
13thGeneral
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Everything posted by 13thGeneral
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Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
I totally understand. When it started crashing on me again, I had a bit of an anxiety panic and a got little depressed - at that point I had just spent about 7 weeks going through the guide in my spare time. The idea of going through all that again is not a happy thought. It was so bad I almost decided to just go back to my NMM game to be honest. But I took a few days off and am back at square one trying to figure it out. Maybe I'm a glutton for punishment. Good luck! -
Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
Good advice, I'll check all that. -
Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
Ok, good to know. I'll just have to keep working through the guide again and see if it reoccurs. I might be really overly OCD this time, not only making a new profile for each section, but keeping record of everything I do - meticulously - from any sorting of masters, cleaning of plugins, adding bash tags, etc. I'm kind of dreading it, though, since it took me almost two months working through the guide in my spare time to get to this point already. But hopefully it'll help me keep track if any issues arise. I'd really like to help figure this out, though. Hopefully adzc1987 replies and can provide more info on the error he experienced. -
Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
I wish I had it or could reproduce the error. I only saw the FOSE message once. I did just notice that, as I go through preparing to reinstall all the mods (again), in the guide it mentions not extracting the BSAs for 'DCInteriors' and 'UUFO3' - which I had not seen before and HAD extracted them. So, there is at least a chance that could potentially be part of the issue I suppose. Though does it explain why the game was crashing even after I deactivated all mods down to the Cleaned Vanilla ESMs? -
Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
I have been wondering the same thing. What's peculiar is the issue appears to happen at different places during the install; though maybe it's just a fluke. I actually had a very stable build - after fixing it the first time - but it returned again at some point while working on my bashed patch, and adding a couple non-guide mods. The first time it happened I hadn't even got that far. I'm suspecting it's FOSE conflicting with a mod in the list, or something is disrupting the interoperability, but I am not skilled enough to know why or how to even figure that out. -
Followed Guide game wont launch Help!
13thGeneral replied to adzc1987's question in Guide Support & Bug Reports
This is the same issue I keep encountering as well. Since this is at least the third separate post I've seen referencing the same deal, obviously there is something similar we're all doing (or not doing, as it were) to get this result. I've had to start over twice now since starting using this guide back in June. There has to be some commonality between us. -
Well, it started doing it again. sonofa... Gonna start a new thread, because it got worse while trying to fix it again, and the game won't launch from MO at all.
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Should I create bash tags for esms?
13thGeneral replied to wimpymilkdrinker's question in Wrye Bash Support
Thanks for sharing that, DirtyWeaselMedia's Mod Organizer guide on FNV was very helpful in adding bash tags. I was unaware of the generate bash tags script prior, and hadn't been able to find an easy to follow guide that really covered the subject before. I can finally manage to add tags without much hassle, which will make resolving other issues that arrise with my load order and bashed patches that much easier. -
Kelmych, what's your stance on sorting masters in FO3Edit? From what I've seen, it helps with getting a good load order and sorting conflicts and missing master problems, especially in conjunction with WryeFlash. Speaking of which, should the guide also include mentioning how to use the colors in WryeFlash to sort mods and resolve issues prior to making a bashed patch? I'm asking as there's no mention or suggestions about it in the guide.
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Thanks. I guess I'll have to learn how to utilize the tools at hand, dive in, and figure it out. Always a learning experience, this modding thing. :P
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I'm getting some weird behavior from the "Ragdoll Overhaul FO3 Edition", where it's overwriting a mesh on an game world object in the Megaton house (a console unit on the second level); With Ragdoll Overhaul not activated; https://i.imgur.com/t4Nj8Tk.png With Ragdoll Overhaul mod activated; https://i.imgur.com/hNYCtqf.png I've been going through trying to figure out which mod was causing this, though I'm admittedly a bit baffled as to why the Ragdoll mesh would cause this. Here's the Mod Organizer conflict list from the Ragdoll Overhaul mod; https://i.imgur.com/lzYkRp0.png I dug around in the STEP and Nexus forums, and Googled it, but I haven't found anyone else having this issue. EDIT: Ok, it appears to be conflicting with Core Robots - The Project for for some reason, but not sure why it's causing a worldspace object mesh issue. (I don't know enough about these things to really determine what's going on). I also have the recent Core Robots compatibility patch installed; Core Robots Compatibility Patches I realize that Core Robots isn't part of the STEP project, but I was adding mods I wanted after I got the guide's mods running stable.
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That's what I've been doing, and so far haven't re-encountered it again. Yet. I think I must have made a mistake somewhere in the UI section initially.
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In the past I have experienced some weird and frustrating issues with ProjectReality, causing several odd behaviors; rain never stops, thunder indoors, etc. The worst of it was a permanent Radioactive Rain effect, adding 1 rad per 7.0 seconds, forever. I don't think it ever got solved. Here's a discussion on nexusmods about it; https://forums.nexusmods.com/index.php?/topic/997930-project-reality-bug-fix-work-in-progress/ The rain siren is rather annoying too.
