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EssArrBee

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Everything posted by EssArrBee

  1. That feature is the Potential Mod Order Problem, but does not necessarily mean you have an issue. If you know that it is correct then ignore it. Also, you said load order, but that is the right pane where the plugins (ESPs/ESMs) are. PMOP refers mostly to install order or the left pane where the mods are listed. Sometimes the PMOP might detect a circular conflict where mod A conflicts with mod B, mod B conflicts with mod C, and mod C conflicts with mod A. The only fix is to put them in the order that you know correct, but MO will still throw up the error because it doesn't really understand that the conflict is circular.
  2. I added instruction to select no on the Nexus CLI pop up, so it will use the default installer for this mod.
  3. Yeah, the entire part about Deferred Rendering can be omitted for ENBoost ONLY users. It is shut down by setting the SpeedHackGraphic line to True. I'll insert a new picture.
  4. I'm not sure that even matters if you have UseSpeedHackWithoutGraphics = True (I think that is the line). It turns everything else off, so deffered rendering might be null.
  5. The EBQO EFF patch is fine, but there was a couple records out of place in the LAL patch. Here's the fixed version: https://copy.com/Raj3I3fYP0o61CN7
  6. The devil is in the details.
  7. Did make sure that renumber formids is ticked? Other than that leave them separate and make sure you don't have more than 135 ticked plugins at the end.
  8. Just leave the post and click best answer so anyone else can see the solution.
  9. I'm at work. No need to bump the thread. I'll get to your post as soon as I can.
  10. If you have Destruction Overhaul I'm positive that Animated Fan is in that mod, the other two I haven't looked into yet. I wouldn't remove the mods if you have them though because they are good mods. I would have them in the guide right now if it they were available and there is no compatibility problems with them. Actually, I think they all merge into Bashed Patch, but I'd have to look it up. In other news I've tested Russel quite a bit and I like him. Pretty fun little quest he takes you on and I haven't seen any problems yet. Also, tested a couple more of those Yuki gameplay tweaks and I'll those when I get a chance since they are small and I already have the merging instructions up.
  11. Good find. We need unique signs.
  12. Just start adding one mod at a time. When the menu disappears reinstall that mod and retry.
  13. Is there a little face in the bottom left that you can hover over with the mouse cursor? It should show the DarnUI version if it's installed correctly.
  14. Bold ones are the ESMs or False flagged ESMs. Thay are supposed to load first where as ESPs load after. Maybe try deactivating all your mods. You can deactivate and reactive every mod by right clicking a mod in the left pane and go to disable all visible. Try and start the game and see if the menu comes up. If it does then I'm afraid your only recourse would be to stat the UI section over. If it doesn't appear then there is something else going on and it isn't from a bad mod installation.
  15. The author of Destruction Overhaul can be kinda weird. I've had some PMs with him on the nexus and he was always very nice, but I guess he just gets frustrated. Destruction Overhaul includes some of the mods he pulled a while ago, so it's almost worth trying just for that.
  16. Do not move from one to the other unless you want to start a new game. I have no clue how updating in the middle might work. I'm looking at IMPACT and Destruction Overhaul and a bunch of new energy weapons right now.
  17. Z, instead of reuploading the whole thing, you should just release a hotfix with the texture. It can overwrite the bad texture and you do not have to reupload the large file.
  18. Double click any mod in the left pane and there is an Optional ESPs tab. If you move any plugins to the optional box then the folder will be created automatically by MO. Those plugins are always backups, they are sometimes plugins to mods compatible with mods that aren't in the guide and aren't needed. For example, Fallout Character Overhaul installs two Willow plugins, but both can't be used at the same time. One is FCO-Willow.esp and the other is FCO-Willow(Cazy).esp. Since the Cazy hair mod isn't in the guide I have to move the FCO-Willow(Cazy).esp to the optional folder.
  19. No just skip it. And then you may want to reconsider Nevada Skies at that point unless you get a brighter nights patch for it. Nights are really dark with it.
  20. Well, you may want to install PN, PN-EO, MCM, and Flashlight NVSE again. Move DarnUI up in front of those mods then reinstall the mods by right clicking on them and selecting Reinstall Mod. It will just bring the installer right back up. After you're done, move DarnUI back to the correct position and see if that works. The UI section is a pain in the ass. It's always been that way regardless of using UIO or uHUD. Once you get that part figured out, it's smooth sailing. You may even try sorting with LOOT after you reinstall the mods before starting the game to see if it may have just been a load order problem.
  21. You said in the OP that you used NMM and it messed up your game. Did you leave anything behind in your FNV folder when you stopped using NMM? There could be some legacy files in there. Other than that, make sure you have the that Legacy Script Support mod listed right after Mod Organizer in the guide. It is needed to install some of the UI mods. Maybe that is the problem.
  22. If the UI isn't showing up for the intro then it's probably DarnUI. Try reinstalling that mod, then reinstalling OneHUD and UIO again after. See if that helps. EDIT: And make sure the DarnUI INI edit was done with the INI Editor in MO, not with the default ones in the FNV folder.
  23. You can't change a hex number at all and keep them in your inventory. Every formID is a 32-bit reference to something is memory, so you can't mess with it. Think of changing the number on a parking stub at the airport and expecting your car to be in the same spot. You might end up on a different level by changing even one number. If you untick that renumber formIDs in the merge script then stuff seems to go completely bonkers for some reason. Leveled lists and placed objects don't act right.
  24. Nope. Not sure why a Crossbow would do that, but I'm using the one from the second mod in my current playthrough. Maybe the animation from the weapon? I doubt it though.
  25. They are in leveled lists as well, but you have rerun your bashed patch anytime you add mods that affect leveled lists. Also run loot again before running wrye.
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