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Himself

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  1. "I think" you can always turn ENB on again after you've everything done and already tested it for a few 10-20 mins and game seems ok. Some mods have Core in their description -displayed under the name&link- at the guide. UPDATED Unofficial Fallout 3 Patch Core Many other mods are optional or just textures/meshes and etc, some of the mods you have to choose (like male body replacement to use). Theoretically yes, but it takes a bit of practice and some trial to sort problems, like you did with enabling/disabling mods. When you have problems (# of mods increases problem chance), go for the core and build from there. If you're familiar with FO3, some optional mods are pretty much core.. never saw anyone playing without MMM or EVE.
  2. here: https://forum.step-project.com/topic/9395-disable-live-button-and-world-map-small-issue/?do=findComment&comment=147235
  3. Try remove/disable ENB just to see how it goes. It may be indication that your ENB needs some tunning, ENB can be tricky (since it has many options and different setups for AMD and Nvidia cards). There is a link to an ENB section into the guide with more info. Loading an old save (pre-mod or another mod setup) can be tricky too since that save relies on information being ABC and a change in mod setup may have that info turn to XYZ instead, leading to instant AND/OR long-term problems. This can be discarded when you're installing mods that dont provide additional 'information' to the game (like re-textures without meshes). Also try going only for the CORE mods (I even skip some like flashlight) and those that seem indispensable, most of the non-core can be installed/added later on with just a few tweaks (if any) needed. Since we nowadays have better PCs everyone is probably going to add everything thats in the list, wich IMO is the wrong approach. Try a 99% flawless core first. Altough the guide can be followed that way, its not enforced or optimized for that. Solving post-core conflicts gets easier as extra-mods only need be "retrofited" to fit in the core or to solve issues with other extra-mods. Hope it helps!
  4. Oh right, didn't consider that, so sorry!
  5. Oh I didnt do anything. Cant even point where that teddybear01.nif came from (bad side effect from not using Mod Organizer) even though its a minuscule annoyance and not really a bug, like most of my rant xD Right now I'm kinda pissed that I can just steal stuff from the backpacks shack at springvale and nothing happens (everything is red pointing I "shouldn't" steal). Gonna try to add a bodyguard inside and another outside plus have them +owner and his girl turn hostile if I steal, also some fixing (a satchel says +15 but adds +20 lbs capacity, glaring bug so probably there are more). That is if I ever get to properly learn some modding for bethesda games, slowly going thru my baby steps. Someone with enough skills could 'fix' that meanwhile and post how-to or plugin ^^
  6. Matt, theres an easier way of doing all the optimization textures following the step guide (or maybe its just my simple mind playing tricks!), anyway I also find that guide to be very confusing, maybe because my english is bad for technical terms. (Assuming you know basic file structure and pathing AND did read the https://wiki.step-project.com/Guide:DDSopt/Fallout, do the following:) 1 - You should probably skip optimizing vanilla/DLC stuff cause those are pretty much small/fast textures anyway, DDSOpt ain't likely to do much (if anything) for those textures. In this case jump to #4. 2 - Extract all the vanilla/DLC textures until it all ends up inside the DATA 'textures' folder just as the game would have it, move the textures folder inside the 'vanilla extracted' then run "2_Fallout_Pre-optimization_NoSort_2.8.bat" (I tried the alternative one that sorts textures in the first run but anyways you're going to use the same value (1024 or 2048) for likely every texture so sorting ends up being pretty much redundant) 3 - Run DDSOpt (configured as per the step guide) in the 'vanilla optimizable' folder, after that you'll have a 'vanilla optimized' folder with a 'textures' folder inside it, throw this 'textures' folder back on top of your original textures folder (inside the 'vanilla extracted' folder), so there you've optimized as per the step guide all the vanilla/dlc textures. (textures folder inside 'vanilla optimizable' is not needed anymore, delete) 4 - After you've all your mods and textures installed, place the 'textures' folder inside the 'mod extracted' folder, run "4_Fallout_Mod_NoSort_2.8.bat", apply DDSopt (as configured by the step guide) on the 'mod optimizable' folder, when it ends you'll have a textures folder inside the 'mod optimized', this textures folder contains the optimized textures so just throw it on top your original textures folder inside the 'mod extracted' (yes to overwrite) and move this 'textures' back in the games data folder where it was originally, DONE! (delete the 'textures' folder inside 'mod optimizable', not needed anymore as those were the pre-optimization textures). Btw I'm not using Mod Organizer since it changes file structure and pathing to whatever MO uses (wich is very confusing to me and the reason why I'm not using MO), if you use MO then you can probably "drive" inside and around its file structure and pathing, so hopefully you can translate these steps to something that works within MO ^^ Hope it helps if you ever wanna try, or if you need more info ask! :)
