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Genius384

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Everything posted by Genius384

  1. The first two shots are identical in texture/result (just a different camera angle), but without the christinecos.esp file which is currently installed per F&L - or at least no specific instructions to leave it out. In which case the ChristineCOSRifle file on the WRP page can be ignored. In the interest of reducing ESP count
  2. Found a good answer on this from Antistar (WMX Creator) on how to use Millenia's Textures with Christine's rifle, from: https://forums.nexusmods.com/index.php?/topic/289617-weapon-mods-expanded-wmx/?p=10161913 I think the WMX/WRP instructions should be updated accordingly - 1. Move the christinecos.esp file to the optionals 2. Install WMX 3. Install the ChristineCOSRifle file from the WRP page with MO, renaming it to a new mod 4. Open in explorer and make the above recommended changes 5. Keep the new mod over top of the WRP and WMX mods in priority on the left hand side of MO Otherwise the christinecos.esp file is just doing nothing in the load order (or potentially causing graphical conflicts depending on where LOOT sorts christinecos.esp) edit: Here are some shots of this. With Christinecos.esp (default LOOT sorting ie. WMX overwriting) Without Christinecos.esp in the load order (ie. no change - saving an ESP spot): and with the above patch (no Christinecos.esp, Millenia Textures overwriting default vanilla/WMX:)
  3. Sorry for the double post, but does anyone know if christinecos.esp from WRP is actually needed together with WMX? Opening it up in FNVEdit shows some stuff that gets overwritten by WMX anyway.
  4. Bottle that water is great if you're playing hardcore, otherwise not needed. But by following this guide as long as you edit the FCOMaster file and tag the NVR3 esp files you're good.
  5. I think ElectroCity is one of those mods that is good in theory and on paper, but terrible in execution. I mean, I'm not a stickler for "Lore Friendly" stuff but as soon as I saw the Electrocity engineers and added building, I removed it from my game. I prefer Simple Street Lights (SSL) which is not on the nexus but is exactly that - only street lights.
  6. I actually get very good performance with it as long as you make the recommended INI tweaks on that page: iMaxGrassTypesPerTexure=15 (Always, even with SFO) iMinGrassSize=70 My rig is: Windows 8.1 Pro 64 bit Intel Core i5 4570 @ 3.2 GHz 16 GB RAM 500 GB SSD 4096 MB GTX 760
  7. yeah the original ones are way better looking.
  8. I think when using NVR you need to at least be prepared to make a patch in FNVEdit to resolve those kinds of conflicts, even after using a Bashed Patch.
  9. More or less redundant with the PN Equipment module, also a lot of the weapons in that pack are poorly textured.
  10. I use RWL with the base ENB configuration files and have pretty good results. Might look at switching to Enhanced Shaders or something like that. I'll have to post some pictures later once I'm back to my computer, but the visuals look good and similar to Fallout 4(ish).
  11. Been waiting for this for a long time now (or what seems like it) and I can't wait. Should replace a good handful of AI plugins which is always a good thing.
  12. Not really, some of the texture work on them are not very good.
  13. Multiplatform mods are going to be great assuming that they don't charge for the things. Anyway, game looks incredible. The weapon customization is insane and the Post-Apoc Hearthfire is pretty sweet, my only fear is that the classic Skill system will be gone in favor of some sort of skyrim-esque skill tree. Also wish Obsidian was doing the story for Fallout 4, but it still looks sweet. I took a week off of work for Fallout 3 and I'll do the same for this game, I can see getting immersed in the game for hours and hours. Also pretty cool that Bethesda is taking notes from Modders - from the color scheme (no green filter!) to the power armor system and whatnot. All good stuff so far.
