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GrantSP

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Everything posted by GrantSP

  1. If I may add something here. In my researching of this phenomenon, it isn't the highest value of FPS that you need to worry about, it's the fluctuation between them. You state you can't play unless the game is at 60FPS but I would argue that it is only when you suffer a sudden change of frame-rate that you would even know what FPS you are running at. Taking the most intensive area in the game world and if you limited your FPS to the maximum you can get at that location then when you pass through you wouldn't notice a thing because there would be no change and your eyes/mind wouldn't have to make the adjustment. So if the best you can reach at the most intensive location is 50FPS, setting that as your limit would avoid the drop and hence no stutter. Of course this is because I am on a machine that can't consistently get above 30FPS so I'm biased but the reasoning is true. I'm not one of those wackos that claim the eye can't register anything above 30FPS, that's just bollocks. All I'm saying is maybe it is just the sudden drop that is a concern. Feel free to completely refute anything I have said, I'm all for learning new things.
  2. I'll give this a testing also, have used Atlas Map Markers for some time now. D/ld and added it to MO and curiously MO wants to place this immediately after Traps Make Noise - More Dangerous Traps. Weird, no reason I can see that these two mods share scripts or conflict over anything, still, as soon as I move it from immediately after Atlas Map Markers, where it logically should go, MO removes the Potential Mod order Problem. I'll put this down to another instance of MO's beta code for that function getting things wrong. It also asked for a number of other mods to be moved, but I'm well on top of MO's quirky wants now and know it is only necessary to move the newer mod and the code somehow gets tricked to not show the conflict anymore. Well it is a non-conflict anyway.
  3. Another question. You say in the guide: Is that still the case? Could you explain for me exactly what the issue is?
  4. @Suraru Did you get that script issue sorted?
  5. This is very perplexing. I just set up Wrye Bash in my MO managed Oblivion setup and tried the same steps. Exactly the same results. The browser error message I think I have narrowed down to IE. It matches the wording so all I can assume is Wrye Bash is trying to load IE as the default browser engine but I have Chrome as the default browser. Surely not though. I can't be the only person that has Chrome as the default browser on my system! No matter what I do it is always the previous report that is displayed and the Docs folder is always shown with a 'padlock' overlay denoting it being locked, but it isn't. Also I have no idea what the MO option to "Sync mod.." is supposed to do. In my Skyrim MO it only shows a 'Don't sync' option but in the Oblivion session I can choose Bashed Patch to sync to but it doesn't appear to do anything different to not using it.
  6. Thank you. Could you check the second part of my query? What happens when you redo your bashed patch, does the report reflect the new changes or the previous? Also I've just noticed whenever I do this the Docs folder shows in the overwrite with a "locked" overlay icon, although the folder and files show no 'read only' properties when examined in explorer. None of my software exist in any UAC folders and I have full administrator rights to my whole machine. Somehow there may be a conflict of permissions going on.
  7. Can at least one other person see if these things happen when using Wrye Bash via MO? If you are worried about messing up your existing bashed patch, just deactivate that mod and create a new patch in a new profile. I'd rather not add to the existing Bug Reports if this can be shown to be peculiar to my system.
  8. I'm not sure if I am on the same page as you. If you want to make sure the vanilla or base files are correct, follow Nozzer's advice. If you just want the game to have only vanilla assets, deactivate the other mods. If no mods are active the game is exactly the same as starting it without MO.
  9. To add to this I would suggest switching to LOOT instead of BOSS anyway. My $0.02.
  10. I'm testing a peculiar behaviour with Wrye Bash via MO and I wonder if anyone else could verify this for me before I post a bug report. After you run Wrye Bash you are given a browser window with a report of what was just accomplished. However when run through MO there is an unexpected behaviour. The Bashed patch, 0.html from the overwrite folder is NOT used. If you have never bashed a patch before there will be no mod installed in the MO 'mods' folder so the browser window will show a generic: This page can’t be displayedMake sure the web address is correct.Look for the page with your search engine.Refresh the page in a few minutes. Check that all network cables are plugged in.Verify that airplane mode is turned off.Make sure your wireless switch is turned on.See if you can connect to mobile broadband. If you create a mod from the overwrite that includes the patch and the Docs folder, only the bashed patch (the *.esp) is immediately updated. The 'Docs' folder from subsequent bashing stays in the overwrite and needs to be moved to the patch mod. Now the 'Bashed patch' mod contains the plugin and a docs folder with the *.html & *.txt reports. Running Wrye again and "rebuilding the patch proceeds and there is a report window but it contains the details from the previous patching, not that which has just finished. This can be verified by editing the *.html in the 'mods' folder and replacing all the text with a sample message such as: So, to summarize. First time the Wrye bash is run the report window shows as empty, ie. no Bashed patch, 0.html is found. After these reports are made into a mod and the process is repeated, the report window shows the previous report, not that which was just run. I'm also looking at why the two reports aren't automatically updated in the same manner as the esp, but that is secondary to this.
