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Everything posted by Satur9
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I recall during the pre-release Skyrim promotion that Todd Howard stated that examining certain items in the inventory view would reveal information or secrets about the item. Sort of an Easter Egg, like how in Oblivion you could observe the fighters at the Arena training and get a hand to hand skill boost. The same with watching the Blades practice in the Cloud Ruler Temple yard, but for heavy armor or something similar.
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I think I may have just found the source of the problem. The MO 1.2.18 active profile archive.txt sets this order: Fallout - Invalidation.bsa Fallout - MenuVoices.bsa Fallout - Meshes.bsa Fallout - Misc.bsa Fallout - Sound.bsa Fallout - Textures.bsa Fallout - Voices.bsa Anchorage - Main.bsa Anchorage - Sounds.bsa ThePitt - Main.bsa ThePitt - Sounds.bsa BrokenSteel - Main.bsa BrokenSteel - Sounds.bsa PointLookout - Main.bsa PointLookout - Sounds.bsa Zeta - Main.bsa Zeta - Sounds.bsa Unofficial Fallout 3 Patch.bsa JIP Companions Command & Control.bsa DCInteriors_ComboEdition.bsa xCALIBR.bsa MO 1.3.6 orders the BSAs differently: Fallout - MenuVoices.bsa Fallout - Meshes.bsa Fallout - Misc.bsa Fallout - Sound.bsa Fallout - Textures.bsa Fallout - Voices.bsa Fallout - Invalidation.bsa Anchorage - Main.bsa Anchorage - Sounds.bsa ThePitt - Main.bsa ThePitt - Sounds.bsa BrokenSteel - Main.bsa BrokenSteel - Sounds.bsa PointLookout - Main.bsa PointLookout - Sounds.bsa Zeta - Main.bsa Zeta - Sounds.bsa Unofficial Fallout 3 Patch.bsa JIP Companions Command & Control.bsa DCInteriors_ComboEdition.bsa xCALIBR.bsa In order for Archive Invalidation to work properly it must be at the very top of the archives list. Moving it manually to the top solves the problem. I hope those who are having similar problems will try this and see if this is a viable work around until the problem is addressed in a MO update.
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bInvalidateOlderFiles=1 But, yes, SInvalidationFile was indeed changed from ArchiveInvalidation.txt to nothing. I don't recall ever touching that value in the past, so I'm uncertain if MO set it that way or if it always had that value, but the default is unchanged in my FO3 user folder, so it looks like a setting MO likely made. I'll play with the settings you've suggested tomorrow. ATM, I'm just sightseeing what with all this amazing new LOD. Thanks for the suggestion!
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Good to know it's not just me, but hopefully Tannin can narrow it down. MO is a great utility, even if there are still a few bugs.
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Bumping this thread because I'm having similar issues. I just updated to 1.3.6 from 1.2.18 and found that all loose texture files, e.g. NMC, Hectrol's, etc. and all those that would normally be loaded through MO's Fallout - Invalidation.bsa were no longer present in the game. I checked the right MO panel and Fallout - Invalidation.bsa was indeed present, checked and greyed out, just as it appears in 1.2.18. So then I tried deactivating Archive Invalidation under the Clear and Present Danger profile and then re-enabling it. That did nothing. Interestingly, the familiar progress bar that runs from left to right when enabling or disabling AI did not run at any time while trying this. It does not run when starting FO3 MO, either, while it always ran at startup with prior MO versions. I also tried deleting the AI BSA to see if MO would generate a new, hopefully functional, AI BSA. Oddly enough it did generate a new BSA, but it still does not seem to be able to read it. To fix the problem was ultimately as simple as reinstalling 1.2.18. Everything simply works normally again. MO 1.3.6 seems to be working just fine with Skyrim, but Skyrim does not need Archive Invalidation since back dating the BSA's suffices for it to use texture mods. I may try Kelmych's INI trick later, but for now I'm just going to stick with the older version of MO, at least for Fallout.
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I've been catching up with the CAPD pack's recent updates, but I've hit an odd bug or two. Crow is usually the first merchant I run into outside Megaton, and as usual he was standing outside as I started a test run with the new additions. Only this time he only had three stimpacks and nothing else in his inventory. He had no caps to trade with, either. Moira and Jenny Stahl both had normal inventories, but Gob seeemed to have fewer than usual items. Aside from the mod updates, Wrye Flash, etc., I added a large number of LOOT suggested tags to mods that lacked them, and I suspect that may account for the problem. Any ideas?