  7. Yup I've seen it, kudos to you and deamano especially by merging all the TWPC plugins part, thanks!
  8. Thanks to Kelmych for the guide!! Also thanks to everyone here at STEP boards for trying to help me somehow!! :) I'll try to post bugs/weirdness or just things that IMO are out of context. So far what I've found: The teddy bear in the toys box at the beginning of the game was not materializing until I jumped inside the box (sometimes not even then), removing the meshes\clutter\teddyebear\teddybear01.nif seems to have solved it. The ragdoll overhaul mod looks nice in concept, first I tried the "colisions" version, it causes a bug right at the birth opening with james moving backwards and returning to the front, then I replaced the mehes\characters\_male\skeleton.nif for the "no colisions" version (of the same mod), that fixed the james bug, but a while later in the 'escape the vault sequence' I noticed that grandma taylor body was half-inside the floor, it behaved weird in many following tries, removing the skeleton.nif again has erased the issue. So I guess I'm leaving that file out, uncomfortable with mods that cause weird behaviour ^^ The next may be a of bit nitpicking on my part... JIP selective fire shows its tutorial box message right at the birth intro sequence, thats really uncalled for. Disabled that box from showing up by opening the plugin and editing JIPSFMainScript if iMenu if fDelay set fDelay to (fDelay > 0) * (fDelay - GetSecondsPassed) elseif iMenu == 1 ShowMessage JIPSFTutorial0 set iAux to 0 set iMenu to 10erasing the "ShowMessage JIPSFTutorial0" seems to have done it, hopefully with no side-effects. I would have edited the script to only show the message when out in the wasteland for the first time, however that goes beyond my current scripting capabilities (I'll return and "fix it properly" if I ever get to being advanced, or someone else could do it and post the how-to). Theres also an issue with GOAT "cutscene" in the turn-in-test dialog sequences but its a Vanilla issue AFAIK, depeding on the way(s) you turn your test and mess/talk around to the other people it gets skipped/broken, I'll try a fix if I ever learn scripting (geez.. boolean code was so easy/fast in baldurs gate and icewind dale, scripting for bethesda games seems like a real chore to begin with =X). The last issue is 'probaly' unfixable (or beyond my meager knowledge), in that if you change the pipboy model and or background image, everyone else with a pipboy is gonna be showing it, the background image will also appear in the face construction menul (at birth sequence or exiting to wasteland for 1st time). Anyway thats it, the rest has been pure joy \o/
