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EssArrBee

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Everything posted by EssArrBee

  1. Some mods have sound files that come in folders named after the plugin. You have to rename the folder to the name of the new merged plugin. v1.9 takes care of that for you.
  2. I think that's okay. I haven't actually used it yet. That looks pretty good though.
  3. Now that you have an account, you can use it to log into the wiki. From there you edit almost everything except the mod pages and the STEP Guide since they work in conjunction with each other. Everything else you select the Edit option in the Page Tools dropdown and then edit the pages as you see fit. The syntax for wikis is pretty easy and you'll probably just be editing text anyways. If you run into an issue, just let us know and we can help get the info up to date.
  4. Maybe the Vault. https://fallout.gamepedia.com/Fallout_Wiki It's a different wiki, so maybe it is better. I use that one instead of wikia.
  5. Do you have to give the binary a particular name or does it matter? Do you know if there is a TES5LODGen argument?
  6. So, you're regular companions were lost in DM? They aren't supposed to be in the DLCs. If they do try to go to those DLC, then bad things can happen. Mostly navmesh bugs.
  7. I already updated the general guide for that scenario with an example of how it would be setup. I do the same thing, and I'm guessing that just about everyone else that looked into the settings does too if they have an SSD.
  8. That's awesome isuko, welcome! Do you have plans for double rainbows? https://youtu.be/OQSNhk5ICTI
  9. That has to be a bug. I'll see if exeter is around and ask him to fix it. Keep it hidden until then.
  10. I thought xEdit needed to be in the root folder of the game for the Merge Script to work correctly. I can add something about putting MO in a different place, but putting a MO folder in the game's folder doesn't really bloat it up that much inside that folder gets quite large with all the mod folders, but it doesn't really mess up anything. I don't recommend keeping the download folder on an SSD. I'll add something to the general guide for that too.
  11. Cool. I guess I did finally figure out how to make though files correctly. Uhh... I think I got all of that. Remove the rules, copy original nif, tell sheson to drink less. Alright, that seems doable.
  12. It isn't actually necessary, but it's much easier to do so because it allows multiple instances of MO to be installed easily. I recommend it, but I don't actually do it. I have all three versions of MO that I use in my C:\Games folder named Mod Organizer Skyrim, Mod Organizer FNV, Mod Organizer FO3. MO uses the registry to find games and run stuff, so it's probably not mandatory, but it is easier.
  13. I moved the posts to proper thread, continue the discussion of female bodies there and keep this thread for the statues. https://forum.step-project.com/topic/4772-nsfw-step-female-body-replacer/page-33
  14. Do you support both BOSS and LOOT? If you want distribute your own version of the STEP Extended Patch let me know. I allow for that as long as it's distributed here on the forums or through our nexus page.
  15. Well, DynDOLOD could eliminate the need for any LOD mods like SDO, and even SkyMills. It also uses the textures in your data folder to generate the LOD atlas textures, so Vivid would get used. I think a guide for those two might be in order.
  16. Are you using different language or keyboard?
  17. Neo, have you look at DynDOLOD/TES5LODGen yet? Any plans to incorporate it into SRLE? Kelmych and me are messing with it for STEP and would like to here any thoughts on it.
  18. I second you DY. I hate that sound.
  19. If you want to create an LOD then copy a mesh and add _lod to the name. DynDOLOD does good enough on its own for buildings, bridges, and roads but you'll need to add the rest on your own.
  20. Have at it. I was just getting things started.
  21. Added a bit more to the Fallout guide, if anyone cares. I'm just looking for a couple of opinions on layout and formatting. It should stay within the F&L and C&PD framework for the style, but give more general info and game specific info where needed.
  22. Might be CCOR and/or something in the Clothing and Equipment section of the guide.
  23. Kelmych might be right about the Solitude windmill, the one on the front was smaller than the one of the back. Another small issue I've seen, is this floating tree near Whiterun. If I get up close the the rock it sits on will appear. How do I get the rock to appear with it from far distance? Is that just from having it on medium settings?
  24. Does FOMM require a separate install or anything special that is FO3 specific?
  25. Okay, this has always been a bit of a problem with DM, but shouldn't be as bad as you are experiencing. I'm guessing that you are still outside the hotel if they are following you. They aren't companions anymore when you get to the hotel. Maybe try bringing them to the fountain and dismissing them so they don't move from that spot. Then leave the area and return to recruit them again. That might reset the AI.
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