  14. The FPS limiter you want to use is in the MGE-XE GUI on the main page.
  15. I've been keeping an eye on this on-and-off for a while, so I'll give it a shot to test.
  16. MGSO is fantastic, at least as a base mod. The default settings aren't vanilla friendly, though. Here is what I have checked in the options: I did have a ton of problems with the Steam version of the Morrowind executable, so I backed up and replaced it with with a No-CD version of the executable instead prior to running MSGO Installer. I also install the version of Wrye Mash I linked above, which is the latest/most up to date version, and also has MLOX/TES3CMD integration. Before running MGSO, do the following: I take a backup of the Morrowind Data Files directory at this point and copy it to the Wrye Mash installers directory as "Data Files - Vanilla Morrowind". Then I install it as a mod in Wrye Mash. At this point, I run MGSO. When MGSO gets to the "Morrowind Code Patch" portion, I run the code patch but do not check any options or fixes or patches, then apply the patch. Then I close the MGSO Installer and copy all the stuff from the Temporary folder above EXCEPT the Data Files folder over into my Morrowind directory, and then run the MGSO installer again. This "tricks" the MGSO installer into thinking the Code Patch was run, but in reality, the latest and greatest Code Patch was run on the Executable. Then I run all the other options. I don't select Animated Morrowind because I'm not a fan of all the NPCs it adds, although it is a good mod if that is your thing. I also highly recommend Starfire NPC Additions if you want more NPCs in the game. Make sure to install the MGSO temporary patch (https://www.nexusmods.com/morrowind/mods/43463/?/) and re-run the MSGO Options executable and select the options above and click "apply", but don't install using Wrye Mash. After install, I delete the BTB Version of the Morrowind Patch Project. I also right click on Better Weapons and Armor.esp in Wrye Mash and select "Repair Refs" to fix problems with this ESP file. Finally, I delete bm_ex_ice_exit04.nif inside the meshes folder in the Data Files folder, since this mesh causes some doors to be inaccessible. Then I copy the Data Files folder over to the Wrye Mash installers directory and install it as a mod over top of the vanilla Morrowind data files. This gets you MGSO 3.0 and Wrye Mash as a mod manager that is aware of all vanilla and MGSO files and conflicts. I replace the version of MLOX with MGSO with this updated one: https://www.nexusmods.com/morrowind/mods/43001/?/ . MLOX is usually law, and it recommends disabling or not using a few of the MGSO mods, so take that as you will. I also install TES3CMD - https://www.uesp.net/wiki/Tes3Mod:Tes3cmd in the data files folder. At this point, you have a few more fixes and updated mods to install in Wrye Mash (except for MGE-XE):The 1.6.6 beta of the Morrowind Patch Project (replaces the older BTB version we deleted earlier) - https://www.theassimilationlab.com/forums/files/download/1060-previous-patches-unofficial-morrowind-patchThe latest MGE-XE - https://www.nexusmods.com/morrowind/mods/41102/? and the latest development version over top of that - https://www.nexusmods.com/morrowind/mods/26348/? Potion and Scroll Icons - https://mw.modhistory.com/download--12174 (note that I don't currently use this due to conflicts with BTB's mods) Morrowind Containers Animated - https://www.nexusmods.com/morrowind/mods/42238/?/SpiritHawke's Daedric Armor Fix - https://download.fliggerty.com/download--852Latest Windows Glow - https://abitoftaste.altervista.org/morrowind/index.php?option=downloads&Itemid=50&task=info&id=45&-Windows-Glow-Raven-Rock-English-PatchDunmer Lantern Replacer Fix - https://www.nexusmods.com/morrowind/mods/43219/?/ I also install these great Skyrim-like UI Mods - https://www.nexusmods.com/morrowind/mods/43039/?/ https://www.nexusmods.com/morrowind/mods/43026/?/ https://www.nexusmods.com/morrowind/mods/43341/?/ For Better Heads/Better Bodies, I install Better Bodies ZW (Overwriting) - https://www.nexusmods.com/morrowind/mods/42395/? , Westly's Head Replacer https://download.fliggerty.com/download-127-874 (closer to vanilla), I install (overwriting) Better Beast Bodies - https://mw.modhistory.com/download-10-10928, Pluginless head replacer for Khajiit - https://www.nexusmods.com/morrowind/mods/43110/? For MGE-XE, I'm using mostly default settings and automatic generation of all settings, and I have my distant land draw distance at 21 cells (which is close enough to vanilla but still lets you see stuff in the distance.) That should get you going with a pretty decent and vanilla friendly install. There are merits to doing it manually, but in my experience MGSO is pretty selective in what goes in, texture quality, etc. A good guide for supplementing on top of those mods is here - https://steamcommunity.com/sharedfiles/filedetails/?id=323619999&insideModal=1 If you want to take a DIY approach, instead of installing MGSO, use Knot's Guide - https://www.somethingfornobody.com/blog/morrowind-modding-guide/
  17. Yeah, I checked that out but it wasn't very good - choked on installing a bunch of mods. Is MO's source available for forking?