  9. Thanks guys!
  10. Okay thanks guys! I'll make some general assumptions to see if I get it, please correct anything that is wrong, hopefully other new users can also read this and clear doubts! ^^ 1 - In the case of that example, bashed patch did the correct thing by leaving empty fields and overwrite last entry (#6) by a previous one, since this "prevents" bugs/weirdness from happening to another main mod (the Ironsights for FO3), while still maintaining a stable enough build. Ohh nice! Seems the little program is smart enough =] 2 - Would I be correct in thinking that the difference between a 'bashed patch' and a 'merged patch' is that a merged for the most part only "flattens" load order while 'trying to solve conflicting entries' (www.youtube.com/watch?v=uPK7R71zcwM&feature=youtu.be&t=1363), but is not as robust/capable of using the same sort of "logic" that wrye flash uses in a bashed patch? (like for example preserving selected sections from given plugins) 3 - I'll probably just leave the bash tagger out for now since it being correct 90% of the time is not sufficient for me, if I was an accomplished modder or long time user/player that knows enough about editing the game around (and supposed content of plugins) to fix the remaining 10%, I would go for it, however I dont think I'm comfortable/knowledgeable enough at this stage. Probably gonna follow tags suggested by LOOT. Does LOOT auto-check for updates and retrieves its information listings online? Does it do it automatically or I must force the program to do it? GrantSP - The use of Blackhawk weapon as example was completely random on my part, I just opened the bashed patch and checked on a weapon to see if it had conflicts wich I could adress as examples for this thread. As you can see from the image theres a lot of "red" in my bashed patch lol, hopefully its due to the ironsights deal you mentioned. And now the part for becoming self-sufficient: When a plugin contains little information inside, but I know I really need/want/isOK for that plugin to be active AND also need to reduce plugins/load order amount, I open it in xedit together with its "main plugin" (assuming it has one), and just copy or insert the info of the small plugin on top/overwrite that of the main plugin, so as to eliminate the need of that small plugin, taking enough care so that the replaced entries are nothing major or prone to problems. Should I check that both entries (former and new one) have the same FormID/EditorID or that is not necessary? (It doesnt seem like it can be wrong in Xedit anyway) I've read that alterations in NavMesh need the plugin be opened in the game editor and then saved only to "rebuild it correctly" or some such, is it that simple or should I just avoid messing with NavMesh editing?¿ (and does above procedure goes for xedit in all 4 games?) Lastly, there are some changes (small details) I wanna do to the game, for example the face of an NPC that I've modified to my liking or the amount/shape of light from a source or statistics for a weapon, I'm placing those changes in a small plugin that I load by last and I'm constantly editing this plugin (so I don't include it in a bashed or anything and always leave it by last), seems to work fine so far and dont show any problems, however is there any advice to this practice or I just gotta "play it smart" and test often and generally avoid biting more than I can chew ^^ Again thanks to all of you who read and/or comment, this probably clears most simple doubts and steps! (If anything else is more or less correct, please at least answer the blue text! )
