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EssArrBee

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Everything posted by EssArrBee

  1. PN didn't detect DarnUI, but did detect MCM. FlashlightNVSE detected NVSE, but not MCM. PN - EO did not detect PN.
  2. That didn't work for me. I don't even think that Project Nevada is installing the DarnUI files correctly. I got MCM to see NVSE, PN to see MCM, and flashlightNVSE to see NVSE, but not any other files.
  3. You can tag mods during creation with the game it is for.
  4. So just a heads up. I added the Machienzo section. It's only three mods, but they are all great mods. The Lonessome Road mod was already in F&L, the Primm one should have been in a long time ago, but I forgot about it, and the third one adds a little diversity to the casinos. Also, the Nipton Fires Extinguished is a no brainer, really that is something I should have found a long time ago. Dropped Alternative Blood Sprout since EVE has blood spurts. Added a cigarette retex by Audley. He will probably redo it, but until then I like the way the alternative version looks in game. Add that banner you made me to your pages bro!!! I wrote this really long post about the direction of F&L, so I'll update it for anyone interested: Wow, this post took longer than I expected. I'm sure I forgot something, but whateves.
  5. You can if you want.
  6. Load the entire plugin list in xEdit and then right click -> sort masters on the STEP Patch. Close and save then reload xEdit and see if the errors do away.
  7. I just checked the STEP Core Patch myself and it has one error. It is benign though since it is from a leftover keyword or something from an older version of CRF. I couldn't reproduce all the other errors you had listed Muladhara86. By looking at the actual error references, it maybe be due to an unsorted load order. FormIDs that start with 0A or 0B when you loaded xEdit, what plugins were those?
  8. Try loading your entire plugin list with the plugin and see if you get the same errors. I have a theory it may be from the way that injected records are used with Update.esm for compatibility.
  9. Did you update? If yes, I'll help you out when I get home. If no, the dont update.
  10. How many BSAs do you have in the archives tab of the right pane? EDIT: If you have ADAM complete you were using Fear & Loathing right? Where is your Bashed Patch?
  11. I just installed the latest MO update which is supposed to add the Legacy Script Support, but it isn't working for me with PN - EO and FlashlightNVSE. PN worked fine though.
  12. I guess I should check out the skyrim nexus every now and again.
  13. I think most of the main STEPers would volunteer to test the beta/alpha versions. I have actually been meaning to ask if the Legacy Script Support mod that came out a while ago was something that might be in the next release of all us Fallout lovers. It makes everything installable by MO, even though there was only a couple mods that weren't before. EDIT: I hadn't even been on the nexus today to see that MO was updated. :/
  14. It's just laying on ground. The author didn't even hide it or put it behind a lock.
  15. Okay, that should be everything for the instructions to get rid of the gun in Novac. I may need a break from modding for a day or two.
  16. Oh well, delete those errors to. I'll fix it in a bit.
  17. I just updated the instructions. It should be better now. I think I just rushed through it or something when putting it in. It should be that if you expand all the way down you'll get to Novac and there should be placed objects at the bottom leaf. Delete that Sub-Block.
  18. You are correct. I just haven't updated it but I think it is still sub block 2,0.
  19. wiki.step-project.com/User:EssArrBee/FalloutNewVegas#357 Revolver Re-Retextured That mod fixes the broken texture. The one if WRP is messed up, so you need the standalone version for just textures and meshes, no plugin.
  20. Leave those inactivated. NoMerge is a weird tag and I could explain it but it is a long explanation so just let bashed patch deactivate those and leave them unticked.
  21. Hey, you should extract the last four and tick the rest. I completely forgot about putting extraction instructions to those mods and put them in yesterday. Go back to that additional weapons page and the Yuki section. There is a hard cap on plugin loaded BSAs with MO and FNV. I always forget to put instructions because I install the mod and then test it before adding it to the guide so a couple days pass and I forget that it had a BSA when I installed it.
  22. Do you happen to have your BSAs ticked in the right pane under the archives tab? I don't think so, but it is usually a good idea to do so. I didn't add it to that merge because the patches usually cover references that already exist in other plugins, so the merge script will skip renumbering them.
  23. There's to many mods!!!! I just forget about stuff sometimes. Right now I'm lining up candidates for removal to get some plugin slots so I'll consider it later. Edit: damn autocorrect, mods is note supposed to be more.
  24. I think doing a separate page and then linking to it in step 2.A would be the best way to do this. I made a page with all the stuff, but damn if the requirements aren't long for STEP Extended. https://wiki.step-project.com/STEP_Patches_Requirements Someone with a penchant for style can put some color or something on that page since it's pretty dull.
  25. There might not have been any errors since the gun is also placed in HeliosONE. Seriously, need a HeliosONE overhaul, that place is freaking stacked with goodies. Take the Mechanic history from Alternative Start and you don't even have to fight any robots to get to the tower. I might make that door to the workshop locked with Average or Hard skill check.
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