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Everything posted by EssArrBee
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Integrating Packs into STEP:Core
EssArrBee replied to sgensemer42's topic in Step Skyrim LE Packs (retired)
You can pretty much install them as is at the end of STEP Core with the exception of the STEP Patches which the author of that pack should address. If something needs to be moved up in the mod priority then the author will say so on the mod description. -
GUIDE FNV Guide - Info and Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
If you want to help, I would like a new rock/mountain texture. I think NMC's rocks are okay, but there has to be something better out there. Are you using the Trooper Overhaul and the Distributed plugin that goes with it? If so have you seen any invisible or naked troopers? Which version of WFO are using? Have you noticed any weird plant vegetation issue with WFO install? Something like collisions not working on tumbleweeds. Are you keyboard/mouse only or do you ever use a gamepad? If so, how do you set up for the gamepad with all the PN stuff? Have you run into any memory issues like black textures or textures that are not in the right place? Any armor/weapon recommendations, what are your favorite quest mods, any gameplay tweaks you like, and are there any sound mods that your like? -
GUIDE FNV Guide - Info and Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I intend to merge the ADAM plugins, 7 total, into one or two plugins. Also, I will probably pick only WMX or WME but not both, that would be overkill and I'll figure out a way to make those into a couple patches instead of having bunches of them. EVE has the same issue as well, with all the patches it requires when you're mod list expands. Gamebryo is fickle mistress. All that work to sort those out and I haven't even begun to consider weather/lighting solutions. :confused: -
GUIDE FNV Guide - Info and Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
When I did it before there was only a few textures that I noticed had issue, they were monchromatic. The black textures that are used for cave entrances and under the grates on the strip. I like that DDSopt and BSAopt work with the FNV BSAs so I can just repack them and then install the replacers without wasting space. I forget which DLC it was, but I think the limit is 140 before you start seeing textures and meshes go bonkers. Right now my guide only has 44 plugins if you use a Bashed Patch, so I'll address that when I start adding more mods, it will probably matter more when I move toward WME or WMX, EVE, and armor/weapon mods. I will eventually make some merged patches to reduce number of plugins much like I do with the STEP Patches. "Operation: NVEP" New Vegas Enhancement Project - NVEP or I go silly and do "Mission: Immodable" EDIT: 44 plugins is wrong, I meant 68 but didn't convert from hex. -
Fallout New Vegas Guide Fear & Loathing in New Vegas By EssArrBee with feedback from many othersI've been putting some time into making a NV guide lately, since it is one of my all time favorite game. With some STEP members returning from hiatus, like Tech and phazer, I can actually divert time to a proper guide. This guide is going to be more like SR and have an overhaul, quests, companions, armor, weapons... you get it. I started it to have of a STEP mandate feel, but the game is just to old for that. That version of the guide is still around though, get it here. Shout out to Neovalen for letting me steal his guide's style. :p A couple things I would like to happen: A good name. I'd like it to match the Fallout Universe style. (Vault-Tec Guide to the Mojave.... something like that but not lame)Fear & Loathing in New Vegas (or some other brilliant phrase from that movie)Pretty set on Fear & Loathing, just seems right. Plus, I can fill the guide with quotes from the book and movie.Remove the dependence on NMM for installing Unified HUD. Hopefully this is something that can be solved by the external installer in a future version of MO. Tannin is the man!Now using a mix of FOMM - Fork and MO.​Be careful if using the MO/FOMM method on your own, it has issues that you should know about and I have not the time to go into all of them, but I posted about it on page 19 of this thread.More mods: Quests will probably be first, then some more armor and weapons, maybe Imps Needs, and a couple good companions.Going with Project Nevada for overhaul of gameplay.Weapons of the New Millenia for guns ATM.More Perks is now included to add to gameplay.Nevada Skies is in. The menu started playing nice with me.Electro City is in.Interior Lighting Overhaul is in.WMX is going in ATM, but have not tested WME. That will come one day, but I'm happy with WMX and am moving on to other things.EVE is in now, does not need patching with Improved Sound FX, the patch is already included. All other patches are updated, see the changlog.I am starting with conflict resolution now. Kind of PITA to do when Bashed Patch can merge stuff around any patching you do on your own. Can be tedious and slow. Will start with Weapons and Armor to just get something patched as I move forward.Companion Sandbox Mode is good. Will add it very soon when I pick a couple companions.Uncut Content will be after that. I'll probably add all of those at once.FNVEdit sections for people to solve conflicts, this requires so much time to go through the whole list, so I'm going to get the mod list a little more developed before jumping into this section.Intro and post install sections need to be more indepth. I'll start working on those parts soon.Texture Optimization Section: I did this once to the vanilla textures and I can't find the notes I took on what files should be left out. I'll redo it eventually, and ask some of the STEP wizards for help.Please, make suggestions, give feedback, or anything else you can think of on this thread. Also, if this guide destroys your game, melts your computer, and kills your dog feel free to make death threats. I used to work for the American Gov't so I'm used to it. Testing that needs to be done: Companion Sandbox Mode vs. Improved Companion SandBox ​Need to determine if Improved Companion Sandbox is any good. I've never used it and have used Companion Sandbox Mode. Would like to know the differences between the two.CAGE - Continue After Game Ending Need to know if it works, I'm guessing it does. Any incompatibilities. Has anyone used it that can attest to it being any good?​Precision Collsion - Clutter NV​ ​Need to know which meshes are not good with this mod. There are lots of meshes, but some are broken. ​Know for sure that the pool table triangle is broken. 10MM SMG iron sights might be broke. Wattz Laser Rifle iron sights is broke.​Love the idea of this mod, but it needs testing and probably an update.​A good weapon holster mod. I get tired of the guns not having proper weapon holsters and just floating there.Look em over and give me some feedback. I suggest opening the photos in new tabs. Not doing lonsome road since it has a weather effect, so it doesn't matter that much.