  11. Heya, me again! xD New to these programs (xedit and wrye flash) and have some doubts wich I hope are common to new users, so please answer if you can... First see this image here: https://postimg.org/image/8pzx2md2l/ I've numbered those "models and alternate texture" fields from 1 to 7. (1-6 being plugins and 7 a bashed patch) As you can see, numbers 3-4-6 have entries, and 1-2-5-7 are empty. Doubt 1 - Since fields for 7 are empty, once I start the game and play, will the game use the information contained in 6, or will it use the empty from 7? Doubt 2 - If the answer to previos doubt was "it will use the empty from 7" read on, otherwise jump to doubt 3. Number 6 being the last plugin has what is supposed to be the most precise entries (lets assume that in this case yes, it has the most up-to-date information and was created taking into account all the previous plugins), however if the game uses the empty fields from 7, that is a bad thing right?? Doubt 3 - Theres an entry the bashed patch has overwriten and is using the entry from number 5 instead of the entry from 6 (look above number 7 in the image -> first entry that has text, you can see its the same as number 5, but different from 6). Is that supposed to happen? How does the bashed patch decides that 'the right thing to do' is ignore info from 6 and preserve those from number 5? Doubt 4 - I've got the bash tagger (not used it yet) from pinned topic in this area, https://forum.step-project.com/topic/6841-wip-bash-tagger-detects-up-to-49-bash-tags/ selected download and it came as "fireundubh_-_bash_tagger_v1_3_9_1.pas.txt" assuming I've to remove the .txt in the end so it matches all other .pas filetype in xEdit\Edit Scripts folder. in the pinned topic it says: Roadmap: v1.1 - Initial release (based on zilav's BASH tags autodetection v1.0 script)v1.4 - Mostly complete TES4 and TES5 supportv2.0 - No bugs whatsoeverHowever my version is NOT 2.0, it even says so when opening the file and looking at its top info: Purpose: Bash TaggerGame: FO3/FNV/TESVAuthor: fireundubh <fireundubh@gmail.com>Version: 1.3.9.1 (based on "BASH tags autodetection.pas" v1.0) Is there a version 2.0 somewhere else? Doubt 5 - What exactly does a Bash Tag do and "should I try to add bash tags to as many of my plugins as possible" or "follow only the bash tags from LOOT/BOSS guides" and leave the rest alone cause I need more advanced knowledge to understand how/when bash tags can do more harm than good. (and if so is there a guide or topic for that). Hoping these questions have simple enough answers, seems like most new users would ask this anyway.. Thanks to anyone taking the time to read and reply! :)
  12. Well... does anybody know the right procedure for Fallout 3? I'll try to leave it as well explained as I can.. Cut paste from The Wasteland Patch Collection load order.txt : ^---All Other Mods Merged Patch.esp Bashed Patch, 0.esp ##ABSOLUTELY NO OTHER .esp FILES AFTER THIS POINT!## (and then it presents the order for (TWPC)*.esps plugins previously selected/installed through The Wasteland Patch Collection:) #CHOOSE ONLY 1# (TWPC) 20CWRE-UUF3P-FWE Patch.esp <--- Option 1/3 (TWPC) 20CWRE-WMK-UUF3P-FWE Patch.esp <--- Option 2/3 (TWPC) 20CWRE-WMK-RIFWC-UUF3P-FWE Patch.esp <--- Option 3/3 #CHOOSE ONLY 1# (TWPC) 20CWRECW-UUF3P-FWE Patch.esp <--- Option 1/2 (TWPC) 20CWRECW-WMK-RIFWC-UUF3P-FWE Patch.esp <--- Option 2/2 (TWPC) BBB-UUF3P-FWE Patch.esp (TWPC) BBD-FWE Patch.esp (TWPC) BFM-UUF3P-FWE Patch.esp (TWPC) BRCC-PB Patch.esp (TWPC) BVR-FWE Patch.esp (TWPC) CMRP-FWE Patch.esp (TWPC) CPWM-UUF3P-FWE Patch.esp (TWPC) DIFF3-UUF3P-FWE Patch.esp (TWPC) DM-UUF3P-DW Patch.esp (TWPC) GE-UUF3P Patch.esp (TWPC) HFA-UUF3P-FWE Patch.esp (TWPC) HRWW-DIFF3-UUF3P-FWE Patch.esp #CHOOSE ONLY 1# (TWPC) K9B-UUF3P-FWE Patch.esp <--- Option 1/2 (TWPC) K9B-MMM-UUF3P-FWE Patch.esp <--- Option 2/2 (TWPC) MMM-EBTMGFWE-UUF3P-FWE Patch (TWPC) PLR-MMM Patch.esp (TWPC) PLR-UUF3P-ISS Patch.esp (TWPC) PRA-FWE Patch.esp #CHOOSE ONLY 1# (TWPC) RBS-MMM Patch.esp <--- Option 1/2 (TWPC) RBS-MMM-FWE Patch.esp <--- Option 2/2 (TWPC) RIL-UUF3P-DM Patch.esp #CHOOSE ONLY 1# (TWPC) RRE-FWE Patch <--- Option 1/2 (TWPC) RRE-PB-FWE Patch <--- Option 2/2 (TWPC) TMI-FWE Patch.esp (TWPC) WMK-UUF3P-FWE Patch.esp #CHOOSE ONLY 1# (TWPC) WD-UUF3P-FWE Patch.esp <--- Option 1/2 (TWPC) WD-DIFF3-UUF3P-FWE Patch.esp <--- Option 2/2 (TWPC) DIFF3-RI-EVE-MMM-WMK-PRA-F3HMG-F3HF-20CWRE-IMPACT-UUF3P-FWE Patch.esp #CHOOSE ONLY 1# (TWPC) BFO-UUF3P-FWE Patch.esp <--- Option 1/4 (TWPC) BFO-MMM-UUF3P-FWE Patch.esp <--- Option 2/4 (TWPC) BFO-EVE-UUF3P-FWE Patch.esp <--- Option 3/4 (TWPC) BFO-MMM-EVE-UUF3P-FWE Patch.esp <--- Option 4/4 Issue #1: The ##ABSOLUTELY NO OTHER .esp FILES AFTER THIS POINT!## LOOT doesn't seem to care for that, it places some of the (TWPC) plugins way above/behind in the order leaving other non-(TWPC) plugins taking precedence. It also places the Bashed Patch, 0.esp by last (after all else), contrary to the info from the txt above where it places Bashed Patch, 0.esp before all the (TWPC) plugins. And to further complicate... Issue #2: Wrye Flash wants to merge most (if not all) of the (TWPC) plugins into the bashed patch: https://postimg.org/image/ekgzeau2z/ That would be great to cut load order and eliminate many plugins, however it does not go into accord with The Wasteland Patch Collection prerogative of having all its (TWPC) plugins by last, even after a merged/bashed patch. Do I follow The Wasteland Patch Collection, subvert LOOT order and place all its (TWPC) plugins by last and leave those out of a bashed patch, or do I follow LOOT and Wrye Flash, leave the order as is and include all (TWPC) plugins in the bashed patch? Really puzzled with this and since I'm a noob to that, can only hope for advice.
  13. Instructions are to remove PlasmaRifleAwesomefied.esp , however the The Wasteland Patch Collection has (TWPC) PRA-FWE Patch.esp - Fixes compatibility issues between Plasma Rifle Awesomefied and FWE FO3 Wanderers Edition. Edits 2 Projectile and 2 Weapon records to try and keep the stats more or less in line with FWE. I dunno if this esp is needed since it seems to be only balance related, however it requires the PlasmaRifleAwesomefied.esp to work, so maybe if its not needed you could mention either in Plasma Rifle Awesomefied or The Wasteland Patch Collection to avoid installing this esp. Plasma Rifles Awesomefied Author: MadCat221Version: v2.01aFallout NV Equivalent: Plasma Rifles Awesomefied, FO3 mod ported to FNV.Installation: Install the main file with MO. The mod includes two plugins and only one should be used. After installation double click the mod in the left pane of MO and select the Optional ESPs tab. Move PlasmaRifleAwesomefied.esp to Optional esps. This leavesPlasmaRifleAwesomefiedWMK.esp to be used in the game.This mod improves the appearance and sounds of the plasma rifle.
  14. Sorry, pls delete topic.. its already solved further in the guide by another mod: https://www.nexusmods.com/fallout3/mods/11711/? my bad.
  15. Oh no worries its a small issue, I was kinda just hoping (still am) that there is a fix if someone knows enough about the xml coding, since it seems like a configurable enough language and maybe there is/was a way to set new map boundaries that respect or "fade when over" the top display.
