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EssArrBee

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Everything posted by EssArrBee

  1. The BSA thing is completely fixed now right?
  2. I could kinda teach you how to disable them, but it's going to be a bit of work if there are more than a couple weapons you want to disable. I'm also now done with Millenia's weapons page. No major changes, just added the last three weapons and updated to the latest merge script. Much easier than the others.
  3. I added the M24E1 instructions to the Additional Weapons page. The directions are optional so it's pretty easy to skip if you think it's over your head. I'd still like to hear if some people think it's okay or to much though.
  4. One day someone is finally going to figure out how to render something as common as grass properly without melting GPUs. You'd think it wouldn't be all that hard.
  5. Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.
  6. Finally, found that damned post about making the M24E1 and non-cheat weapon. https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/?p=109143 Looks like the instructions for just that gun add about 10 minutes to setting up that section. Not sure if I want to do that, but I'll try something. Maybe I'll have to adjust my little ADAM plugin. Anyways that page was very outdated. I know why people were having issues with the plugin causing the main menu to not show up now. It's all up to date though, so I'll move on to Millenia's weapons. THey are working on the update for WotNM right now, so hopefully this is the last update to that page before then. Redoing these merges with the new script actually makes everything way easier since it copies over everything to the Overwrite. Oh, does anyone know how many weapons Millenia released? I think it's four since my last update.
  7. Having lots of mods will always put more strain on the system. sheson actually said that high settings usually required his memory patch to be bumped up to accommodate. I guess having a ton of mods does the same thing since they add so much. GP made his video before sheson made his video about using the TexGen script, so no one but him really knew how to use it. It isn't required, but it makes the LOD textures used in game match the any texture replacer mods that you may have installed. Trees being messed up are probably incorrect tree billboards. I had that error the first time I did DynDOLOD as well. Remember to you need to reinstall DDL and clear the cache folder in you TES5Edit\Edit Scripts\DynDOLOD directory before rerunning the program. Also, ask Terrorfox from reddit. Just look in the sidebar of the moderators for /r/skyrimmods to find him. He's really helpful and he wrote that guide you used.
  8. Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.
  9. I looked the guide over and it looks good so far. We give sub-forums out when there is more interest from the community. Usually you just need a main thread to get started. Once more people see it they will start to show up. From there you'll probably get suggestions and feedback, then people that need help. Around that time is when you'll need a sub-forum. We already made one for Witcher 3 since it's new and popular and that guide will probably draw lots of attention right away. I'd say you should just start a thread in the packs forum. Let rootsrat know that you posted a guide for Witcher 2, then you guys put links to each other's guides which will help draw attention from users that only find one guide and don't know there are more. And add yourself to the credits!
  10. SKSE is only used in game. It will have nothing to do with TES5Edit.
  11. Maybe retry the merge, but I'm going to update those pages to be in line with 1.9 of the merge script. I was absent from STEP for a while and now I'm updating the guide bit by bit. Should be done later today.
  12. Yeah, it's fine. I stole it from someone else too.
  13. Hey you guys remember when I did those no cheat versions of the merged gun mods so Doc's house was little David Koresh-y? For my recommend weapon page the no cheat version still has the M24E1 left out in the open because there is no other way to get it. My solution was to add it to a dead ranger that's hidden in the wasteland that was added by ADAM. I gave those instructions to someone a while back, I think it was han, but I'm to tired to look right now. Anyways, I'm wondering if people would be interested in me adding that option permanently to the no cheat version? It would require ADAM of course, but it removes a very powerful rifle from the a unlocked box in the middle of Goodsprings upon starting the game and hides it so you gotta work for it. Also, I'm thinking I have to do some about The Right to Bear Arms. I love that mod dearly, but the leveled lists are to much of a problem since Puce Moose did some sorcery to them. Well, not really, but he put references to custom leveled lists into the base leveled lists and it really messes with the way a bashed patch tries to take care of that without the need to do something like that. I may remove it for just a bit while I figure out how the hell to fix or maybe I'll start working on a little de-leveled GRA mod. Right to Bear Arms hid all the weapons though so that was pretty awesome.
  14. Are rerunning DDL? You are supposed to start with a fresh plugin every time and you need to go into your TES5Edit folder and look in Edit Scripts\DynDOLOD\cache and delete everything.
  15. Well, I'm not totally sure yet. I'm actually working on getting all the merges up to date with the 1.9 merge script, but I'm working from the bottom up and am only on the Yukichigai section. My guess is yes, you move anything the merge scripts dumps in the Overwrite folder to where ever the guide says to move.
  16. Well, in fairness those textures may have been needed had I not added the TexGen to DDL yesterday.
  17. Well, it might be, but with the installer there is is just ticking the two options and letting MO take care of the rest. With the other version they have to use the manual installer, expand the folders, and untick everything except the textures folder. Did anyone else notice that Tutorial Killer's Fomod actually renames Tutorial Killer - Alternative Start.esp to Tutorial Killer.esp? That never worked for me before, but it does now. My own instructions for that mod confused me.
  18. The other version still has an ESP, but my install instructions for the FOMOD version will leave out any ESP. That is what I want so you can do the moon size change latter on.
  19. The only thing I can think of is that it wasn't ticked in your load order or TES5Edit.
  20. Absolutely. We are an open modding community. The only that is closed off is that writing of the actual STEP Guide, but that does not limit other's from creating any other pages they would like. If you go to the wiki you can use your forum account to log in and create wiki pages. The way most of our supplementary game guides get started is by someone putting it under their namespace. For example, my Fallout New Vegas guide's url is https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas. You could can create any page you like by just using the url https://wiki.step-project.com/User:<your username>/<guide name> It's quite simple and you can learn the basics of wiki editing by searching 'wiki syntax' on google or by looking at the source of other guides by click 'Edit' under page tools on most wiki pages. I would just look at the syntax though, or copy stuff to another page without changing any page you might be viewing. A good way to start is creating a snadbox page to try stuff out, so https://wiki.step-project.com/User:SynthetikHD/sandbox would be yours.
  21. I think I may add the section about the INI to the DynDOLOD page. It seems that it's messing up stuff for a bunch of people. My understanding was that it should have been the same for everyone, but I guess not.
  22. That file will be used from the HRDLC or vanilla textures. Nothing in the Optimized textures is needed for DynDOLOD to function properly.
  23. Alt is probably just thinking about this could help his Alt Navetsea mod. That's what use for a body replacer since I like the UNP body.
  24. I just added a little section to make some of your own game setting tweaks. It will remove the need for a plugin with Mojave Nights and will remove the mod Less intrusive kill camera entirely. This way you can now adjust settings to fit your tastes. Should really only take five minutes in FNVEdit. I'll add to section as I find mods that are really easy to make or customize on your own. Right now this only saves one plugin, but that with the lower limit that is probably a good thing.
  25. Turn off the potential mod order problem thing. We put instructions for that in the guide during the MO setup.
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