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KeltecRFB

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  1. Congratulations Tannin! Tthe Nexus is lucky to have your talent, and I am hoping the same in return.
  2. Do not do a manual update from 1.3.0 to 1.3.1. Do a complete uninstall of 1.3.0 and then install 1.3.1 but you can keep the profiles and mods folder. If you try to do a manual update like we are use to, I found out that 1.3.0 files will be left behind and give the illusion that some bugs were already addressed.
  3. LOL, I was just about to ask when the next beta release was going to be posted and I will get it tonight.
  4. Testing with TTW - FNV engine 1. I also crash if I attempt to delete files. 2. I can not seem to reorder my mod order in the right pane like I used to. I have to use Wrye Flash to do that. Confirmed problem by using 1.2.18, and I was able to change the load order in the right plane. 3. Panzer is now recognized as an ESM and not an ESP. Can not test further until the problem with 4GB loader is fixed. 4. I also receive the Application Error 3:0000065432 when I tried to use FNV4 GB loader. Confirmed problem by using 1.2.18, and the game loaded without error.
  5. Is the best way to isolate the beta by creating a second folder named MO2?
  6. Don't forget to add GECK Power UP and you look at the TTW FAQ to help make this STEP Guide.
  7. All TTW mods can be handled by MO but there are currently two exceptions ... This one has a work around ... https://issue.tannin.eu/tbg/modorganizer/issues/993 [spoiler=Work Around] BSAs and Mod Organizer Bethesda Software Archives (BSA) can be used to store mod files in an attempt to reduce file sizes. The added benefit is the reducing in file system fragmentation caused by having many loose, small files. The main problem with BSAs is, if there are loose files that need to be overwritten by a mod that is packaged in a BSA, then the BSA must be extracted. This is due to loose files always 'winning' when the game loads the "Data" folder. Enter Mod Organizer. Using the 'Hide' feature of MO, it is easy to remove the loose file without much extra work from the user. This means that BSAs would only need to be extracted if the textures in the BSA need to be optimized. There is a limit to how many characters are allowed by the game engine when loading BSAs. If the names of all the BSAs being loaded are more than 254 characters, the game will not load or if there are just too many files in the data folder directory, thrashing can take place which causes the game not to load either. This creates an issue that either causes users to rename BSAs or extract some of them to remain under the 255 character limit. So, how does MO even know what files are in a BSA? Simple, just go to the Archives tab on the right pane of MO and tick the checkbox for every BSA and any mod that overwrites a file will have an icon next to it on the left pane. If the BSA's file is the preferred file then just hide the file from the mod that overwrites it. Greyed out BSAs will be checked no matter what due to their plugin requiring that BSA to load, but it can still be extracted. The other option is to just extract all the BSAs from mods and put everything in the correct order in the left pane. Some people say one way is correct and some say the other is correct. If the advice is all or nothing, it is best to ignore it. Life is not black and white, it is gray. Extract when necessary, plus this guide will have a few directions when it is needed along the way. Throughout the course of this guide instructions will be given as to how to extract BSAs after they are already installed. An alternative method is to change the setting for the BSA Extractorplugin. Open the Settings and change false to true. Each time a mod that has a BSA is installed a dialog will be presented offering to extract the included BSA. This one currently does not ... https://issue.tannin.eu/tbg/modorganizer/issues/997 Any other issues are usually related to installing manually. I will test out Weapons of the New Millenia since I want to use that one. EDIT: According to Weapons of the New Millenia, you probably want to install it manually anyway because the TTW support ESPs are not in the install application. You have to install WotNM manually, and then replace the level lists and the optional cabinet esp with the _OPTIONAL TTW replacers or the one made by GrandBulwark (GB). I posted a message to see which is better, T3T's or GB's or if they are one and the same. People should use their same Nexus name with anything Fallout related to help mitigate confusion. Currently, I am leaning towards GB's to be the best level list ESP.
  8. No worries GrantSP, you did your best and like always appreciate your support. Besides, that is how you learn.
  9. Is this what is effecting Panzer and Destruction ESM to be recognize as such? @GrantSP, thank you ... https://issue.tannin.eu/tbg/modorganizer/issues/997
  10. Here you go, do you want me to post Panzer's too although I am going to guess that if we can fix Destruction, we probably can fix Panzer too since Destruction is in Panzer. In addition, is this enough information or do you need more ONAMs? [spoiler=Attachment]
  11. Jarl, there are 3,6776 form records in ONAM! Is there a better way to get a screenshot and do you want all of the records? The records are part of a combined Fo3 and FNV mod called Destruction on the Nexus. This is not the first time that FO3/FNV mods have been converged and are working. However, this is the first time I have seen MO balk at them. In addition, Destruction is part of Panzer which is a hard core mod for TTW.
  12. I was wondering what tool xEdit and figured out that is the real name of the tool instead of FNVedit. I always referred to it as FNVedit and hadn't seen it either other way. Anyway, I did that for Destruction and it did not change the condition. In addition, Panzer is set to 1.34 and is also being seen as an ESP by Mod Manager.
  13. Please Disregard this one post, I do not see a post delete function.
  14. Good thinking, checking to see if other ESMs have 0.85 and work. EDIT: None of the ESM have 0.85 but Project Nevada has 1.32 and one 1.33, and the game does see both of them as ESMs. If that is the issue, how do you change or implement a fix it to test it out. I already tried the mod author and he has not responded, he either busy or thinks I am crazy but the evidence in the screen shots I provided above states otherwise.
  15. Tannin, it appears that the mod is marked as an ESM, please see below in Attachments Spoiler ... Attachment 1 is my Geck load order. The reason for the attachment is to display that MO does not see the Destruction mod as an ESM or it would be bold like everything above TaleofTwoWastelands.esm. In attachment 2, that is the error message I receive when I activate it after installation. Lastly in attachment 3, it appears that the mod header in FNVedit is flagged for ESM. Do you need to flag it elsewhere? [spoiler=Attachments] To add, this is the only mod with ESM that MO sees as an esp or other than ESM. Thanks!
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