  14. Actually, I think I used MO 1.2 to install AOS 2.1 when it first came out and didn't know that MO's installer was messed. I reinstalled using 1.2.1 and the plugin is a bit different for AOS. I need to go through it again and see what all is different. Plus, I might have been wrong about the whole thing or thinking of a totally different mod interfering. I'm going through every record of the STEP mods right now to check everything out, so I'll let you know if I find anything.
  15. LOOT's load order isn't final. You can adjust it and submit changes to the masterlist kinda like BOSS except without the categories.
  16. if you could either post your uncapper INI or upload it somewhere I can take a look at it.
  17. Only MO beta version is supporting LOOT, so we shouldn't be jumping over to LOOT unless we need to. I do like what I'm seeing with the plugin list with LOOT so far, but it needs quite a bit of tweaking for our mod list. We would have to submit quite a few rules to the masterlist to get it to a point where users don't have to make a ton of rules.
  18. Oh crap, I forgot that sorting masters was going to matter with LOOT. Damn that messes up Fear and Loathing in NV too. I may never be able to switch my guide over since all the mods now require different sorted masters.
  19. So BOSS just got an update apparently. Changes since v2.2: Fixed: Ampersands now display correctly in the user rules editor's rule list.Changed: The BOSS Log's plugin submitter now sends submissions to issue trackers hosted on GitHub, rather than a Bugzilla tracker hosted on Dark Creations.Removed: Support checks for visual effects in the BOSS Log.Removed: The UTF8-CPP library as a build dependency.Removed: The MSVC 2013 Redistributable requirement, due to many reports from users encountering a variety of issues with it.Didn't even know they were going to do this. Maybe LOOT isn't ready for center stage.
  20. Version 1.9.5 + Dwarven Dagger added. + Glass Dagger done. + Dragonbone Dagger tweaked - reduced texture stretching. + Refraction with blood option added - blood cannot show on 'for Transparency' meshes. + RedguardMale loadscreen updated with new Scimitar. Might need to change the install instructions. Why are we recommending the Scimitar from this mod? It is not even close to vanilla at all.
  21. I think Cliff Briscoe might help you out. Not sure check the Willow Nexus page.
  22. That should be patched in the STEP Patches. I know there are a couple records that I made sure to forward. None of those have changed sounds from Animated Weapon Enchants, just some shader effects. Hey keithinhanoi, I sent you a PM on the nexus.
  23. The idea is that I'm making a really deep list of changes that keeps track of every record so someone else can pick up where I left off if that is required. The only changelog you linked will be more of a general readme for users that lists changes in plain text. "Added compatibility for mod A", "removed dependency for mod B"... that type of stuff. The added benefit is to pack authors that may need to use the patches to make their pack patches. If they want to remove a dependency, then just crtl-f, search for the plugin and get the formIDs that need to be deleted. I'm pretty much doing all work with packs in my mind so I'm already ready to support the pack authors when that is needed. I finished writing my finals last night, so I'll have some time this weekend to make it look better.
  24. Okay, this page is how I kind of envision a detailed change log. https://wiki.step-project.com/STEP_Combined_Plugin_Changelog The idea is that it tells you want is going on with the plugins and then details it in TES5Edit terms in case those loan sharks ever find me, someone can take over. This details the Combined Plugin I made so it is pretty short, but I am pretty much done doing the Core patch list on my sandbox and will do a page for it as well. If there is anything that should be there then let me know, so I can add it in. Stuff like more directions, or better descriptions...
  25. That NCR building is from NV Interiors Project. NCR Trooper Overhaul and the distributed plugin are only for armor and clothing. Don't worry you aren't going crazy... yet. Yeah Tales is a bit of a throw back to old school RPGs. Your new plant comes with tutorial so just be careful and don't forget to feed it. I like that the house is in the middle of the map though. The only thing is that Willow also adds the bungalow with the sorter to Novac. That area might have a few to many homes.
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