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I've been struggling with the same issue; I get the exact screen you are - it gets to the point where it usually shows the menu but the screen blinks, a quick flash of the in-game hud, then all black with the compass marker on the bottom center. When I disable everything in the CaPD guide installed after the UIO it goes away. This is the first post I've found where anyone else is experiencing the same issue. I went through and reinstalled all the UI section to see if that fixes it and will test it this weekend.
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question about archive management/ dummy .esp
13thGeneral replied to axel4340's question in Mod Organizer Support
Ok, cool. That .bsa archive message threw me off since there was no .bsa present. I figured as much, but just thought it was worth finding out for certain. Thanks for checking that out. -
question about archive management/ dummy .esp
13thGeneral replied to axel4340's question in Mod Organizer Support
What if MO flags the esp, but there's no bsa associated with the mod in the archives tab? I have a mod I had been using in NMM for Fallout 3, prior to porting to MO, that is doing this; Lightweight Food Sanitizer I also have the MiscWeightFix.esp mod, so it's placed below that as the instructions say. I don't see any conflict flags associated with these, except the .bsa message. -
Excalibr Not Detecting .esm from FWE (CTD)
13thGeneral replied to SynthetikHD's question in Guide Support & Bug Reports
This might explain at least part of my missing .esm issue as well, as a couple of the dependency flags MO is tossing up call for these plugins. I'm beginning to suspect some of the issues I'm having are fomod related. -
Clear and Present Danger F03 Guide - Missing Masters?
13thGeneral replied to 13thGeneral's question in Guide Support & Bug Reports
Thanks. Based on that suggestion,I took a look and see I did add the PI MMM mod, but perhaps I missed a step or something in the process. I'll do a more thorough pass at it again, asI didn't have a chance to really look deeper before heading out today. I also noticed at a glance this morning that a few mods reporting a missing dependency on xCALIBR.esm, which does not appear to be installed properly. I'll have to give the whole thing another detailed pass through review to be certain, see where I may have messed up or determine why there are marked as missing .esm or.esp dependencies - to help see where/how it was missed. If I can help clarify any steps in the guide, it's worth doing. Keep up the great work! [uPDATE 1: found that the xCALIBR.esm is installed with the 'eXcalibr Ammo eXpansion Pack' mod, but I had it set to the 'Optional ESPs' folder. The guide says to "move CALIBR.esm to Optional ESPs" and that may be causing some confusion; thus it will likely be assumed the guide means 'xCALIBR.esm' and not 'CALIBR.esm. This needs to be corrected and clarified in the guide. ] [uPDATE 2: found I had moved the wrong .esp for the 'SVD Dragunov' mod, thus the missing Master 'ZL-SVD-xCALIBR.esm' was in 'Optional ESPs' when it should be the 'ZL-SVD.esp' plugin instead. So I just swapped them.] -
Clear and Present Danger F03 Guide - Missing Masters?
13thGeneral replied to 13thGeneral's question in Guide Support & Bug Reports
No, it's not currently activated. That's how it was set after installation, not sure why; and I haven't changed any active/inactive settings yet since I'm still working through the remainder of the guide. I assumed that once I finished the guide, and the LO was properly sorted, then I'd have a better idea of what might need be activated, etc., but just felt I should check at this juncture - since I finished installation of the mods - just to be certain and clear. Sorry, I should've known to make notations of activation status on the load order I posted, as well as named the "missing .esm's" to those mods - will have to fix that later. Thanks. -
Clear and Present Danger F03 Guide - Missing Masters?
13thGeneral posted a question in Guide Support & Bug Reports
After going through the guide, all the way down through the Conditional Mods section, looking at the plugins list shows a few "missing masters" warnings. I'm just curious if this is expected, or perhaps I missed something? I have not yet sorted the load order (it is in the order as installing placed them), I have not done any bashed patch or merged patches, I have not optimized the textures, or done anything else outside of the steps outlined in the guide, up to this point. The mods with the warning (unsorted load order); GlowingGhouls-MMM.esp; missing Master 'Mart's Mutant Mod.esm' xCALIBR_20CW_v5.12.esp; missing Master 'xCALIBR.esm' Mart's Mutant Mod - Natural Selection.esp; missing Master 'Mart's Mutant Mod.esm' Mart's Mutant Mod - Zones Respawn.esp; missing Master 'Mart's Mutant Mod.esm' Compatibility Plugin00 TalonCo & Marts.esp; missing Master 'xCALIBR.esm' SVDforFWE.esp; ; missing Master 'ZL-SVD-xCALIBR.esm' 20th Century Weapons -Plus- Reborn Cut Weapons.esp; ; missing Master 'xCALIBR.esm' 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp; missing Master 'xCALIBR.esm' Blackened FWE + MMM + EVE + Project Beauty.esp; missing Master 'Mart's Mutant Mod.esm' Any feedback is appreciated. -
NVM. DELETED by me.