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GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Just wanted to add my two caps to fixing the crossbows, if possible. They are such a natural fit to the technology mix in the Mojave, that I'm surprised they were not included in the base game. It just seems inconsistent that you are more likely to come across high tech energy weapons in the hands of raiders than any other faction. Bows, crossbows and spears would be much more likely to be the dominant weapons in those factions. Energy weapons would require much more expertise to operate and maintain than raiders or small time gangs would likely possess. The only other thing I'd like to see added to the guide would be some new armors, but I know we only have limited slots for additional gear. -
Testing A World of Pain with Fear and Loathing
Satur9 replied to FamousDeadGuy's topic in Fear & Loathing in New Vegas
Yep. You can even clean Vurt's Wasteland Flora Overhaul of UDRs without an issue. I cleaned the fertile version of WFO and it runs fine. I'm tempted to try cleaning the Vault 22 Overhaul, but I'd like to hear if anyone else has tried it first. -
Graphics issue... blurred and soft focus
Satur9 replied to DanielCoffey's question in Guide Support & Bug Reports
I reordered the masters for esps as I went along. AFAIK, the merging script in xEdit does the same automatically for merged files, but it may have some limitations. -
Graphics issue... blurred and soft focus
Satur9 replied to DanielCoffey's question in Guide Support & Bug Reports
Daniel, I had similar issues when I first started using ENBoost with FNV. The settings are different from Skyrim. The setting you need to change to disable ENB graphics is in enbseries.ini, under [GLOBAL] change the line "UseEffect=true" to false. -
GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thanks for the clarification. Very nice improvement! -
GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Great work finding the issue with the BSAs, SRB! But won't renaming the BSAs make their resources inaccessible to their associated plugins, or will the plugin have to be edited to point to the new bsa archives? -
GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Great! Thanks for letting me know. -
GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thanks for the update to Yuki's section. I'm getting an error when I check the merged plugin for errors with FNVEdit: "00:00] Checking for Errors in [06] Yuki Merged Mods.esp [00:00] [iNFO:060047B0] ('Sure.' in GRUP Topic Children of CaravanOffer "Want to play a hand of Caravan?" [DIAL:00157F69] for vCaravanQuest "Caravan Quest" [QUST:00157F76]) [00:00] INFO \ Conditions \ CTDA - Condition \ Parameter #2 -> <Warning: "KlamathBob "Klamath Bob" [NPC_:000F839E]" does not contain a SCRI subrecord> [00:00] All Done!" I went back and checked the individual mods and found 5 ITMs in the Mantis Gauntlet, but that was apparently not the source, as the entries indicate the restored caravan players mod instead. I don't know if this is harmless or not, but I thought I should point it out. -
Thanks for letting me know, Kelmych. I imagine the conflicting alternate starts were more faction specific, like the Enclave or BoS, but I don't recall the details.
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Brahmin Dairy Products and RadAway Addiction
Satur9 posted a question in Guide Support & Bug Reports
I just hit this odd little issue when after investigating one of the small boats along the way south toward Rivet City, I got a notice that I had contracted radiation poisoning. I popped my first RadAway of the game and suddenly got a notice that I was addicted to RadAway. I know I had not taken any RadAway prior to then, but I had consumed several of the Brahmin dairy products, most of which have a radiation cleansing effect similar to RadAway. I'm wondering if that's why I got a one dose addiction to RadAway. Perhaps the Brahmin Dairy products are seen by FWE as RadAway, or something comparable. Has anyone else had this issue? -
Seconding Grant's question. Based on what I've read some of the alternate start scenarios preclude completing the main quest, and many side quests as well. The problem, as I understood, was that many of the alternative start scenarios came with pre-defined faction alliances and opponents that while interesting from a purely role play perspective, precluded many of the vanilla quest arcs. I went with the standard Vault 101 origin for my current playthrough, but I'd be very interested in trying something different in the future.
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If you use Millenia's textures with the Ironsights mod as the guide suggests, you may have noticed that the textures on the 10MM pistol remains vanilla rather than using Millenia's improved version. This small edit will fix the texture path in the RH_Ironsights master file. I've been using this small edit to the RH_Ironsight.esm for a while now without noticing any ill effects, but as always back up your files before trying this: 1. Open the RH_IRONSIGHT.esm file in FO3Edit. 2. Click the plus sign next to RH_IRONSIGHT.esm and scroll down to "texture set". 3. Click the plus sign on texture set and scoll down to Texture Set -> 00025B81 1stPerson10mmPistolTexture and highlight it. 4. In the right pane of FO3Edit, change "TX00 - Base Image / Transpareny" to "Weapons\1HandPistol\1stPerson10mmPistol.dds" this redirects the Ironsights master to use the vanilla texture, which in this case is Millenia's. 5. Remove the entries at "TX01 .." and "TX 02.." via rightclick -> Remove 6. Close FO3Edit and save the edited RH_IRONSIGHT.esm. Credit to Vicky1357 over at the Nexus forums for posting this fix. Enjoy.
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Appreciate the help, Kelmych. Unfortunately, I updated to the new version of MO but something went wrong and I have been unable to start FO3 MO since. I'm going to reinstall 1.2.14 and see if I can get the game running again.
