-
Posts
4,289 -
Joined
-
Last visited
-
Days Won
27
Everything posted by GrantSP
-
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thank you. Obvious really. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
I'm not up on all the acronyms yet so what is LR?, as in -
FO: NV Crashing on Startup w/ MO managing archives
GrantSP replied to Questdog's question in Mod Organizer Support
@Questdog That doesn't surprise me. The actual details on what/how/where the engine fails isn't widely known, only that it does seem to centre around the number of BSAs. There needs to be a LOT of very scientific investigation into this matter. The more data gathered and collated on this the better. I would, if I were a betting man, put good money on the fact that all of the STEP users that play these games will have different experiences as to which BSAs need to extracted and which don't. -
Give me the link to the mod so I can examine them on my system please.
-
FO: NV Crashing on Startup w/ MO managing archives
GrantSP replied to Questdog's question in Mod Organizer Support
How many BSAs are in your load order? This isn't a MO issue, but the number of BSAs that are active in any Fallout game does make a difference. This is the main reason why the two Fallout guides recommend extracting the BSAs and having loose files instead. In my Fallout games I was experiencing CTDs or 'non-starts' until I extracted all but one extra BSA, ie. all the vanilla BSA plus one from a mod. -
Regarding the first part of your report, I'm 99% sure that is due to the wording of the text label in the code. In the source code for 'pluginlist.cpp', line 1188 is: qCritical("failed to parse esp file %s: %s", qPrintable(fullPath), e.what());Which means 'esp' is used here to mean ANY plugin regardless of whether it is a master or a plugin. As to why the error is being caused though, I'm not sure. Can you provide any further details.
-
I'd respond but I have no idea what is happening. Everytime I looked at those links they were different, sometimes I see a list of mods other times I see templates that I don't know what to make of. This link looks promising. If that PriorityID is added to ONLY the mods that need to be sorted, then that would do what I was thinking. I really hope I didn't send you all on a wild goose chase, it was only a curiosity I was wondering about.
-
Crowdsourcing project: Configurator settings
GrantSP replied to Tannin's question in Mod Organizer Support
Quite a few of these are listed in STEP's INI guide so if they aren't needed then a lot of users will need to adjust their inis. -
Switching Profiles Messes Up Load Order
GrantSP replied to Sarcasm's question in Mod Organizer Support
What exactly are you doing? The behaviour you are describing is not that which I see when I follow your steps. The profiles contain text files that order your mods and plugins peculiar to that profile, what you do in one profile will have no bearing on another. To see what I'm talking about open the Profiles folder in explorer and see that there are separate folders named after each of the profiles you have. In each folder you will see the following files and a saves folder (if you have activated that option): saveslockedorder.txtarchives.txtinitweaks.iniplugins.txtmodlist.txtfalloutprefs.inifallout.ini The only way GECK or FNVEdit will 'mess up' your main profile is if you have incorrectly set those tools and they are not being loaded by MO to see the selected profile's load order and are instead seeing your main profile's order. To put it more plainly, this looks like an incorrect installation of MO rather then an error with MO.- 11 replies
-
- FALLOUTNV
- load order
-
(and 1 more)
Tagged with:
-
Nvidia Inspector settings are not enabled via Mod Organizer
GrantSP replied to aloot's question in General Skyrim LE Support
I'm confused by what you are saying here. What are you expecting to see in the Task Manager when you run the game? MO doesn't stay resident in memory once the game executable has started. All it does is establish a VFS with the loaded mods and the the game uses that as the data folder and loads them from there. The only time MO stays active in the Task Manager is if you have unchecked the option in the Executables list box to "Close MO when started". -
This sounds a lot like No Combat Boundaries by fireundubh If it does the same thing that one does then you may need to be careful with the Civil War progression, as the quest will get messed up if essential characters are drawn away from their intended locations. fireundubh ended up removing the parts of the script that deal with the bosses in the forts, as they are the ones that are needed for the Civil War. Unfortunately, for me at least, that was the big selling point of the mod. Those NPCs are often extremely tough and you need to draw them out of their rooms into the open if you want to play as a ranged weapon type of character.
-
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP replied to GrantSP's topic in Fallout 3 Mods
How could I forget TTW? -
I guess that means then that FOSE doesn't save data in the same manner as its brethren. Interesting. There must be some reason for it I guess. Not a big issue though, just grabbed my attention and wanted to verify. Thanks.
-
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP replied to GrantSP's topic in Fallout 3 Mods
I think I might be finding a whole heap of errors in various mods by doing this search. According to the FWE plugins they are loading an icon for the 'turpentine' that is found at interface\icons\pipboyimages\items\item_turpentine.dds However I can't see any file by that name or that location that is provided by FWE. The Unofficial Patch, including the FWE patch, also passes along this icon path but still points nowhere. As best as I can tell that icon exists only in either Fallout 3 descriptions or Pipboy Descriptions. Quick question, are you guys happy with generic descriptions that would fit for both games or would it be needed to be slightly different for each? e.g. Bonesaw: A stainless steel 12" blade that does one job very well, removing limbs efficiently. I guess you can tell which way I'd be leaning. -
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP replied to GrantSP's topic in Fallout 3 Mods
Just working through xEdit and, boy! are there some oddities. FWE's master file often changes the icon and then the esp changes it back. :O_o: I'm a little surprised too as to why my bashed patch includes some of the overwrites and misses others, sometimes from the same mods. Ah well, that's probably down to user error on my part. I might leave for the time being the icons from specific mods, like PPA, for a later date. Let's see if I can pull this off first. Thanks for that suggestion though, it all comes in handy. I too can't get enough of simple descriptions with these icons. That's what your PipBoy is supposed to do - tell you about stuff. -
MO Priority: {{#var:modlist}}{{#vardefine:modlist|{{#expr: {{#var:modlist}} + 1}}}}<br>So that's all it is! This SMW is very handy, thanks for that.
