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Audley

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Everything posted by Audley

  1. You started the launcher but did you run the game? Run the launcher again and also run the game. See if that generates the plugin list.
  2. Most likely JIP is doing some changes on the mod and needed the page down while he made those changes. I imagine it will be back up soon.
  3. Dynavision 3 is a combination of Dynavision, Cinematech, The Imaginator, and The Directors Chair and should not be used with any of the four. It should be installed before One HUD. That is what I found during testing. However, I don't use it because the DDOF causes my game to seriously stutter and lag.
  4. When I was running AWOP, I installed it directly before New Vegas Interiors Project. Never had any issues with it. I was also running AWOP Balance and Cleanup (highly recommend). LOOT should sort it out pretty easily, though in my Load Order I placed it ABOVE New Vegas Interiors Project.
  5. Try this: right-click in Wrye Flash (anywhere there is NOT a plugin i.e. at the very bottom) and untick "Lock Times" and then tick "BOSS Disable Lock Times" and then go to sort by and click on "Load Order."
  6. I put these two mods manually into my playthrough myself: Here and Here They are two more mods by Yuki that I think most certainly should have been in the game to begin with!
  7. I don't think Animated Sweat is needed. When built a bashed patch it wasn't merged. So I disabled it myself. I rarely spend time looking at my characters face; spend even less time looking closely enough to notice the effect. You also once told me that the FCO patches were mergeable via a Bashed Patch, however when I made mine that turned out not to be the case. Though keep in mind I still am learning how use the Bashed Patch function and I may have did it wrong. While last going through the guide I merged all the misc. bugfixes. This includes the Child Armor NPC Fix, the Reload Game Start Fix, the PN Med-X fix, the PN MCM Fix, and the SafeShowRaceMenu. I also merged all the FCO patches. I merged the New Vegas Uncut series with SanBox6's mods to free up one .esp slot. I thought about merging WMX but realized there were too many .esp's that needed them as masters. I dropped the Christine Rifle .esp thing from WRP, the Dean Tuxedo .esp from the Dead Money Type 3 replacer, I dropped the Ojo Bueno Nuka-Cola Machine retexture .esp too. I also dropped: Burning Campfire Misc Item Icons NV Interiors Room With a View Wasteland Flora Overhaul (mostly due to performance reasons) Laurens Bathroom Poetry The GRA WRP Unofficial Patch The Book of Steel I also managed to add like 10 more guns to the "Additional Weapons" section in my own playthrough. Stuff like the Crossbow Mod and the Locomotive Rifle Alternative Blood Spout Armor Repair Kits Populated Casinos All these are really cool mods but I did not (personally) think they were worth the .esp slots. I used them instead with things like AWOP, The Inheritance, Russel, Beyond Boulder Dome etc. I would drop things that are texture replacers. Since while I like texture replacers, I like additional content more. Just some suggestions.
  8. I think you should wait on NVR3 for the moment. As the author states: "there is another version in the works..." I am confused about the current qualifications at the moment. Did you happen to get AWOP working though? Was wondering if you did.
  9. I have never had any problems with it. How did you figure that out? The installer at least tells you you need to be running it as an admin. Not the program itself just the installer. So I assumed I needed to run the program as an admin too.
  10. To be honest, I would recommend playing the game completely Vanilla if it is your first time. Then if you like it you can buy the DLC and begin to mod it. My suggestion. As for ADAM I really have no idea. : I cannot figure it out either.
  11. I understand how this could be confusing, no worries. :) We will get this sorted out. As EssArrBee suggested I think you should move Steam out of Program Files. It is not as hard as it sounds; I recommend watching a video on Youtube. To see what mods are installed by MO go to (Wherever you installed MO)Mods. If nothing is there except ILO then we can confirm that somehow things got deleted. If all of your mods ARE there then something is blocking MO from accessing its folders properly i.e. Windows. When you do those two things then you get time let us know with the results and we can work from there. Forget what I said about the bashed patch for now, just focus on the mod issue.
  12. I don't know what the Bash_Groups.csv is so I think you better move that back. I mean the Bashed Patch, 0.esp Let me show you some pictures: Step 1: Link And paste it in the overwrites folder so it Looks like this: Step 2: Link Then go into MO and create a new mod from Overwrite: Step 3: Link IF there is NOT a Bashed Patch, 0.esp in your data folder for some reason you can find a COPY of it in your Fallout: New VegasMopyTemplates folder. ONLY COPY this and paste it in your overwrites. Do not cut. Only do this if you do not have one in your New Vegas data folder. Otherwise ignore this entire sentence.
  13. Did you go to your Fallout New Vegas Data folder and move the bashed patch out of it and into the overwrite folder?
  14. Yes. They should all be merged into the same folder. If it is appearing in the left pane as not manageable then it is not in your MO mods folder. It is in your New Vegas Data folder. Go into your data folder and cut the bashed patch.esp and go to Mod OrganizerOverwrites and place it there. Then Open MO and create a new mod from your overwrites folder. This should now give you the option to tick and untick it. Did you check to make sure it wasn't accidentally placed in the overwrite folder?
