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Everything posted by EssArrBee
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
The fifth should have been the reference container that Crossbow's used. Yeah Position only. Rotation doesn't matter anyways. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Dammit :facepalm: I need to really write this stuff down somewhere because I'm just messing up all kinds of stuff. See what happens when I take two months off and go right back into testing. My mod-fu is not sharp. Oh, and yes it is safe to extract all BSAs that I know of except for vanilla, Willow, and Spice of Life. I won't. I made two sets of merging instructions for people that like the cheat weapons or not. You could also follow the instructions above up until the part I disable the zM24E1box, so you have one on the dead ranger and in Goodsprings. Best of both worlds. -
STEP Patches and missing mods : which one to choose ?
EssArrBee replied to Darkshaka's question in General Skyrim LE Support
Don't worry about the MO error. That is a system of detection for potential errors. We know that it is a correct order, the conflict is circular and the MO PMOP detection can't really tell if something is circular, like Mod A conflicts with Mod B-> Mod B with Mod C -> Mod C with Mod A. You can just remove that plugin from EBT by double clicking the mod and going to the Optional ESPs tab to move the patch to the Optional section. The installer might install additional blood textures for the DLC, so that's why we say to click that option in the installer. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I know they have the UDR's and ITMs so clean them. I just copy paste my instructions for consistency. When I get some stuff done with IMPACT, I'll submit everything to the LOOT masterlist. -
Yes I am using that IsMerged, but it's for completely merged mods. I would like a flag for a mod that is required to be installed for using a patch so I can query it from the mod pages. I'd just rather store it in the DD so I don't have to keep track of it arbitrarily on my own using a text file. I want to do it once and then update it as I go along. It's something I have to have, it was just an idea.
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Now I remember. What about a Data Dictionary flag for being required for the STEP Patches. IsCorePatch or IsExtendPatch? Then I could do the whole {{#ask: [[Category:Mods]] [[isCorePatch::true]]}} thing on a page to list stuff dynamicalistically. EIDT: HAHA.. yep to much the last two weeks. Need to go back to work to pronto.
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The Combined Plugin is my attempt to future proof some stuff, so it will be sticking around. It is actually the base for which I build everything else off of. I just gave it a STEP name in case some users don't want all of STEP. Wrye Bash is only important for one reason, the Bashed Patch. Nothing else works as well since the tagging system is so dynamic. The next version should solve about 90% of conflicts between AOS, RWT, and the UPs, which would mean the STEP Combined Plugin would pretty much be the only plugin you'd need with a Bashed Patch. Dammit, now I completely forgot what I was going to post. Should have typed that first.
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
hmm... extract the last three. I forgot they even had BSAs since I test them then add them to the guide. I always forget to reinstall a mod to see if there are special instructions. I'd say that you should try that first, since it's such frequent culprit. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I doubt the Crossbow things goes anywehre, but you could always leave those two mods out and just skip any instructions that include them. The merge instructions are basically setup so you just ingore what you don't use. Most of the weapons are spread around now that I did the extra instructions. Either that or they come from the schematics, vendors, or leveled lists. The overpowered weapons are hidden behind Very Hard locks or cost so much money so can't get to them without raiding the casinos through gambling with high luck. THOR is so expensive you need like a Barter skill of at least 50 and a ton caps to afford that thing. The mod that makes some weapons to easy is The Right to Bear Arms. It places some really powerful weapons in really easy places. The MF Hyperbreeder is super easy to get, you just have to kill some rats for it. The Two-Step Goodbye is behind a Very Easy safe, I think, but that weapon is annoying since you can't get far enough away from enemies before they explode. Anyways, most stuff is now spread out. I think it's almost a quest to get those weapons now. -
Modular patches are already available from the mods themselves. I don't have the time to maintain tons of patches for different setups. It's best to just inform a user to decide before using the guide if they should download those extra patches.
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STEP Patches and missing mods : which one to choose ?
EssArrBee replied to Darkshaka's question in General Skyrim LE Support
You can install the Extended Patch if you have everything but the mods you listed. The missing mods are all mods that did not conflict with STEP Patches, so go ahead and install the Extended Patch. We were hoping those mods would make a comeback soon, but it's about time we remove them. Sorry for the confusion. -
I did make that pretty clear with stupid simple questions, but I understand the point about installing everything and then getting to the end and you have to go back and install a bunch of stuff that is included in a patch you can't use. I think some clarification before starting to install mods will help. We can just write a small section that says, "Hey, before you start decide if you need the mod's patches or the STEP patches." Oh this may all be moot soon if the dev version of Wrye Bash moves to release. It can patch almost everything I do with the STEP patches. I'd just keep the combined plugins.
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The STEP Combined Plugins are designed for anyone to use. They are different, but I added them as a courtesy and for the future if I need to split the plugins due to adding more to them. I have an idea of how we can do this. I'll put some instructions at the top of the STEP guide that says that we patch the entire guide as either all of STEP Core or all or STEP Extended, so if only installing part of the guide then install the patches for those mods along the way.
