
monk56
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Everything posted by monk56
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As a Windows 7 user how to I get rid of the Windows 10 upgrade icon? I have tried uninstalling update kb3035583 to remove the task bar icon, but it comes back the next day.
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Yes ... totally rebuilding the Skyrim install did not resolve the issue. However installing version 304 made the problem go away. Thank for this solution...much appreciated.
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I tried your suggestion but I get the same failure. The only thing I can think of is to reinstall Skyrim from scratch.
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After taking a break from Skyrim for a bit I am suddenly having this problem also. I have run Wrye Bash within MO many times without a problem in the past. MO version is 1.2.18, Wrye Bash version is 305. I tried re-installing Wrye Bash ... problem persists. I also ensured that the Wrye Bash executable could run as administrator. Does anyone have an idea?
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pack Perkus Maximus (PerMa - PaMa) Pack
monk56 replied to phazer11's topic in Step Skyrim LE Packs (retired)
I am following the SR:LE guide and setting up Perkus Maximus. I am having an issue with invisible heads inside the helmets when using Improved Closed Faced Helmets (ICH). A google search revealed some queries around this same issue but no solutions were offered. I surmised that the problem arises because the stats have been changed by Perkus Maximus. Is there a solution when using ICH or is the remedy not to use ICH which Perkus Maximus? -
I have been following the skyrim legendary installation and I am having a problem with the weapon storage location for NPCs. FYI : I am using Groovtama's XPMS Extended v2.33. I want the 1-handed sword and shield stored on the back and the animations to match. For my character, everything is prefect. However the NPCs store the shield on their backs, but their swords go to their hip. The draw animation for both sword and shield are as if both are stored on their backs. I did notice an entry in the forums which refers to this issue ( https://forum.step-project.com/topic/6565-xp32-maximum-skeleton/ ). Is this still true or am I doing something wrong?
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GUIDE Fear and Loathing in New Vegas - Feedback
monk56 replied to EssArrBee's topic in Fear & Loathing in New Vegas
I agree with this observation for the latest version of FWL Realistic Wasteland Lighting , version 5. I used version 4.1 ( Old Versions : FNVRWLO Ultimate Edition ) and it did not have the whiteout issue that exists in version 5. -
GUIDE Fear and Loathing in New Vegas - Feedback
monk56 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Re: Someguy The Inheritance is excellent story that is well acted. Russell is an ​interesting follower. As for the story, it is well done but I had some problems near the end of the mod. The problem I had is documented in the forum for Russell. -
TechAngel. I find your mod excellent. I do use an ENB and have been very happy with what you have produced. Thank You, Thank You, Thank You.
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Locations not being discovered on pip boy
monk56 replied to monk56's topic in Fear & Loathing in New Vegas
I am running most of the modifications in the Fear & Loathing guide. I wanted to run the Cowboy Perk so I did not install the various mods related to Power armour. The only addition to the F&L guide I added was the mobile truck base (MTB). As for bash/merge patches, again I follow the F&L guide. It is odd because 95% of the locations are discovered and on the Pipboy, I only noticed some of them were missing because MTB would not travel to Boulder City, Crimson Caravan, and Cottonwood Cove. -
When I travel to a location I get the a message "XXXX Discovered". When I look at the pip-boy the location has not been marked discovered. This does not happen for most locations, but it is consistent with a few i.e. Crimson Caravan, Cottonwood Cove. This has happened with various builds including the Fear and Loathing build. A google search did not reveal anyone else reporting this issue. Does anyone have some ideas?
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Changing where NPCs go when dismissed
monk56 replied to monk56's topic in Fear & Loathing in New Vegas
Thank you for the replies. I tried using JIP to direct the follower(s) to a pre-defined location using JIP’s Companion Settings Panel. This particular feature of JIP is unpredictable for me. I did my testing with two followers, Veronica and Cassidy, at the schoolhouse in Goodsprings. Both NPCs had “Set Home Marker†set inside the schoolhouse and “Go to Home Marker†issued outside the schoolhouse in Goodsprings. My results after several iterations follow : The follower just stands there and looks at me after being told to go home.The follower goes home and the player icon has an “x†in the Companion Bar.The follower goes home and the player icon in the Companion Bar disappears ( getting the NPC to follow you again will not put the icon back in the Companion Bar ).When a NPC does go home, they just stand frozen in one position. Re-testing this many times did not reveal a pattern. JIP is an excellent mod but this feature is not reliable. -
As a newcomer to Fallout New Vegas, I want to thank the author for their work on the Fear and Loathing Guide. I found the guide well written and easy to follow. Good Job! After playing the game for a bit I found myself wanting to get my follower(s) to stay at my home in Goodsprings ( the schoolhouse from the “Afterschool Special†mod ). I didn’t see an option to do this so I went looking for a mod. The only thing I could find was “Follower Home Markerâ€. Unfortunately it doesn’t seem to let me send the follower to the place that I set. Does anyone have experience with the “Follower Home Marker†or any other mod that sets where a NPC goes when dismissed?
