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GrantSP

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Everything posted by GrantSP

  1. Harsh in the sense that FNV is a very good game that a lot of us really enjoy playing and to hear that someone will never play it implies that that game is considered rubbish. That's my take on it anyway.
  2. Completely remove the contents of the LOOT folder, including the sub-folders, and install the complete contents of the latest zip apackage for LOOT to the same location as the previous install. All the settings in MO will point to the same files so you should be able to just run it as you did before. If there are problems navigate to the AppData\LOOT folder and remove the settings.yaml file and try again. The only registry settings LOOT uses are those set by the various games so you should have no need to worry about the registry.
  3. Great idea. Remove them and make them only available from where they are used. PS. I do like your packs.
  4. Posts like this should really contain supporting evidence otherwise they are nothing more than scare-mongering. I see no mention of this in the GitHub issues page, so anything you have should likewise be brought to the developers attention, not here.
  5. Not lately, I gave it a whirl after the initial release and it offers some very interesting changes. The problem I saw, and wasn't answered in the forum, was the graphical changes apply even when you have the INI set to disable them. That was a few iterations ago though. There are major issues if the user tries to use this alongside SweetFX or an ENB and doesn't know how to set the INI properly so if it becomes a STEP staple we will need to detail those elements very clearly.
  6. Yes, if your mean "install", not "execute". Each instance of MO checks for another running instance and will prompt you to close or switch to the earlier. If on the other hand you want to use them at different times then just install them into their own folders.
  7. Welcome to STEP @Doyledeth What you are seeing is not a problem, but merely information provided by MO. All users of STEP supported guides should familiarise themselves with that tool's features so they can more easily see what is happening. Here is a link to the specific section of the MO guide, I advise you to acquaint yourself with the rest of it also.
  8. We're getting into murky ground here. Just who decides, and on what basis, what is constituted as 'compatibility patches' and not something greater? Once the mod is under the Open Modding Agreement then that is final. All authors sign on the line at the outset and there is no going back, you can't ask for someone to hand over their work based on the perceived depth of work done! If modA is up for grabs then anything I do to it is mine, the author of modA knew that when they released it. If I want to be a fool and not return modA to the original author then I suffer the wrath of the community and, more than likely, modA would die a sad and lonely death in the unloved bin. What we're asking for here with forked mods returning is a gentleman's agreement, nothing enforceable at all.
  9. I can get onboard with this idea. Well done.
  10. Then you were VERY fortunate. Others, myself included, were not.
  11. I'm of a different opinion. 60 or 90 days are still way too short, there could be all manner of reasons why an author can't get to his mod for 3 or more months, I'd be really upset if returning from an extended illness to find my work now taken over by another. For the sake of clarity I was totally unable to do anything for nearly a year before returning to some form of normality (that may be questioned as to what is 'normality'). If a mod is left untouched for a year that is a pretty good sign the author is gone, either from modding or life. If you want a shorter period then I suggest a subsequent clause whereby the original author can return and take up the mantle again with the child mods removed if only minor edits were made. If more major changes are involved then either collaboration between them or divergent paths to the same goal by the mods.
  12. Each game guide is maintained by its own author and each has its own sub-forum visible from the main page: Republic of STEP --> Packs --> Fear & Loathing in New Vegas -- Fallout New Vegas Republic of STEP --> Packs --> Clear & Present Danger -- Fallout 3 Republic of STEP --> Packs --> Mythic Dawn -- Oblivion The main forum is primarily for Skyrim and is centred around the STEP guide however there are also a number of related Skyrim guides also maintained by their own authors. In addition there are now guides based on other game studios besides Bethesda, The Witcher 3 being the foremost one.
  13. You really should post questions in the appropriate guides about the specific issue(s) you're facing. I'll say straight away that something is terribly amiss with either your Wrye Flash/Bash installs, or the way you are using it, if that is what results when you create bashed patches. Core game files should never ever be removed by any tool, the only exception is perhaps when xEdit is called from MO when you are cleaning them, but that is well documented and the correct procedure is outlined thoroughly.
  14. You have stated that you have tried many different methods already, I'm assuming these are the methods you tried: psa_if_you_are_having_issues_with_the_latest_uskp dual-sheath-redux-patch-fails/ unofficial-patches-211-needed/ That being the case I'm not sure if any of us here can offer anything much more. Sorry.
  15. I have not used WB extensively for sometime and can't really offer any help with this matter of the Polish language files. As for the 1st issue are you sure you are running WB correctly from within MO? All files used by the game such as INIs or plugins are those found in the current MO profile and as far as WB is concerned those are the ones the game will use, if it is correctly setup and called from MO. The preferred method of using "tweaks" is to make them in MO and have them added to the main INIs at runtime. As far as STEP is concerned WB is only for creating the bashed patch.
  16. If you are only concerned with modding Skyrim then I suggest you stay with MO 1.3.11 for the time being. MO v2 is in active beta development and users that install it are asked to participate in bugfixes and error-reporting. If those tasks are not what you want to do then let it mature before migrating to that version.
  17. I believe what @Nebulous112 meant to refer to was: BSA management. MO v2 has dropped the entire BSA management feature so that the order they are used by the game is based on the order of the plugin that calls them. This also means we will need to re-enable the so-called 'dummy' plugins such as those for the HRDLC. EDIT: Ninja'd by @GamerPoets
  18. Nope, the description specifically says the "fixes" in this mod are not ones that would be encountered in the vanilla game, hence not part of USLEEP's demesne.
  19. Is it definite that this remaster is 64bit?
  20. Yeah my first impression was it is too dark, haven't seen it ingame so maybe that will change my view.
  21. So you are looking inside the actual installer executable? Well that explains it then, the installer has to make checks on the status of NCC and also Python and then install any needed files. That will be what the DLL is part of.
  22. Isn't that the "Dracula" style?
  23. There really isn't anything "more in-depth" to discuss. The use of MO doesn't affect the way the game is played only the way you have mods installed. So point 1) is not due to using MO. Points 2 and 3 are down to the order you have them in the left-hand pane as mentioned by @Nebulous112. Make sure you have read the manual and are sure you understand 'priority' and 'mod conflict resolution', those two things will help determine which mods need to be placed in what order.
  24. Hmm, I'm of the opposite opinion. These are maps are used by the "elite" who tell the dirty masses what to do and as susch they will rarely get dirt on their hands, let alone their maps. I actually prefer the HQ Paper to the others.
  25. The stylesheet is a collection of Qt instructions and everything you need to know may not be documented. Your best bet will be to check out the Qt docs page if you really want to get into it. Also a thing to keep in mind is you can keep MO open and edit the stylesheets and they should make the changes as you make them so that allows for a lot of experimentation.
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