  11. well I could disappear also but if you want someone else to help I'll do it. EDIT: About the wiki for MD. I'm looking at the header image syntax and can't figure out why it should not show as my monitor's width resolution of 1366. If I understand it correctly you have it set to be a MAXIMUM of 1850. Shouldn't that scale back to screen sizes that are smaller?
  12. Yeah maybe oneday. Too irons in the fire at the moment.
  13. Have made a decision on MO with this?
  14. ahh... I know what that is now, or at least what it is supposed to be. You have the 4gb patch for FalloutNV. You may have created the arguments incorrectly. That exe should be called FalloutMO.exe not .FalloutMO.exe. (note the period at the beginning) Check those settings and see what that does. A few users have noted the NOT using those arguments, ie. -laaexe .\FalloutMO.exe and just running the fnv4gb.exe works better in MO. EDIT: I'm thinking it might be easier if you start a thread in the MO support section as this isn't really a F&LNV issue and there is already a discussion happening over the top of this.
  15. Well there you go. Wiki breaks the standard and uses H1 as the chapter title. I have learnt something. Thanks.
  16. I have only found your comment after following a bug-report in the MO Bug Genie. That user had his tools, LOOT, TES5Edit, etc. in Program Files, if this is true for you try moving them to a UAC free location.
  17. Your choice, either delete them from the Overwrite or drag them into the Bashed Patch mod. All they do is detail the changes that this patch contain, one in txt form the other a HTML. I just drag mine into the folder. I am curious though why they don't automatically update. Maybe it's only certain file types that it works on. hmm... investigation mode.
  18. I have no accredited web design teaching but I'm with @Tech on this one. It does make it strange to have the page with two H1 elements, one as the title and one as the 1st heading. I've just skipped H1 and made my 1st headings H2, but that's avoiding the issue. But as I am not the one that will be making any changes, what ever decision is made though, the wiki should make this clear.
  19. In the course of my examinations with the default settings of the various games that are catered for by MO, Fallout[3,NV], Oblivion & Skyrim. I created the full ini files with the saveini command and then combined & sorted them to see which game engine uses it. Doing this I found bDisplayLODBuildings was listed twice in the FalloutNV ini, first with a setting of 0 and then 1. This setting is also within the same section: [LOD] so it isn't a case of same name but different section. There are a lot of cases of that and this is slowing the detection work somewhat. So what I would like to know is: Is my Fallout.ini created correctly? Could anyone else check their ini and verify this for me? Thanks in advance.
  20. Don't trust the timestamp as displayed by Windows Explorer. Open the bashed patch in TES5Edit and check the details in the header. The file created by WB will overwrite the current one IF that file exists in the VFS, ie. if it is active in the mod list. EDIT: Ninja'd by Neovalen
  21. I've used Persuasion Overhaul for sometime in the past. It's not in my list at the moment but that's more a reflection of the lack of Oblivion play for me than a statement on how good that mod is.
  22. What is FalloutMO.exe? That line should be calling the Plugins.txt: FNVEdit 3.0.33 EXPERIMENTAL starting session 2014-12-11 09:43:09 Using FalloutNV Data Path: C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\ Using ini: C:\Users\Grant\Documents\My Games\FalloutNV\Fallout.ini Using plugin list: C:\Users\Grant\AppData\Local\FalloutNV\Plugins.txt
  23. No. The overwrite folder is just a temporary folder to hold anything that has changed and doesn't already have a place in a mod. The vfs doesn't exist, that's why it is called "virtual". If you don't want any of the changes from the mod you made just deactivate it. You don't want anything in the overwrite folder. Again I suggest you read more on what MO does.
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