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Everything posted by EssArrBee
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
You might be able to run the .exe through MO and see if it pops out in the Overwrite folder or the FNV folder. -
Star Citizen in a must watch 13 minute nutshell
EssArrBee replied to redirishlord's topic in General Game Discussion
The only right answer is using trans-warp drives with beryllium spheres. Never give up. Never surrender. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Ignore them. Th bashed patch does that but it loads last so the ITMs can't affect anything. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
That rifle has the wrong animation set. That looks like the shotgun animation. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Most the time the eye problem is from not having the eyes tag on FCO or NVR3 FOR Wrye Flash. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Looks like the mod was made specifically with NVBI and II in mind, but it needs the save games to show the quests are finished. I bet that's something someguy will fix eventually with the someguyseries.esm he uses for his mods. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
NVBIII is finally here. -
I have no plans on changing it until the beta is a little further along. It's pretty stable right now, but since Mator doesn't exactly make the merge script with FNV in mind, I will wait a little longer. I'm keeping an eye on stuff like that even if I'm not around. I'll probably be around more soon.
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Quick Question About Merging Plugins
EssArrBee replied to Cameron9428's question in General Skyrim LE Support
You need to copy all of them. You can usually just right click the Overwrite folder and select create mod or you can drag and drop everything from the Overwrite popup window to the correct folder in the left panel. -
I doubt that most the time they can produce 140% of their energy needs with just wind. Last year Denmark only produced ~40% of their total energy with wind, still amazing compared to others. Basically, you need constant wind where ever the turbines are located to reach that power output. Selling it to their neighbors is pretty cool though. Denmark's real power saving come from actively discouraging car ownership. 180% tax on cars and 25% sales tax. :O_o: They also just removed the tax credit for electric cars so even a Tesla is like $200K+. Bet all that bike riding makes them a healthy lot though. Doesn't Aiyen live there?
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ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
EssArrBee replied to alt3rn1ty's topic in Skyrim LE Mods
I don't think it's bad, but sometimes mods put masters in on purpose. EBQO's patches don't even require all the mods that it patches, but they are added so that you know that both mods are needed. It's rare that something has a master without actually needing it explicitly. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
If I can't keep oHUD then I'm not changing to another DarnUI version. When that is figured out, then I'll change it. -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
EssArrBee replied to alt3rn1ty's topic in Skyrim LE Mods
DOn't forget to clean and sort masters if you are removing a plugin. -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
EssArrBee replied to alt3rn1ty's topic in Skyrim LE Mods
I'm not worried about making STEP work with USLP. I know Arthmoor will update his mods, for obvious reasons, and I make the other two mods, so they will get updated as well. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
It should be okay if you have the script only renumber FormIDs that need to be. The old script that was problem, but I think the new old less so. -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
EssArrBee replied to alt3rn1ty's topic in Skyrim LE Mods
DynDOLOD doesn't have any masters. Its masters are generated dynamically. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
The top two mods on the nexus hot files look pretty awesome. Has anyone tried them out yet? I'd love to hear more about what they offer. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
It knows all those tags because it works for TES4, FO3, FNV, and TES5. Let the script apply them to the esp so Wrye can automatically read them from the plugin header and you don't have to mess with it manually. Just because the current version of WB can't read them doesn't mean it will do any harm and when WB updates it will already have them. When merging lots of plugins this becomes really important for WB users. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Those are upcoming tags for the beta versions of WB. They won't harm anything for current stable versions. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
That script is okay, but someone wrote a new one for a lot more tags including the ones coming in WB v307+. It got pulled off github because the author went and got all butthurt over something stupid. You can get the script here. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
If you want to do it, then go for it. The next version of WB should finally start adding new records for Skyrim, so it will be needed for all those merged plugins. The best place for the tags is the Advanced Readme. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Well, I don't actually know what license it's under. There is nothing left in the comments of the code. -
[WIP] Merge Plugins Standalone {PUBLIC BETA}
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Bash Tags can be added with the bash tagging script for xEdit. It's not available on github anymore, but plenty of people have it so just ask. -
I think only the author moderates the comments. They have the ability to delete comments, but other than that it's a mess.
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Need help with last step in STEP guide (pun intended)
EssArrBee replied to Kate_the_Bionic_Uterus's question in Mod Organizer with STEP
Look in the SKSE folder and see what's in there. If there are INIs or DLLs then they can be drag and dropped from the Overwrite window to the correct mod in the left panel. Usually the DLLs or INIs have the same name as the mod they come from or you can just take all the SKSE stuff and put that stuff in it's own mod folder.

