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Everything posted by GrantSP
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GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yes, an ESM-ified ESP is no problem. Placing it with all those small ESPs to have them contiguous might be a little bit of a struggle. -
Is there a way to compare two or more *.kf, *.nif files with this to see what differences there might be? Obviously I can open two instances and do a manual check, but if there is a more efficient way.
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GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Unless you have another version of that mod then there is something fishy going on. There is only an ESM in the downloaded file and checking on the Nexus again shows no ESP plugin in that mod. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Nope! That only has an ESM. Nb. I think I've just found something useful due to my skipping steps. I could be wrong but it looks like MergePlugins might actually be cleaning the plugins when you run them through the check phase of the merge. All the smaller plugins that I merged, I did just to test out the tool and now I've decided to go back do it for real and when I re-activate the providing mods again the plugin is clean although I never touched it beforehand. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hey SRB, where does "GRARG.esp" come from? Gun Runners has an ESM, but I have no idea where the ESP comes from. @Teabag86, that is one of the best offers I've had in a while. I'll see you tomorrow around 3PM. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
... so that would be: Burning Campfire and Take sip from your Canteen? Ah well, time to re-do that merge. -
[SOLVED] Question about installing FWE
GrantSP replied to nex's topic in Fallout 3 - Clear & Present Danger
No need to apologise for asking a perfectly sound question. Yes, move those files to the "Optional" folder. The 'Hotfix' archive provides updated copies of ALL the plugins included in FWE. The fomod installer makes those choices for you but the authors of the mod simply bundled ALL the plugins together in the 'Hotfix' to allow the user to decide which ones to keep. -
Skyrim Revisited Pre-Release Feedback
GrantSP replied to Neovalen's topic in Skyrim Revisited (retired)
He has an entire sub-forum here on STEP. Or you might try on his GitHub repo. -
Skyrim Revisited Pre-Release Feedback
GrantSP replied to Neovalen's topic in Skyrim Revisited (retired)
Do you get similar errors when you load the current plugins into xEdit? This will have no issue with the versions of the actual plugins themselves, rather it looks more like you have encountered memory or privileges issues when the MergePlugins tool is trying to access those plugins. Perhaps asking @Mator in his thread would be more profitable. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
That's right so since those tags I mention with the + before them have been added to my version of the merge that will mean those records get forwarded instead of the desired ones from the mods mentioned, doesn't it? e.g. C.ImageSpace should not be tagged because we actually want the Realistic Wastelands changes to be forwarded when we do the bashed patch. Since my merge has this tag added this will pass it on to the bashed patch, which is not wanted. So to be more succinct, my merge has added tags that I think are not needed. ie. those listed above with the + before them. Why this happened when I believe your and my systems are identical is what I would like to pinpoint. If it's just an user error on my or your part then that's fine, but if we can get different results from identical lists... :O_o: -
Setting up Known Servers for MO
GrantSP replied to xXReDxSparoweXx's question in Mod Organizer Support
Welcome to STEP @xXReDxSparoweXx You will probably get a faster, and more accurate response, if you post in the MO GitHub repo. All work on MO v2 is found there. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
SRB, did you use the older version of Generate Bash tags script when you wrote the instructions for the Yuki Merged Mods? I have again got differing BASH tags to that described. - Actors.AIPackage - This I think will add the 'Flies' package to ED-E but is missing on mine +Actors.Skeleton - I'm assuming this will be needed to correctly handle the skeleton from Ragdolls, which is different to vanilla +C.ImageSpace - Realistic Wastelands differs and needs to be passed on +C.Light - Interior Lighting Overhaul changes +Destructible - WMX-DLCMerged I think? +NPC.Races - FCO changes aren't carried over without this +NPCFaces - FCO also? -
This is just a slight variation to your other topic on the exact same issue. Please keep all related questions in the same place to make it easy for users to follow the logic. Marking this thread as locked.
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GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
LOOT appears to have the sort rules for ADAM included in the masterlist now, I've commented out the instructions for that. The FAUE rules still need to be added. -
WFO to clean or not to clean?
GrantSP replied to Snarkyfork's question in Guide Support & Bug Reports
Same as with the WFO file. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Realistic Wasteland Lighting Enhancement has a patch for Russell from the RWLE - Someguy's Mods Patch Collection, but there is no mention to move that to the "Optionals", just an oversight or are you wanting to add Russell in at some stage? -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
The step to move DarnUI doesn't seem to be needed anymore with the merging of most of the UI mods and the use of UIO, disregard the point about moving it. With that said, DarnUI should be positioned just after the Weapon Mod Menu and before OneHUD, Flashlight & UIO in the left-hand pane. The plugin should be near the top of the ESPs, just after all the ESMs, best positioned after the Cut Content merge. -
DynDOLOD installation error and discrepancy
GrantSP replied to RainyDayMatt's question in General Skyrim LE Support
Not an issue as such, just an oddity in the way MO pulls the version numbers of files from the Nexus page. You can simply change the version number in MO via the "Information" dialogue and viewing the 'Nexus' tab. Or by double-clicking on the version number in the left-hand pane.- 3 replies
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- DynDOLOD 2
- installation
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Tagged with:
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@Tannin spends more time now in the GitHub repo than he does here, you might try there for a more immediate feedback. I think the MO version 2 is in desperate need of another logo, that current one makes my eyes bleed.
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Starting out with Fallout Series
GrantSP replied to mcshame's topic in General Fallout 3 Discussion & Support
I think running the FO3 plugins in the FNV engine is a great idea but... you will miss out on a few FO3 specific mods that aren't ported to FNV. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hmm... okay, but why? Seems to be a minor change. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Same as before: [CELL:0013396D] -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
This is weird, re-ran it with YUP disabled and the RGB values are again wrong. I see nothing in the load order that will pass those values across. -
At the bottom of every page is the link to the STEP Citizenship Guidelines, in which you will find how to use spoiler tags. These are forum tags that collapse the long texts, often used in logs, into expandable sections. For future reference you can read how to do that. Providing copies as links, as you have done, is also fine. Now as to your question, there is nothing wrong according to the logs regarding the loading of plugins. You do however have an issue with Mator's Smash tool, I suggest you ask him about why you are getting "access violations". On another matter, your path to the Skyrim game is an odd one, often seen in pirated copies. If you are using a pirated copy I suggest you remove it and install a legitimate version, no further help will be forthcoming for pirate copies.