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I can make instructions, but unfortunately I can't make the ADAM Complete.esp have the merged plugin as a master because it everyone has different numbered FormIDs do to the way a merged patch is created. To do it yourself isn't that hard. Move SRB's Additional Weapons.esp above ADAM Complete.esp, if not already there. Load FNVEdit and load only those two plugins. Right click ADAM, clean masters, right click again, sort masters. Now right click again and find add masters, then tick SRB's Additional Weapons.esp. Expand ADAM->NPC and find the Outcast Ranger. Should be ADAMOutcastDEAD. Find the Minigun in his inventory and click the formID for the minigun twice, not a double click. Click it twice slowly so that it can edited. just type the letter 'z' and for the EditorID zM24E1 and hit enter. click twice on the ammo in the inventory and then you may see the dropdown arrow on the right and click that. It should be around all the LootAmmo records, find either LootAmmo308 or LootAmmo308Double and choose one of those. Now go to the SRB's Weapons plugin and expand Worldspace->000DA726->Block -1,0 all the way down. There should be five records under Temporary. Find zM24E1box and go to the Record Header at the top, right click that and select Edit. Tick Initially Disabled then go down to DATA - Postiion/Rotation and change 'Z' to -30000. Repeat the last step for the Mentats and Locksmith's Reader. Close and save both plugins.Not sure about deleting the trunk like with the other guns. It would probably work, but I'd like to try this way since it doesn't remove stuff from the plugin. It looks like a lot of work, but it's ten minutes tops. So far only WAR gives an error. Everything else needs to see the mods you have installed. That pop up is from the Legacy Script Installer and choosing yes is necessary for most mods. -
The STEP guide needs to inform us what each patch will add.
EssArrBee replied to singdavion's question in General Skyrim LE Support
Well, I'm assuming that you didn't install everything in either STEP Core or STEP Extended. What you can go is install either/both those patches and put them at the end of the load order, right above the Bashed Patch. If either patch has a red triangle next to it in the right pane of MO, then you can't use it. If you do not have the red triangle then you can use the patch. The reason I don't make more sets of patches is the nightmare of maintaining those. -
Game starts but no main menu
EssArrBee replied to Majorshepard's question in Guide Support & Bug Reports
Check merged plugins. Untick them and see if the menu comes up. The merge script can mess up sometimes. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Okay, just did a big update. Enhanced Camera is finally because I figured out that one version of the rifle animations from WAR is what caused that weird bug with some iron sights. The other animation has a stupid running animation where the weapon swings back and forth, but whatevers right? Gotta take what you can get. Anyways reinstall WAR and do the Enhanced Camera/WAR mod stuff and it should be good to go. I dropped three mods, Burning Campfires, You take a sip from... , and KFE Refill Water Botttles. It saves plugin spots, but mostly I didn't use them or there is an issue. I may add them back in after some more merging stuff I decide on, but for now I need the plugin spots more than anything. The Vulpes Inculta mod and A Few More Map Markers were also added. They are simple, just install them. The Vulpes mod doesn't do anything if you've already gone to Nipton and talked to him. Yesterday I added some mods too, but they are textures and meshes and one little fix, so just install them. That update finally gets audley into the guide. I may even add another on of his mods if I ever get around to testing it. He made that sweet ass banner that's on my mod pages, so now I can get other authors to hawk my guide. Gonna be at 100k page views soon. Man, where does the time go.... -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
So I've also been testing some stuff. There is a mod that turns all the stuff like hammers, wrenches, baseballs into weapons. Sounds really cool, but it is not. After I got a decent melee weapon, never wanted to swing a hammer or wrench and it clutters up the weapon category in the pipboy. Also, you have to go to a workbench to turn it into a Misc item to craft with it. Good idea, but the game just ins't as fun with it. There's also this one companion mod called Rusty the Bear. He's cute for about an hour then his novelty wears off. He talks in a voice that sounds a bit like Mickey Mouse and he curses at enemies. No bugs with him so far, but he won't be in the guide, so install it if you want to have a teddy bear companion for bit. Oh, he really likes grenades. Then I really like the Vulpes Inculta extended dialogue mod. It makes the character a bit more developed. That mod goes with Nipton Fires Extinguished. After one day the fires in Nipton go out instead of burning eternally. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I could put it on that dead ranger. He has a minigun on him, but I think the M24E1 is better for a ranger anyways. Also, there are those deathclaws all around him and he's up high. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
No clue. It is probably an Actor reference in a persistent worldspace location, but I wouldn't really know. There is a script that lets you relocate stuff from one place to another, but I've never used it. Just Apply Script and go through the list of scripts to find. As for a good spot, I'd say maybe Dead Wind Cavern. The Legendary Deathclaw is in there so it's pretty hard to get to loot. I think there is some really nice loot in there too like power armor. -
Game starts but no main menu
EssArrBee replied to Majorshepard's question in Guide Support & Bug Reports
Are you changing the INIs thought MO? If so, then look at the vanilla INIs and make sure they aren't read only. That's the only that might not let the tweaks work. -
Looks good. Now turn it into a form.
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yeah, I tried it last night and the errors appeared, but it may be different for some people. I'll just add to close and reopen FNVEdit with just the merged mod, since it will load fast. -
Game starts but no main menu
EssArrBee replied to Majorshepard's question in Guide Support & Bug Reports
The German version was different due to the censoring of gore that went on with the game at the time of release. You might try checking mod pages on the nexus and the DarnUI threads on the Bethesda forums about compatibility. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Just a quick update. I've been testing a few mods and couple of the tiny ones were added. One was an old fix I had from a while ago that I forgot about, it's also added to the nexus. The other was a shovel retex. Yesterday I snuck a couple files from Textures Over Time into the install instructions. All those files can be added with worrying about messing up an exist game. Rerun the bashed patch for the OWB Sonic Emitter fix so that plugin can be merged. More coming!