-
I'm not 100% sure, but yeah, pretty much the order they are installed is the order they should be. If not, since the actual order they are installed doesn't really matter then the guides could be reordered to reflect the modlist order, or the modlist order could be added separately for mods that are special and need their order fixed later. Either way, I'm just looking for ways to utilise all of MO's special features and I look at the guides and can see that perhaps they aren't leveraging that feature as much as they could. Or maybe I'm just thick!
-
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP posted a topic in Fallout 3 Mods
Descriptive Icons for Fallout 3 Your PipBoy is supposed to be the one tool that provides you with ALL the vital information about the world you find yourself in. Yet on many occasions it seems to make judgement calls about what is, or isn't, of use as you try to survive in the wasteland. We've all been there, scrolling through the list of items in our inventories when, although your PipBoy tells you what it is, it gives you a picture of 'junk', as though it's saying; "why did you pick that up?". Or you see a note but nothing about the contents is shown or anything to indicate what the note actually says. Or after receiving some weapon or armour that looks just like every other piece of armour you have, you have to examine the details to determine if it is worth keeping or not. Well no more, using DIFF (Descriptive Icons for Fallout 3), means every item found in the wasteland will now be shown in your PipBoy as it appears in the world. Additionally the icons themselves will have some descriptive text attached to add to the data you need to survive. Notes or scrolls or other items that should tell you something,will. (still to do.) Unique weapons or armour will tell you where, or who, it came from and what makes it 'unique'. EDIT: Above paragraphs are from the description page of the Nexus. I'm about to make my first graphics mod, well two mods actually, one for Fallout 3 and the other for New Vegas, and I'd like a few suggestions on what should be included. There are already a couple of mods that do this, Fallout 3 Item Descriptions by Mikael Grizzly, Fallout 3 DLC Item Descriptions by Blakrajder & Pipboy Item Descriptions Mod by weedking are for Fallout 3. Misc Item Icons - New Vegas by The 3rd Type and DekoMan91 is for FalloutNV, though it lacks descriptions. The problem I see with those mods though is the weedking mod covers some additional stuff that the other FO3 two don't but in my opinion it is of a poorer quality and needs some attention. Also the Fallout 3 DLC Item Descriptions mod has some glaring mistakes in its descriptions, like schoolboy spelling mistakes and some rather curious grammar. As a couple of examples, have a look at \textures\dlcpitt\Interface\icons\ and notice the descriptions on these: apparel_miner_helmet.dds apparel_pittraider_1.dds apparel_pittraider _4.dds weapons_auto axe.dds weapons_infiltrator_rifle.ddsTo add to that there are still a number of generic items that still have the 'junk' graphic as their PipBoy icon. So what I am going to try to do is make a new collection of textures that replaces those from the Pipboy Item Descriptions mod and include fixes of those from the other two using the same style so as to present a uniform look. Additionally I want to change all the 'junk' items to have their own specific icon and description. What I need is some input on any that stand out to you. I'm going through xEdit at the moment and noting any I see but I'm likely to miss some. This is for both the Fallout games so either is fine, so long as its clear which game we're talking about. The grand idea here is to cover every item that shows up in your PipBoy, in either game, and have it display its own unique icon and description. What do reckon, good idea or pointless exercise? -
Conflicting graphics profile question.
GrantSP replied to Thenatural's question in Mod Organizer Support
I'd install and position the lower res versions next to their higher res versions and and de/activate as needed in each profile. That is of course they cover exactly the same files, I'm assuming that's the case. I'd say the way you describe it will work perfectly. -
Deactivated mods in merge patch tip
GrantSP replied to GrantSP's topic in Fear & Loathing in New Vegas
Both suggestions are also very good and I will also be using those in my organising. Thank you both. -
Conflicting graphics profile question.
GrantSP replied to Thenatural's question in Mod Organizer Support
Yep, perfectly safe to do just as you describe. That's part of the benefit of MO, nothing gets overwritten. Changing textures mid game should make no difference I think to a save. I may be proven wrong, but my understanding is it is fine to do so. -
I'm not sure if this due to the latest NMM build, but on the FNIS comments page there are a number of users that seemingly use NMM and when they install FNIS it appears to be placing the exe in the C:\Windows\System folder and not where it should be. That's purely speculation at this stage, I just made mention of it to @fore and he placed a note in his description. If that is true then NMM is suffering from more issues than just being inferior to MO. Some of those developers need to smacked.
-
May I ask something? Not that I propose where or how this will be used, but I'm just curious if it is possible. In all the guides is it possible to have a variable, say something like: modlist position, that is assigned to the mod to indicate where in the left-hand pane of MO that mod best should be? The thing with it though is, to save it from just being a static number that will need updating of all the mods if any are removed or added, it gets updated automatically to reflect the re-positioning. In the same manner as the TOC is automatically generated when a new heading is added, the modlist number updates after each mod addition or removal. Does that make sense?
-
Yeah, I've had this tagged for awhile, not sure at this stage whether it is a yes or a no. Looks interesting though.

