Jump to content

GrantSP

VIP-Supporter
  • Posts

    4,289
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by GrantSP

  1. What you have just described is exactly how it should work. When you run xEdit it cleaned your Update.esm and replaced the original, in the Data folder, with a cleaned version. Because you have the option in xEdit to "Create backups" the original file is found in the 'Overwrite' folder in xEdit's 'Backup Folder'. This is what you want. The cleaned plugin is where it should be and the original is found in the new folder. You can make a folder and NOT activate it, keeping the original in a secure place. Or just delete it. You can always verify the game with Steam and restore those files should the need arise. GamerPoet does however advise another way that involves moving the original file away first and then cleaning it so that the original 'dirty' plugins are always found in the Data folder, and thus Steam checks will not see a need to 'fix' them. The now newly cleaned files are then made into new mods that are activated in MO and replace the original plugins upon game start. Your choice as to which option you take, both ways result in the same thing: a cleaned game.
  2. Ok, perhaps someone with a Steam version can verify those checksums, I have the retail disc version so that probably accounts for our differences.
  3. Yeah there is some sort of issue, minor as it is, with the UI elements. If you change the style to none the UI gets reverted to how it should be but selecting any of the *.qss styles forces this odd look to the buttons. Removing the style and then restarting it fixes it but I can't get the correct sized buttons with any of the styles.
  4. Bug Genie already has a new issue based on 1.3.5. The search filter for the downloads tab is broken at the moment.
  5. Welcome to STEP, ThreeTen. If this is even half as good as your RealShelter implementation it will be brilliant.
  6. @hishutup has provided essentially the same answer as mine in the Nexus, except he used a nice picture!
  7. You shouldn't have to worry about *.psc files, they're just the source code for the scripts and aren't used by the game engine.
  8. Your logs show no issues with MO creating or using the VFS for the game to run in, all the hooks are successful. Is there anything 'odd' about your copy of Fallout? Did you get a cheap copy from overseas, perhaps a European version that has been renamed? Have you patched it with anything? Could you provide a CRC of the file so we can match it to copies known to work? These are some checksums of my file: File: Fallout3.exe CRC-32: cf353836 MD4: 95b817a78211a92273dadf55b3339212MD5: bd5a2117dceb87831abdb7043e27ea62SHA-1: 8a98757889d9164bf8ec0fd0118fee96691939de
  9. You could open a modlist from another profile and work from there. Aside from that, I can't think of anything. Sorry.
  10. Something, either an external program or the OS itself has either, deleted or moved, that folder. Each 'Profile' inside MO is simply a collection of text files that store details in a separate folder. 'Default' is the profile that MO installs when you first run the tool. If it is not there you can simply re-create it either in MO by using the Profile Manager or in Explorer by creating a new folder under the MO - Profiles folder.
  11. Welcome to the STEP forum. MO can at first be daunting because it handles mods in a completely new way. Nothing is actually 'installed' into the game's Data folder until you actually execute the game with the 'Run' button. Up to that point you can, and should, rearrange your mods into the correct order. But first things first. You mentioned you have newly converted to MO fro NMM and you have some mods installed from Steam. This is going to sound like a pain, but you should make archives of those Steam mods and then unsubscribe from them in the Steam client and then 'install' them using MO. This is to have them managed properly and not be listed as 'unrecognized'. That is MO's way of saying they exist in the Data folder and CAN'T be moved around to eliminate potential conflicts. This also applies to any mods that you may have installed using NMM. For MO to function properly it needs to have a clean, 'Vanilla', Data folder. Now to use some of your 'issues' to highlight how MO functions. Because MO doesn't actually 'install' anything until the game is executed, this isn't an issue. All the assets in the mod can be given a higher or lower priority in the Left-hand pane to provide the game with the desired textures/meshes/menus/sounds/scripts/etc. regardless of when the mod was installed. Simply drag/drop the mod or change the 'Priority' number in the UI. A common mistake made with new users. Plugins, esps/esms, are listed in the Right-hand pane not the left and are prioritised separately to the mods themselves. Any plugins can be sorted either by hand or with tools such as LOOT and this has no bearing on the assets used by those mods as that is sorted in the Left-hand pane. If the priority of your selected *.dds can't be sorted by moving the whole mod in the Left-hand pane, each file can be 'hidden' using 'Information' tab accessed by double-clicking or right-click context menu for the specific mod. Then looking in the 'Filetree' tab you can navigate to the desired file and invoke the context menu and choose 'Hide' from that menu. This removes the file from the game and the next highest priority version of that file is used. If you look to the top of this page there is a link to the Wiki which has a dedicated page for MO and some links to tutorial videos that explain these functions. After familiarising yourself further feel free to ask for additional advice, all the STEP staff are more than willing to help.