  16. If anyone in interested into hiding the live button from main menu, open Data\Menus\Options\start_menu.xml Find the part where it says: </_isLIVE> <visible> <copy> &true; </copy> <onlyif> <not src="me()" trait="_isLIVE" /> <or> <copy src="me()" trait="_isLIVE" /> <and> <not src="globals()" trait="_sm_hideLIVE" /> </and> </or> </onlyif> </visible> change for: </_isLIVE> <visible> <copy> &true; </copy> <not src="me()" trait="_isLIVE" /> </visible> Sorry if theres an easier way, searched google but couldn't find =P Now for the second thing... After installing Better High Detail map and Icons, map will "cover up" (stay on top) the info displayed at the upper part in pipboy worldmap screen, such behavior does not happen in vanilla, I'm assuming theres a fix if someone knows enough of this .xml building/editing Vanilla: https://postimg.org/image/vvoqz247l/ High Details mod map: https://postimg.org/image/8sy7zw2q9/ Anyway if someone knows a fix, pls do tell! Thanks!!
  17. Thanks again Kelmych!! I really tried to get it, but most of the tech terms leave me more confused, sorry I'm probably slow to catch up... (the parts about FormIDs and NavMesh were straightforward enough) What it seems you're saying tough, is that a bashed patch will treat entries that contain bash tags differently ('usually' preserving) even if those entries are not the last ones, because such entries are to be handled differently based on each setup/load order. I did a merged patch and a bashed from the same mods, and the bashed patch has massive content when compared to the merged, wich has little. Since both are different and serve different functionality, I'm still wondering if making both does any good? Or for my (simple user) purposes the bashed patch is enough. Also, still unsure about the plugins from The Wasteland Patch Collection, if these can participate in a bashed patch as wrye flash seems to want to, or not. Specifically: Should I just leave the bashed patch at botton, everything ticked, letting Wrye flash does as it pleases?
  18. Hi all and sorry to bother! =) The process to create a Bashed Patch seems simple enough (in youtube videos xD), however there are many doubts that a basic user like me has, and would be nice to have this cleared/explained, gonna try to cover it so that this topic is useful in the future. 1 - Bashed Patch and Merged Patch? I've read that a bashed patch and a merged patch are not the same thing. Can someone explain how a bashed is different? I mean, merged patch in Xedit is easy and intuitive enough, since every conflict/lines can be seen and areas expanded or even edited https://postimg.org/image/ggu7hgom3/ However when making a bashed, wrye flash just "does its thing" and I dont really understand what it did, or "how it fares" compated to an Xedit merged, care to explain the big picture?, no nitpicking needed. 2 - Merged Patch + Bashed Patch (or vice-versa), and Load Order. I'm assuming trying to create both and have the 2 work concurrently is bad and should not be done. As for load order there seems to be some conflicting information... for example this mod (The Wasteland Patch Collection) states that its plugins be loaded after a merged patch, however wrye flash seems to think its plugins can be included in the bashed patch (https://postimg.org/image/i7o54v45x/full/), what is the correct course here, do I follow wrye flash or the mod author? (in doubt because the author was probably referring to an Xedit merged patch). Note that including these into a bashed patch will make the load order quite confusing, since the load order by the end/botton (done by LOOT) is supposed to be quite sensitive, does it matter? 3 - Leaving plugins outside of a Bashed Patch, or loading plugin(s) after the bashed patch. Okay so plugins that were merged in a bashed patch must be ticked off in the order (except purple text that must be ticked on/reactivated), but left there in order since the need may come to re-build patch, at wich point ticked off plugins must ALL be ticked on again right? I've done some editing years ago and still have my plugin, back in the day it was safe to leave it after a merged patch. Are there any pros/cons or general guidelines/information to something that goes AFTER the bashed patch in load order? (like basic tips to know IF it should be loaded after, and HOW MUCH OVERWRITING -OR HARM- it is going to do) Thats it! I'll add/edit if something else comes. If anyone can answer these even partially of just share some knowledge, please be my guest =] Thanks to all of you who make modding community to be special!
