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EssArrBee

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Everything posted by EssArrBee

  1. Okay, I see it know, but now that opens up another question. Do those records need tagging if xEdit hides them by default? Why would they be hidden at all?
  2. 1) I like the someguy mods and put two of his mods in the guide (three if you count the Someguy ESM) because they didn't give me any issues while playing through them. I tested Russell recently and had issues with it. Just about all of the major bugs listed for the mod happened to me, so I will not be including that mod. I have not tested The Inheritance, so I don't have an opinion on that mod. I am looking forward to NVBIII though. 2) I imagine that you could install The Inheritance at any time, not sure about Russell. The someguyseires.esm makes all his mods work together. 3) Never tried it, but the merge script is pretty awesome. You check the mods for errors before merging though because it tends to fail if there are errors.
  3. I don't know the solution because I don't get that issue. I had the one with Willow, but it was fixed by Drumber.
  4. You would need a script to change all of them. That would useful, but it would have to check for interiors or exteriors that doesn't have the HasWater flag.
  5. You might start merge Improved Casinos, Less Intrusive Killcam, Mojave Nights, Extended Dialogue Vulpus Incalta (or w/e his name is), and Casino Exchange All. That would be five mods you could install and get things under 135. I'm not sure that fixes the problem, but I get really weird graphical glitches when I get over 135. It usually takes some time to present itself, but the game just gets progressively worse until it is bonkers with mismatched textures everywhere. EDIT: Oh crap, I didn't really read your post. It said your at 131. Ignore what I said.
  6. I like that the author is also remembering to do the HF meshes. He has done three mushrooms so far, but I didn't like the bleeding crown as much as the other two.
  7. Did anyone test the new MO version? I got it work with all the FNV mods that it did not work with before. I don't even have to turn off the Fomod installer to force external.
  8. I just installed it and it works great. I'll update to MO v1.2.17 in the guide too. Outside Bets adds a lot of NPCs and that kills performance. Also, the mod was never really finished. There was a reason that Obsidian left that stuff out, so it takes a lot to add it back in and optimize the mod. I'll look it over again soon. I do know that it should be loaded before Primm Reputation Restored. If following the guide then it goes before the Machienzo merged plugin.
  9. I do not have that at all. The Packages record is blank.
  10. I only ever see the mismatch with the Raiders. It tends to be a black or hispanic raider with a white body. There is a bit of a seem with everyone else, but that is unavoidable.
  11. That record, 001411BA, is for dead fire geckos. I don't think it has packages. I checked record and saw the Use AI Packages flag, but I didn't see any PKID sub-records. Maybe I'm just going crazy or drank to much. EDIT: C.Light worked for ILO. Not sure what's happening with YUP.
  12. There are currently two versions of Wrye. The beta version is a standalone program that can be installed for Oblivion, FO3, FNV, and Skyrim. It is currently supporting Cell records, graphics (but currently hidden), invent, and the other stuff that was already supported like names and stats. The release version is divided into three programs, one that works for Oblivion and Skyrim, Wrye Flash for FO3, and Wyre Flash NV for FNV. The release versions for Oblivion, FO3, and FNV support many more records than the beta versions. I think they were updating the code for the patcher from an older version, but it isn't fully implemented. For the release version of Wrye Flash NV, it works for many more records than the beta. It even added Deflst and WeaponMods tags that didn't exist before. Deflst is like a Delev for FormID lists (may want to ask Sharlikran about that one though) and WeaponMods is for the possible weapon mod mesh slots a weapon record can have.
  13. Here's what the script gives me for YUP: YUP - Base Game + All DLC.esm: Added tags to header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Skeleton,C.Owner,C.Water,Delev,Factions,Graphics,Hair,Invent,Names,Relations,Relev,Scripts,Sound,SpellStats,Stats}} Here's some things I noticed when comparing to the tags in LOOT and what I saw double checking the mod myself: Actors.AIPackages, Actors.Skeleton - Script detected these, but they should not be there.SpellStats - can't find in FNV. I don't think SPEL exists in FNV. Maybe it is called something that isn't obvious, but FNVEdit doesn't have a record type listed for SPEL.Factions - Script caught this, but wasn't in LOOT masterlist, but it should be.C.Light - Script missed the tag
  14. make sure all your BSA's are checked.
  15. I'll test this out when I have time. Probably later tonight or early tomorrow.
  16. Here's the issue I posted: https://issue.tannin.eu/tbg/modorganizer/issues/959 Put your comments about it for FO3, since I just did FNV.
  17. Alright, then that is good. I thought it might just parse the record and see if any part was changed and then apply tags for that record type. going into the sub-records that make up every record is really what the bashed patch was created for. It will return a lot less false positives, probably a negligible amount. I think we were crossed up because you just listed the record type in the OP, but bash tags start with a record and go into the sub-records that make them up.
  18. I don't have MO in the game folder either. I keep it in C:\Games next to my Steam folder.
  19. Yeah, YUP was an example, but the example still holds for mods that load late. You tell by looking at sub-record types instead of record types. Look at NPC.Class. It isn't looking at the NPC_ record as a whole to see if it's made a change from it's master, it's looking to see if the CNAM sub-record has been changed. Some tags do purely tell Wrye Bash that there are changes to a record, but most are doing it within the record and only telling the patcher that there is only a part of a record that is different.
  20. Ahh, well then zilav is probably making a script that can be used to give an outline of all possible tags, but not really a specific list. It looks like it is more for mod authors to use as a utility for their mods, and after the list is generated they can leave out whatever they know isn't needed.
  21. Okay, so the only problem I can really foresee is that some mods would end up getting tags it didn't need. In your example, YUP gets Actor.CombatStyle and SpellStats which I believe are not needed. This can cause an issue if an earlier loading mod changed something and used that same tag, but the bahsed patcher algorithm may take the later loading mod's subrecord because it was tagged.
  22. Which version of MO did you install? Installer version or the archive version?
  23. I'm curious about you list. It says the tag and the record type it looks for or does it go into the sub-record type as well and you just didn't list those?
  24. I think the guy that made the Legacy Script Installer knows what he is looking at. He gave the code to Tannin in the first place. I think it's time to make a support ticket for this. MO is moving in the right direction for those installers, but it's just not 100% quite yet.
  25. The C.* tags are for testing out the beta versions of WB and were added in for the handful of us that actually tested it out for Sharlikran, Valda, and Utommo. So far it works pretty good, but there were some null references added to a bunch of subrecords that is not wanted. Right now only Relev, Delev, Names, NoMerge, and Stats work with the release version. And yes, LOOT has had issues forwarding the tags to WB. I haven't seen it happen in the latest beta version of LOOT though.
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