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EssArrBee

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Everything posted by EssArrBee

  1. Usually you need to restart MO for the LOOT thing to pop up correctly.
  2. There has to something wrong happening with the bash patch because it only helps compatibility. It may be something to do with some kind of bash tag missing or something. Your issue is very rare.
  3. Try remaking your bashed patch. See if something was messed up on the first try.
  4. RS stuff in the patch is mostly to get it in line with CRF. I used the Cell lighting from RS and everything else from CRF.
  5. Updates with what?
  6. DynDOLOD.esp is obviously not new. If it was it wouldn't be trying to find that master. Go to the plugins tab and hover the cursor over DynDOLOD.esp and see where it's installed. You have a phantom plugin overwriting the fresh one.
  7. Small update to ADAM. I cleaned the masters from the ADAM Complete.esp and I added the bash tags to the header, so it would apply automatically. No need to update if you don't want to. There is a really good bash tag script that I'm testing right now which I'll incorporate into the guide so people don't have to manually add tons of tags. It's still adding a few false positives, but nothing I'm to worried about. The manual process of adding tags is going to be so much shorter with the script.
  8. Honestly, I didn't think it would be that big a deal since those plugin aren't even active. It'd be better to just hide the WAF one and remove the LOOT rule. But, only for Extended user, since they are the only ones using CCOR. I can't wait until Extended is officially a pack and we don't have to worry about Core/Extended stuff on the same page.
  9. No, sorry. You can look at the requirements for every patch and what additional patches you'll need by going to Section 2.A in the guide and using the link to the patch requirements page. You can still use one of the STEP Plugins which will save you about 7 or 8 plugin slots. They include the SMIM plugins, Reduced NPC Greeting, a fast travel fix, No Spinning Death Animations, and a special version of More Salt Please. Also those require are DB and SMIM, or DB, HF, and SMIM.
  10. That's pretty interesting about the NVSE INI edit. I was given that by someone who's usually very good about those recommendations. Try using the value of 120 instead, since it might be one of those weird hardcoded caps.
  11. I'd go look at the list Adonis put up on wiki page. https://wiki.step-project.com/User:Adonis_VII/TTW It's not so much a complete guide though, but something you may look at to know where to start. Right off the bat a bunch of mods would have to dropped for there TTW versions. FO3 has 5 or 6 of it's own plugins too, so that means you need to consider having that many more of the vanilla stuff, plus TTW has a couple. Also, you'll need the vanilla ESMs again because with TTW you don't want to clean them.
  12. Well, I've gotten most the guide up to date this week. I'd say the guide is more SRLE-like than STEP-like. There are quite a few additional procedures to F&L like using FNVEdit for a bunch of stuff. For the rest of the summer I'll probably be redoing some stuff and adding some supplemental pages. I haven't really figured it all out yet. There is no reason that you cannot do the guide right now though. Even with the changes I make, most will probably end up on optional pages instead of the actual guide. For example, I'm going to a recommended armor page like I have for weapons. I may also do a page that de-levels a lot of weapons and armor mods so they end up being unique and hidden throughout the game. As for the actual guide, a few mods are getting the axe and few are getting added. Most of what I want to add in the short term will be mods that can be added at anytime without having to worry about messing saves or anything else, like simple texture replacer mods.
  13. You can merge it to the already merged mod. I don't think it will mess up anything you may have in your inventory since it probably won't renumber those FormIDs. Open PN-Equipment in FNVEdit. In the FormID field enter 0016BB3A. Find the Leveled List Entry with PNxEWithAmmoChinesePistolLoot [LVLI:020024FA], right click the row across from the Leveled List Entry and select remove. Repeat 2 and 3 for: 000FD574, 000CEAB5, 0011F52C, 00031C4C, 000681E1, 0012D518, 00152DFA, 0016BABD, 0016BABE, 0016BACA, 0016BB3A, 0016C405, and 0016C406. Delete PNxEVendorMickChinesePistol [LVLI:0200724D] from record 0012791C Delete PNxEWeapChinesePistol "Chinese Pistol" [WEAP:02004325] from record 0014DE57I think that is all of them. The basic idea is to find the entries in the leveled lists of the PN - Equipment ESM and delete anything that says Chinese Pistol. Apply the same logic just about anything else. Most Project Nevada records follow a naming convention for their Editor IDs. PNxE where PN is project nevada, the x is just a spacer, and the E is for equipment. The is R for Rebalance, C for Cyberware... pretty easy to spot their stuff. Try finishing a few quests without starting any new ones. What happens is the background scripts that running start to bog down the engine. Quest scripts are the easiest to stop from executing since all you have to do is finish current quests without starting any new ones.
  14. During install the file is not setup for the FNV folder structure so you have to create it in the MO installer. The instructions are telling you create three folders, "_male", "characters", and "meshes". Then drag the file with extension .hk into "_male" folder. Drag the "_male" folder into the "Character" folder and the "character" folder into the "meshes" folder. That will create the correct folders for the game. The author was just inconsiderate when he packaged the mod. During the merge I get a dialog pop up that says some records didn't get copied. I didn't yet, but I will. You know the nexus takes forever to upload stuff especially large files, so I gotta wait on the guy to finish uploading everything.
  15. Who is this Monty you speak of? He's not our Monty right?
  16. Just the FCO.esm and the two NVR3 plugins.
  17. It's usually adding Eyes tag to FCO and NVR3 (ESM and ESP) in Wrye Flash. Then rerun the bashed patch.
  18. I believe it was the Additional Weapons page. It was out of date until yesterday.
  19. It skipped some of the stuff in the dialog records.
  20. That plugin is from the next mod in the guide.
  21. You'll use the Archives tab in MO to enable the HRDLC and this mod. Since the plugins are just to load the BSAs you don't need them active since MO can take care of that for you.
  22. I can't get NV Uncut 6 to work with the merge script. :/ It looks like a great mod though. Adds a bunch of extras on top of the cut content, new voices, a lantern, a radio, you can sell Betsy, new Brahmin textures, and she can be dismissed correctly. :) Might just have to for go merging. :(
  23. Those are Bash tags. You don't have to worry about them AFAIK since all the ones that work in the current version of Wrye Bash will automatically load when you start wrye bash. The other ones listed are for test versions of Wrye Bash that aren't working 100% quite yet.
  24. Unfortunately those old XFO mods are defunct. I never got around to using them since they were already abandoned before I started F&L.
  25. Decided to drop Safe ShowRaceMenu. I probably only used it for like one playthrough anyways. All the merging instructions are up to date with the latest merge scrript except for the NV Uncut Series. I still haven't tested the new NV Uncut 6. I'll try it out sometime tonight I guess. A couple mods got switched out for their newer versions. The Mason Jar Mine which now has a store I believe and the Necklace Distribution mod since the new one uses JIP NVSE Plugin which also got added.
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