  18. I'd be willing to help on a guide, I just went through a MGSO + Supplemental mod install and I've been pretty happy with everything. I really wish Mod Organizer supported Morrowind, but the latest Wrye Mash fork (https://github.com/Yacoby/Wrye-Mash/downloads) is pretty good.
  19. There is also this ultimate version as well - https://www.nexusmods.com/skyrim/mods/66105/? both which seem to be doing similar things? Not sure which one is better but it seems like it would replace a lot of this guide.
  20. If you're comfortable with TES5Edit, you can edit the esps to remove the crap ton of flora that mod adds everywhere. I still had poor performance even after doing that, though, so your mileage may vary.
  21. Hi all, Recently got the itch to get back into Morrowind, after finally beating the main quest in Skyrim. After using Mod Organizer for Skyrim/Oblivion/New Vegas/Fallout, I can't really imagine modding without it. I know Morrowind support is currently not implemented, but is it possible that it is on the roadmap or something that can be done in the future? Wrye Mash is OK as a mod manager but I just love being able to keep the data directories completely pristine and clean of mods.
  22. Thanks, I missed that part :)
  23. Great guide and the conflict resolution stuff has been super insightful, thank you. A question about priorities in Mod Organizer - should I apply the load order recommendations by MO? Keep in mind I have a few mods here not in the guide too: The conflict resolution order for some mods containing scripts differs from that of the corresponding esp. This may lead to subtle, hard to locate bugs. You should re-order the affected mods (left list!). There is no way to reliably know if each of these changes is absolutely necessary but its definitively safer. If someone suggested you ignore this message, please give them a proper slapping from me. Do not ignore this warning The following changes should prevent these kinds of errors: Move Thieves Guild Requirements - No Auto Quest Start Brynjolf after Even Better Quest Objectives Move Non-Essential Children after Thieves Guild Requirements - No Auto Quest Start Brynjolf Move Better Fast Travel - Carriages and Ships - Overhauled after Non-Essential Children Move Traps Make Noise - More Dangerous Traps after Better Fast Travel - Carriages and Ships - Overhauled Move Wiseman303's Trap Fixes after Traps Make Noise - More Dangerous Traps Move When Vampires Attack after Wiseman303's Trap Fixes Move aMidianBorn Book of Silence - Content Addon after When Vampires Attack Move Complete Crafting Overhaul Remade after aMidianBorn Book of Silence - Content Addon Move aMidianBorn Book of Silence after Complete Crafting Overhaul Remade Move Better Vampires 6.6 after aMidianBorn Book of Silence Move Nightingale Hall Restored - Karliah as a Follower after Better Vampires 6.6 Move Provincial Courier Service after Nightingale Hall Restored - Karliah as a Follower Move The Paarthurnax Dilemma after Provincial Courier Service Move Moonlight Tales - Werewolf and Werebear Overhaul after The Paarthurnax Dilemma Move Alternate Start - Live Another Life after Moonlight Tales - Werewolf and Werebear Overhaul Move Clothing and Clutter Fixes after Weapons and Armor Fixes Remade
  24. Make sure to put the D9D3D in the exe folder like so: Install all other enb/files in the New Vegas directory itself. here are my MO settings for 4gb: This loads, but I have problems if I force borderless fullscreen. Other than that, rock solid. This is the English Steam version of New Vegas with all DLC, not the "Ultimate Edition", so you might have to change the app ID accordingly.
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