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EssArrBee

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Everything posted by EssArrBee

  1. Add Import Relations and forget about the rest. Other mods take care of all that other stuff much better than the bashed patch.
  2. Well, if you made one on your own then that is the bashed patch. I put those instructions in because most people don't make their own early on.
  3. It can sometimes just stay in the Data folder. You can make a copy of it and put it in your Overwrite folder manually using windows explorer, but that isn't really necessary unless you need multiple copies.
  4. Go through every category and if there are plugins listed then tick the category and all the plugins except for the one I said to leave unchecked. If there are no plugins then you can leave that category completely unticked. The Tweak Settings is for game setting type stuff and I think only the terminal speed fix is the only one. MO has INIs for every profile. They will overwrite the vanilla ones so you need to do the edits in MO.
  5. Bashed patch is required for my guide to work correctly. A merged patch just won't correctly for all conflicts and it doesn't reduced plug in count like a bashed patch by merging many plug-ins into it.
  6. Just follow the instructions exactly the way I laid out. Some of the ones you untick are plugins only, but the ones you leave ticked have other assets like textures and meshes. Sorry, I forgot to remove that part.
  7. Yes extract the docs folder outside of MO. Get the new MO script. It's listed in the changeling for December 4th. That will let MO see the MCM files for every mod that needs them.
  8. You have no reason to do so if you already have the mod installed properly. It is all the same files, but now you don't ever have to do that process again if you install mods that used to require FOMM.
  9. You can now go get the MO - Legacy Script Support mod on the FNV nexus to install those mods that used to require FOMM. Not sure if you have follow F&LNV, but it's in there.
  10. Well, the UI section isn't a touchy as it used to be. Make sure the INI edits for DarnUI are applied correctly. I had that bug once and I have completely forgotten how to fix it.
  11. Look if that plugin is missing then it somehow became unticked. Find that plugin and retick it, or if it isn't there you need to reinstall PN - EO. THe other thing you can do is rerun your bashed patch.
  12. Hiding it doesn't matter. Holster is listed first and the other mod is listed after it, so the second mod overwrites it.
  13. Missing masters is right side. Look for the little red triangle.
  14. Or install the DarnUI file for One HUD. It is separate now.
  15. I don't mind people giving me corrections and critiques. I've put many papers up for peer review and heard a lot worse. I've also read some stuff on ratemyprofessor.com. Big mistake. :facepalm: Get the first file and install the second one in that folder you listed. I'll put install instructions in a bit. You can right click on the install of that file and 'Create directory' for the folders you need, then drag the file into the folder. I thought it was 4 ITMs, but I should have had it listed anyways.
  16. I'm finally home from work, so I'll take some time to get some guide stuff done.
  17. Don't use it. That patch was for a different version of Nevada Skies and isn't needed any more.
  18. I've never experienced anything from those deleted navmeshes. If you want to fix them, then google how to do it with FNVEdit. It's not nearly as easy as fixing the UDRs and ITMs, so I left it out of the guide. I ask a lot of users to get the whole thing done with cleaning, merging, and hiding plugins, so I felt it best to leave out the instructions for navmeshes since it would only be used once.
  19. There is a limit on INI loaded BSAs by the combined character count. It's 254 for vanilla and 1000 with NVAC. Then I think there is a separate limit on plugin loaded BSAs and I don't know what it is. I was so frustrated by the issue that I never tested it to see what it really was. I'm guessing it could be another 254 character limit, but it also could be the total number of plugin loaded BSAs. Or, it's a combined number BSAs, but I doubt that because I have like 23 right now and I don't see why it would be 23 since that isn't a relevant binary number. The easiest way to test it would be to only have one mod installed with a BSA and make the name 254 characters and start the game. Then add one letter at a time and see if it works or stops working. I think the BSA will need to have the title of the plugin first: <plugin name> - <extra stuff>.bsa
  20. I wish I could make this issue more well known, since it seems to affects lots of people. Skyrim doesn't have this problem, so it never crosses the mind of most MO users coming back to FNV. It actually took me months to figure out. Such frustrate. Much hair pull.
  21. Yeah, that's correct. When in doubt just find the section the mod belongs to and stick it at the end.
  22. If you have all you mods installed then it's probably the BSA limit from the way that MO handles BSAs and FNV. Extract some mod BSAs one by one until the game starts with the 4GB loader. EDIT: leave the vanilla BSAs alone.
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