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GUIDE Fear and Loathing in New Vegas - Feedback
monk56 replied to EssArrBee's topic in Fear & Loathing in New Vegas
I have been following the Fear and Loathing in New Vegas guide and I am starting to Merge the pluggins. This is new to me so be kind if I sound stupid. The first one mentioned in the guide is “Merging Fixesâ€; I am having problems understanding steps 8 & 9: Step 8 reads : Now go to the "Optional ESPs" tab and move the "Armor Replacer Child NPC Fix.esp" to the Optional ESPs box. Has the “Armor Replacer Child NPC Fix†not been merged i.e. why is it not being unticked like the other fixes that were merged? Step 9 reads : In the left pane of MO, untick Reload Speed Game Start Fix, REPCONN Test Site Fixes, A Thorny Situation, and Safe ShowRaceMen(u), but leave Armor Replacer Child NPC Fix ticked. Why does the New Vegas Uncut “A Thorny Situation†need to be unticked? -
GUIDE Fear and Loathing in New Vegas - Feedback
monk56 replied to EssArrBee's topic in Fear & Loathing in New Vegas
FYI LOOT is reporting two additional plugging that need cleaning: Caliber.esp , 7 ITMs TrooperOverhaul-Dragbody.esp , 4 ITMs -
pack Dreadflopps Modular patches
monk56 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
FYI: Skyre Compatibility Patch updated to 2.5.1 -
Had to think about this for a while. I am using the Particle Patch as imbedded in the Vividian ENB Vivid Version 6.02: Mindflux - Particle patch and Fixes Mindflux - Subsurface scattering patch
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I am having the oddest problem with the "Elves Ear" herb. Whenever I pick one Elves Ear it looks like I have picked all of them. I can still pick the remaining Ears even though they look picked. Not game breaking, just weird
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It's all good now...thanks for your help. I have been using MO for a while. I was ignorant of any issues until I started running multiple profiles. The solution is simple but not necessarily obvious. If anyone else is doing this you should also isolate the "SkyRe Compatibility and ReProccer Patches" by Raulfin as it may have different options. Again thanks for your help.
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Thanks for your time. I am not understanding the process. What I have done is reviewed the STEP Mod Organizer page , Third Party Programs( https://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs ). At the bottom "SkyProc Patchers" there is a link to a youtube video showing an example of getting the Reproccer to work, https://www.youtube.com/watch?v=NA53tMrPjMQ . This is the process I followed with the addition of creating a mod from the Overwrite tab. I don't see him activating anything in the right panel after running the compile.
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The only deviation I have from your instructions is at step 4. I do activate the newly created Reproccer mod but I do not see a pluggin to activate on the Right Pane. The Reproccer.esp in the Right Pane (which is flagged with the error) is always ticked and is never unticked throughout this process. BTW The origin of the ReProccer.esp is "T3nd0s Skyrim Redone"
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I am having a question regarding Mod Organizer and multiple Profiles. I use SkyRe and as such I need to run the ReProccer.jar for weapon/armour updates. The scenario is I create two profiles, “Profile A†and “Profile Bâ€: Profile A: I run ReProccer.jar and use the “Create Mod…†option in the Overwrite area on the left hand pane of MO. I name the new mod “ReProccer for ProfileA†and enable it. Run the game everything is good. Profile B: I make a second profile using a different set of mods for “Profile Bâ€. I use the aforementioned procedure for this profile but this time I deactivate “ReProccer for ProfileA†and activate “ReProccer for ProfileBâ€. The game runs fine for “Profile Bâ€. The problem occurs when I change profiles. The ReProccer.esp on the right pane shows an error and I need to re-run the ReProccer.jar for that profile. The error is always “Missing Masters†which are mods that are not enabled for this profile. Recreating the ReProccer for the active profile solves the issue. The question is : When changing profiles do you always need to run the ReProccer.jar for that particular profile.
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I think it looks fantastic. Great job...can't thank you enough for this.