  15. I Know Nozzer answered some of your questions already but I would like to add my input. Also, just as a thought during the Steam Winter Sale you should be able to pick up all the DLC for like 5 bucks or something. Chet: "Well worth the caps if you ask me." 1. I agree with what Nozzer said. I generally just right-click and make a seperate mod for in MO with ONLY the Bashed Patch and call it "Bashed Patch," then I untick it in the left pane until I need it. 2. I agree with what Nozzer said for the most part. You should open up the Merge Plugins folder (that you downloaded) and open up the "Edit Scripts" folder. Copy everything in there to the "Edit Scripts" folder inside your FNVEdit folder. Do NOT copy the "Edit Scripts" folder itself and put it in the FNVEdit "Edit Scripts" folder or else it will not recognize it. You can also just drag and drop the folder and windows should automatically merge it. 3. Ya EssArrBee does not really clarify on those. The Mouse Accelleration tweak needs to be added and the Light-Distance fade should replace the existing one. Or you will have double of the same. You probably figured that out though by now. The rest of the .ini tweaks you either add the whole thing or only replace the numbers. 4. Yes that is correct. For MO to give you the option to Merge something, that you are installing needs to be given the EXACT same name (case sensitive) as the folder you are merging it into when it asks you what you want to name the file. 5. Perhaps EssArrBee will add that add a later date. However, to be honest I don't blame him if he doesn't. the majority of people have the DLC and at the beginning of the guide he states that the guide requires it in a lot of areas. Don't worry though, there are still a LOT of mods you can use without the DLC. It will just take some research on your part. 6. For those instructions open up wherever you installed MO. In there should be a folder called "Downloads." Open it and find Project Nevada. You will move the Darnified Ui optional folder from there as per the instructions in the guide to the "Mods" folder Project nevada which is located in the same MO directory but called Mods instead of Downloads. Let me know if you need a picture.
  16. MO will not let you change the older name of something to a folder in the same directory that already exists. Just delete the already created folder that contains nothing in it, and rename awilderwasteland.esp to what you want. I think the problem occured because the Merge Plugins script trys to compensate for the sound folders and will automatically place a sound folder with the new .esp name in the directory. So you can easily just move the folders you need.
  17. @EAB I did some more testing with UIO. I don't know why but it seems to mess up Extra HUD. Everything else from One HUD seems fine but Extra Hud gets messed up. What happens is when you load up MCM all the boxes for Extra HUD are ticked and cannot be unticked, moved, or really do anything with them. I have confirmed this is caused by UIO. Perhaps this is just me? Maybe there is a workaround or something. Cheers, Audley
  18. One Important thing I forgot to Mention. Once you exit your game UI Organizer will attempt to put everything back the way it was. However, due to the way MO works it will place everything in the "Overwrite Folder" so you will need to delete those before starting the game again.
  19. Oh. My. Gosh. This is AWESOME! I have not been this pumped up for a mod release since YUP. I did some initial testing with MO and it works as advertised. However, it does not prevent Darn UI from being overwritten by The Mod Configuration Menu. So, if you are using F&L place Darnified UI just before One HUD if you don't want to have to hide any files. Or you can just hide the file in MCM and all should be good. This is going to require some testing and (I dare say) reading, before EssArrBee will add it to the guide. Though I think it will become the successor to UHP (still love that mod though) due to the way it works.
  20. No you cannot. At least not without some sort of wizardry. I tried using CFF explorer a long time ago and when you launch the game it will give you an error. I think this was done on purpose my Obsidian. For Fallout 3 you do not need an injector. You can make the .exe Address Aware and it will be fine. However, such is not the case with New Vegas. Which is why the 4GB launcher was born.
  21. Ah, that figures. : This game is never consistent. Especially when it comes to modding. I wonder why all of a sudden it started to launch without the parameters? I have followed Fear and Loathing verbatim.
  22. Interesting. Perhaps the latest MO updated added support for FNV 4GB? Just to humor myself, I removed the parameters in the .exe's box and FNV 4GB loaded up with no issue. This may be worth looking in to. Anyway, I am glad you got it working, Redferne.
  23. Generally if it launched the default launcher it means that the game is not detecting any .ini's. Here is what I would do: Go to Steam and right click on Fallout New Vegas. Go to properties then Local Files. Hit "Verify integrity of game cache." Wait for it to finish. This will ensure that you have all the proper base files installed This will NOT remove any files; so don't worry about your mods getting mess up Run the default New Vegas Launcher (Not through MO) Exit the launcherGo back to MO and start FNV 4GB. Also make sure you have the Darnified Fonts installed in your fallout.ini as per the instructions.
  24. When you extracted the .bsa's did you then hide them? That is crucial. This will also happen if you have Mission Mojave Ultimate Edition installed. No idea why.
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