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Copy the core profile.
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Link to this page? It's on the main page for me: https://wiki.step-project.com/Main_PageHmm… must of just been fixed. The version link was all messed up. Z probably got to it.
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I think the main wiki page also has a broken link. It doesn't say 2.2.8.
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SKYRIMLE Automatic Variants (by Leviathan1753)
EssArrBee replied to Anosognos's topic in Skyrim LE Mods
I have used those and they are excellent. The Falmer variants StarX did are a must for AV users. -
I good with either the forum chat or IRC. OT, we should stop saying STEP Project. My brain can't stop seeing skyrim total enhancement project project. :p
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Revert back to MO v1.1.1 until this is solved. Any mod that uses the NMM external installer will crash. I've had a hard time installing mods for FNV since they use the external installer quite a bit.
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Once we get this fixed, I'm pretty much good with the switch. Not sure I'm ever going to use the social features on these forums, but I like the layout a lot.
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STEP type guide for Fallout New Vegas
EssArrBee replied to Synixtrix's topic in General Fallout 3 Discussion & Support
Umm, Unified HUD is not an in game mod, it is a utility to combine the xml stuff from multiple mods that change the HUD so you don't have to copy paste stuff on the xml documents. It has an installer with detection for the mods it supports. If you don't use the installer then all you'll miss is the HUD icons that other mods add. Not so much a problem with a couple mods, but it becomes an issue with 4 or 5 mods that start adding things. -
SKYRIMLE Automatic Variants (by Leviathan1753)
EssArrBee replied to Anosognos's topic in Skyrim LE Mods
You really notice memory problems with mods that add spawns to the animals/creatures that AV has packages for. I think for giants you might check out InsanitySorrow's AV stuff. I think he has a giants package, but it may only be linked on the Beth forums or TES Alliance. AV actually has support for weapons and armor too, but no one used it. -
STEP type guide for Fallout New Vegas
EssArrBee replied to Synixtrix's topic in General Fallout 3 Discussion & Support
I've never been able to use Unified HUD with Wrye Flash. It has a fomod that runs a script which combines the xml data so all the HUD mods get used together. How exactly did you get it to run the interface? Also, there is One HUD which combines iHUD, aHUD, and primary needs HUD. It's awesome. -
STEP type guide for Fallout New Vegas
EssArrBee replied to Synixtrix's topic in General Fallout 3 Discussion & Support
You can't run Unified HUD with Wrye Flash or MO, but MO has that NMM import feature that is pretty nice, but not fully developed. For the guide I was doing the mods that Unified HUD needs with NMM and then importing to MO and installing the rest with those. Then I was using Wrye Flash through MO to generate a Bashed Patch, since it does so much in it's complete state, unlike Skyrim. -
STEP type guide for Fallout New Vegas
EssArrBee replied to Synixtrix's topic in General Fallout 3 Discussion & Support
Thanks, I've seen it and had lined up for testing, but I've broken FNV at the moment and am starting over trying to find any problems people might get with the guide as is so I can fine tune stuff before moving on. I still can't quite lock down the NMM import stuff I put on there eventhough a couple people said it worked for them. Something I'm doing is wrong and I can't figure it out. Now the game doesn't even start so I'm going back to square one. -
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Yeah, sorry I thought CJ was someone else who said they used to work at id. We have to many new users the last couple of months and I don't keep track in my head very well.
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WTF? How do you go from DFW to Tunisia? Are you on the run from the gov't?
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Hmm... not sure I'm ever going to need to sue DB, but even with an opt-out I'm not to happy about that. I've been thinking of just using that new Kim Dotcom site, Mega or something, for hosting files on the guide I'm building, since Dropbox will eventually stop me from distributing them with my free account.' I'll have to check out Copy, thanks for the info Roots!
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Does it have the restrictions on downloads? I hate that DB has always restricted files to like 2gb of bandwidth or they pull a kibosh on it.
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Update was just released:Â I already was trying some FNV mods with the new version and they all broke with NMM CLI error, whatever that means. I have no clue.
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
EssArrBee replied to z929669's topic in Skyrim LE Mods
The main Plugin for SMIM is redundant with USKP. The two optional plugins for the DB tern and the snowy chests are covered by which ever STEP Patch you are using. If not using a STEP patch I will have a small plugin that will cover some stuff that everyone can use. -
Can STEP Extended be installed after STEP Core
EssArrBee replied to Sombient's topic in Step Skyrim LE Guide
With Mod Organizer you can create a copy of your current STEP Core profile. From there you can install the extended mods, just remember to drag them to the correct place they are listed in the guide on the left pane of the list.