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GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Just wanted to add a couple of texture alternatives for the bots in the game: Essentials Retex by weijiesen covers quite a few things aside from robots, but if you don't want the other textures, you can simply use MO's "hide" function. The packaging of the mod is sort of confusing, but if you only want the robot textures, you only need the Volume 3 file. The textures include Eyebots, Mister Gutsy, Mister Handy, Mounted Sentry Turret, Protectron, Robobrain, Sentry Bot and Sentry Turrets. Hat tip to Kelmych for this one as it's part of his great FO3 guide, Clear and Present Danger. https://www.nexusmods.com/fallout3/mods/6402/? Macintroll has the high resolution solution for Victor and all his brothers: Securitron Hires retexture https://www.nexusmods.com/newvegas/mods/50377/? Enjoy. -
Happy to help! I know how difficult it is to get all the UI elements to work together in the Fallout games. I relied on Gopher's instructions and videos when I last set up FNV, prior to these great STEP guides. I'm having one odd bug with the Smaller Crosshair mod and UIO: for some strange reason UIO is moving the "interfaceshared0.dds" from the Smaller Crosshair mod folder to the overwrite folder. I'm trying to figure out why, but I noted this from Jazziparis on the UIO Nexus page regarding usage with Mod Organizer: "UIO may generate one or more files during runtime, that will be moved by MO to the "overwrite" folder. These files can be safely ignored and should not be manually deleted/moved from the "overwrite" folder." Everyone seems to have different advice regarding these files that UIO generates, but given that Jazzisparis says they should not be deleted, I think it's best to follow his advice. Maybe they can be moved to their own dedicated folder like FNIS or DSR output files. I can only speculate as I'm still learning the finer points of Mod Organizer. I'm used to doing fully manual Morrowind installations; Mod Organizer installs are still a comparative novelty to me. If you have any suggestions they would be welcome.
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GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Regarding FNV Realistic Wasteland Lighting, I did my last playthrough using, AFAIK, 4.1. It had a brighter nights option that the current version no longer offers, along with an option to "re-greenify" the Searchlight area to reflect its radioactivity. Sheogorath knows why green is the designated color of radioactivity, but in the current iteration of the Wasteland, it just is. I don't see that option available on the nexus page, but If anyone wants it I'll upload it. Anyway, I never had any problems in Freeside with 4.1, or anywhere else, so it's worth a try until they get the whiteout/blackout issue sorted out. -
First of all. I just wanted to thank Kelmych for this great guide. I played Fallout 3 only once when it first came out. No DLC or mods at the time, save for a few small ones to get rid of the cataract effect the default NPC eyes had. After all this time, the guide is a great way to catch up on all the mods I missed. I hit one conflict with the updated UI section incorporating UIO. Though the UIO Nexus page specifically mentions that it supports Dynamic Crosshair, it did not work after following the steps in the Clear & Present Danger guide. It's fairly easy to fix: Open the Dynamic Crosshair mod in Explorer and copy the "Custom.xml" file. Open the menus folder and create a new subfolder named "prefabs". Open the prefabs folder and paste in the Custom.xml file. Then rename the "Custom.xml" to "DynamicCrosshair.xml", without the quotes. You might want to disable and then re-enable the mod in Mod Organizer just to be on the safe side. I know MO does not always "see" plugins that have been manually added to a folder or moved from optional to active, but I don't know about .xmls. This got the dynamic crosshair working again for me. Hope this helps anyone else who has the same conflict.
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GUIDE Fear and Loathing in New Vegas - Feedback
Satur9 replied to EssArrBee's topic in Fear & Loathing in New Vegas
Just wanted post a thank you, SRB, for this great guide. A few quick notes on some of the mods: Some of the LOD issues being reported may be connected to the cut content restoration. Sandbox6's Uncut Wasteland's restored objects in particular seem to pop into view suddenly. I'm guessing that none of the current LOD files account for the various objects that the mod restores. I prefer the landscape with the content restored, but for those who are disturbed by some of the pop-in details, they could simply omit the mod. Nevada Skies is really spectacular, but it sometimes gives me these very dark navy blue skies that are very strange looking. I switched back to FNV Realistic Wasteland Lighting, which I used on my last playthrough. It's not as dramatic as Nevada Skies, but it's very beautiful in its own more sedate way. It would be a great addition to the guide. I'm getting the same slow downs in Goodsprings from the crossbow mod that others have reported. The posts on the mod's Nexus page mention deleting a worldspace entry in the plugin seems to help, but it was not very clear. For now, I've omitted the two crossbow mods, which is a shame as crossbows are my favorite weapons in Morrowind. Again, thanks for this guide. I've really appreciated learning how to merge and edit with FNVEdit. Before this guide I only knew how to clean mods with the xEdit tools. -
Should dawnguard.esm still be cleaned twice?
Satur9 replied to Satur9's question in General Skyrim LE Support
Thanks for all the responses. I used TES5Edit 3.0.23, and it did find additional ITM and UDR records when I cleaned the Dawnguard.esm the second time. Once the holidays are finished I will give the WIP 3.0.33 a try. Would it be best to restore the original untouched master files before cleaning them with the new TES5Edit version? Does the WIP xEdit work with the current 1.75 version of the merge plugins scripts, or does it use a different version?