  12. LOOT manages plugins, ie. the right-hand pane. MO's PMOP plugin handles mods, ie. the left-hand pane. The two are unrelated in the method in which they operate. It is entirely possible to not use LOOT and manually order your plugins and still have a PMOP! The list of mods that need 'fixing' may be long in each PMOP, but in my experience you can usually remove the error by moving just one or two mods. Though I am not 100% certain of the process employed in the code that determines these 'problems', I am sure that you can fix them with other means than those that are suggested. Generally, if you add a new mod you should check the positioning and handle any problems then, it is only when a number of mods are added, or one or two moved around, that it occurs and then you should have some idea of what took place.
  13. Yeah you're right, that header has at times scared one or two users. I can recall at least one user swearing blind he hadn't done anything wrong and MO kept on telling him he had, turned out it was this small header text in the Saves tab. Damned if you do and damned if you don't. It might be possible to have the text only show if the missing esps actually exist, but it will be way down on the list of features requested I'd imagine.
  14. Ahh... that small addition makes all the difference to the instructions now. I've only looked at those textures outside the game, not actually on the railgun just yet, and I'm not sure if they make any noticeable difference aside from the radioactive decal. Are they really that much better to warrant installing?
  15. I don't understand how the 'Locomotive Rifle' is included in this guide! It is a New Vegas mod that adds a 'new' weapon into the game and none of the textures can be moved into a location to replace any existing weapon. If it was just a re-texture then sure, we can dispense with the plugin and avoid the New Vegas masters being missing, but unless I'm missing something I can't see how.
  16. Very true. We should take this as a good sign then. I'm probably letting my experience with 'non-comments' with users from the Nexus FNIS forum cloud my view. No matter how much instruction @fore or I give in both the Nexus mod pages, people just don't follow correct installation instruction and bombard him with posts to which he responds with a "ask in the MO forum". That advice is never followed through with though and I am yet to see a FNIS user post, based on his reminder. Phew! That was way off-topic, sorry about that, just clearing my chest.
  17. None of those plugins need to be activated in the right-hand pane and therefore the 'missing masters' messages will never be seen. Just uncheck all four of them and make sure those BSAs are loading via the 'Archives' tab.
  18. Thanks @Jax765, I couldn't find any references here to any of these mods so I wasn't sure what the view of them was/is. In that case I'll disregard them entirely.
  19. It's the guide that is under construction, not the mods, so there could be future changes that might impact on the set up. However, following the guide in the order it is presented should not be too difficult and you will end up with a fully functioning UI with all the 'bells and whistles'. The reason this part of the set up might be tricky is due to all those mods making changes to the same set of files and the need to install correctly and use UIO to make sure. In times past these were the most difficult parts of any mod set up and since the UI is always the area where errors are first seen, modding it was once a pain in the @$$.
  20. Darnified UI should be consider an essential as should the UIO. While you may not need all these mods, installing them adds no significant overhead to your game and safely be installed.
  21. I've made a few postings in one or two mods about how to get MO to install them, but even when instructions are given in the MO forum users rarely read them. *Sigh*
  22. Another question about some mods not in the guide. There's one more from @sandbox6 called 'Black Mountain Dish Explosion Restored' and there are three more mods in the 'New Vegas Uncut' series: #8, 'Outside Bets' & 'Freeside Open', just wondering if they were at one time locked at and discarded or just not noticed before? I just happen to be noticing in my modding a whole lot stuff either created for the game and not used or new stuff that doesn't use proper assets and when I went looking for mods that might fix those things, happened to see these. Again, not pressuring anyone to add them, just curious.
  23. This is yet another one of those FOMODS that just refuses to play nice with MO's internal installer. Open the 'Settings' window in MO and on the 'Plugins' tab locate the listing: Fomod installer in the left hand side. Double click on the line: 'enabled - true' on the right-hand side and select 'false' from the drop-down list. This will use the slightly less attractive external installer from which you should be able to install those problematic fomods.
  24. The issue of running MO as administrator should not be under-estimated. If Steam is started as an administrator's process and MO is started as a regular user process, MO won't be able to 'see' the elevated level processes of the system, which in this case will include Steam. This is why it is stated over and over again to install Steam and any games that use it, along with MO, outside of ANY UAC folders, thus avoiding the need to use administrator rights to start one or more processes. One last thing, the original issue was resolved when the user applied the latest update from Steam, have you likewise kept Steam up-to-date?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.