  19. Additionally, the link to this FO3 Pack doesnt seem to work, I get an "invalid or deleted file" error page from mediafire. FO3 PackAuthor: by MadAce, KaneWrightVersion: 1.2.3 (Sept. 18, 2015)Notes: This mod changes the collision meshes of many game static items, making them much smaller. This is an inital FO3 version mod combining and integrating changes from both mod authorsFallout NV Equivalent: Collision Meshes; similar mod by first author, additional FNV meshes by KaneWright are available at Additional FNV Collison MeshesInstallation: Get main file and install with MO.
  20. The guide does not specify if both (1H and 2H packages) can be used/installed/work at the same time. Holster animations and models Author: KenkuroVersion: v1.2.0Notes: This mod will add animations for using holsters.Installation: Get the "1HM-wastelander" main file (or another main file if preferred) and the update to v1.2. Install the main file with MO, then install the update using [Merge]. Also just a bit above this part in the guide there were instructions about all Robco esps that must be moved to optional or deleted, however the guide didn't tell that later on we would get a different omnipatch that replaces all of those, it would be nice to mention just to avoid confusion with the readme/intructions of the mod in its nexus main page.
  21. Thanks, that has done it! Should I just leave a space and add the --game=Fallout3 after --single-process ?
  22. Hi and sorry to bother! I have setup MO and everything seems to be ok, all other programs assigned seem to run fine, however when I try to run LOOT it opens a blank window with LOOT on title, remains blank and does not load. LOOT does open normally outside of MO. Can I get any help and is there additional information necessary? Thanks for MO even though its probably too complicated for me! xD
  23. Thanks! Was thinking about starting with Morrowind, but this FO3 GOTY edition was sitting around for a few years now, and I really like games that have technology included (Deus X or Shadowrun and the likes, not tech like Final Fantasy series wich is incredibly far fetched). Skyrim seems to be a lot more evolved in terms of modding, and have yet to see how FO4 will be in 6 months (since right now its in "open beta" xD, I swear I'm not touching it for at least 6 months), the dialog system and main storyline did not appeal to me at first glance.
  24. Yep doing the maintenance through a manager does seems much faster, it appears I'll have to restart anyway due to my current situation.. I'll try to explain: I was following gopher youtube videos as a basic for my install, then later found out about your guide and DDSopt, I already have/had many mods installed and thought I could optimize textures after everything was done (at the end of the proccess) using this https://www.nexusmods.com/fallout3/mods/17594/? on my data\textures folder. However it seems the optimizer from the link is not exactly the best approach since it does the same treatment to all files (wich is bad in some cases?) and does not include the files inside the BSAs. Further, now it seems that I can't inject the textures from the BSAs into the game without overwriting the textures that are already there (replaced by mods). Let me see if I got what you explained the right way: (please tell if any of that is wrong) 1 - I need to make an archive for the optimized FO3 textures and each DLC, say for example I create the Fallout3_textures_2048.rar. 2 - I need to open through a mod manager and tell it to install? (that was "the issue" with the guide, I had no idea mod managers do that and install whatever you tell it to install so long as "the file structure fits", I guess most new users have no idea about this!) 3 - It will overwrite any (identically named) textures that are already present in the textures folder, potentially files that mods have already replaced, wich is BAD. 4 - I could as a "fix" temporarily move my textures folder somewhere else, and replace it with an empty one, tell the mod manager to install (won't need to overwrite anything), and after that I toss my previosuly moved texture folder on top telling it to overwrite, so the files replaced by mods will still be applied over the original ones from the BSAs as needed. Yeah it is a hassle, and taking into account that I intend to learn some modding from Bethesda games, it may as well pay off to re-start and use MO. I'll probably be doing that then, and coming back around to ask questions whenever I have doubts, hope you guys keep up with me. In the meantine, is there any guide for merging plugins that any of you can point out? (Like for example the Marts Mutant Mod plugin found here: https://www.nexusmods.com/fallout3/mods/16787/ it was 8 plugins and ended up all into 1, thats something wich looks very useful to learn) Again thanks Kelmych and Nebulous and all of you who mess with modding, you're all a very treasured kind of player!
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