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Everything posted by Snarkyfork
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Confused about WoTNM installation order
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
Ok, so its perfectly fine to continue down the list then? -
I'm on the "do you feel lucky" part of the F&LNV guide and the prerequisites for Weapons of The Millennium (Weapon Animation Replacers and Weapon Animation Replacers FOMOD) are installed later in the guide, under the section labeled "poosh". The video I am watching shows that the prerequisites are installed, before installing WoTNM. Am I missing something here or should I just have faith and keep pressing forward?
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Turn off transparency fix to fix transparencies?
Snarkyfork posted a question in Guide Support & Bug Reports
Under the "Most Dangerous Game" section, for the "Spice of Life" mod it recommends that the transparency fix in the enb file be changed to "false" where it is true by default. Once I did this I noticed that it fixed the Desert Succubus race heads also, which was a nice surprise. But I have to ask now... why do we have to change the "FixTransparencyBugs=" to false to make it work? o.O -
Type 3 body replacer not installing correctly
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
Nevermind, the fomod doesn't work with MO but the author supplied non-fomod packages that work fine. -
Type 3 body replacer not installing correctly
Snarkyfork posted a question in Guide Support & Bug Reports
I am trying to install the original nude type 3 body replacer (https://www.nexusmods.com/newvegas/mods/34702/?) but it doesn't seem to recognize archive invalidation so I have to check the box in the installer menu that says I have AI installed. Then after choosing the options and clicking install I get a bunch of error messages saying it wasn't installed correctly. In game the body looks strange also so I assume the errors are correct. Any advice? Do I need to do a manual install somehow? -
WFO to clean or not to clean?
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
Alright, and what about Vault 22 Flora Overhaul? It says pretty much the same thing, clean it to then? -
The message LOOT gives me for Wasteland Flora Overhaul is to not clean UDR or the game will crash. The F&LNV guides says to not clean using FNVEdit 3.1.1 or older but the current version is 3.1.2. Should I clean UDR using FNVEdit 3.1.2 or not? I guess I can try and see if the game crashes eh... Edit: I can exercise some common sense and cut down on some of these questions. I read technical guides VERY closely usually and find little discrepancies. I figure someone might use the intel to change the guide in places where it needs it. Like proof reading, you know. =P I am actually enjoying not having to figure all this out myself very much. Usually I am the one doing the writing. I always thought the STEP guides were for lazy people or noobs so I never really read over them but I'm glad I did now. These guides make modding NV a pleasure.
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ILO step says to not use the "Ultimate Ed" esp
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
Ah, alright. Thanks. -
ILO step says to not use the "Ultimate Ed" esp
Snarkyfork posted a question in Guide Support & Bug Reports
Why is it that we don't use the "Ultimate Edition.esp" for ILO? -
I am on the Weather and Lighting step and was thinking of adding AWOP since its such a great mod for Fallout 3 but when I was looking over the optional files for NVInteriors it seems a bit... confusing to say the least. Would there be any problems with adding AWOP and if not then what optional/misc files for NVInteriors should I choose?
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LOOT is telling me that NewVegasBountiesII.esp is missing 2 navmeshes and I should clean with FNVEdit. How do I clean/fix that or should it just be ignored?
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Can't find INI settings for MO
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
Fantastic, thank you very much. -
Can't find INI settings for MO
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
No, for the ENB you have to turn off those settings in the Fallout NV ini file, you know... in the launcher. But with MO when I run the launcher it does not make changes to the MO profile ini's so I need to manually edit them but I don't know the names of the settings when looking through the fallout nv ini files. -
I know this doesn't technically apply to the Fear and Loathing guide but perhaps someone can help me out. I am on the part where I install ENBoost and figured I may as well try to get Enhanced Shaders up and running on New Vegas and I need to disable Anti-Aliasing, Anisotropic Filtering, and Water Displacement but I am using MO and cannot find the settings in the ini files to manually disable them. Can anyone throw me a bone here, please? I keep searching tweak guides but haven't had any luck.
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I am reading on installing ENBoost in the Fear and Loathing guide but there is an "Enhanced Shaders ENB" on nexus I may install so I figured I would use that ENB since it should come with ENBoost, right? I thought there was some way to turn off the actual ENB effects or ENB entirely but keep the ENBoost... How would I go about doing that?
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Thank you. And if I may ask, I assume if it goes before the patches in NV that it most likely goes before the patches in F3 also, yet... In Skyrim it is suggestion that DynDOLOD's goes after the merged/bashed patches. Is there a reason for that?
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I don't see fINIp NV listed in this guide: https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas Do I use it or is there a reason it is not listed there?
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Does this install after the Merged/Bashed patches like DynDOLOD's for Skyrim? Disable the Merged/Bashed patches, check the esp then run the tool, etc?
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Bashed Patch causing random errors
Snarkyfork replied to Snarkyfork's topic in Fallout 3 - Clear & Present Danger
Thanks again. I really don't think I HAVE to have a bashed patch for my game, there may be a mod or two that could use one but honestly I have never noticed and have played and beaten the game with this (or a very similar) build. For the most part I just have the FWE-MMM-EVE-PB-Blackened build with some other stuff tossed in like Real Time Settler, etc. I have weapon mods kits also (hoping it works with the Blackened build) and it seems to add the mod kits to vendors alright. My Skyrim game is slowing becoming rediculous in size but despite me trying to improve my Fallout 3 build I cannot seem to find too many more really good mods to add. -
This is my third post on bashed patches for fallout and I apologize for so many questions. Switching over from NMM to MO and rebuilding my game while following the guides here on STEP has required me to rethink how modding Fallout 3 works. In the past I got by with just a Merged Patch for Fallout 3 and honestly I never had any bad (noticeable) problems, aside from an occasional CTD here and there (that was probably caused by ini tweaks). Anyway, I made my bashed patch following the guide lines below and the recommendations from the clear and present danger guide (such as removing the "names" tag from FWE when using MMM, etc). I am experiencing some strange but seemingly harmless errors in game that I have never encountered before making a bashed patch. For example, when approaching the death claw sanctuary the refrigerator near the entrance is standing up and floating above the ground. Another issue was in several places (during 3 hours of game play), after passing through an area, my map wouldn't update (it wouldn't allow me to "discover" the area) so I couldn't fast travel back there. Once I used the motorcycle from FWE to fast travel and the motorcycle didn't come with me. When I exited the game and turned off the bashed patch I could discover the locations and fast travel to them without any issue. I am struggling with making a bashed patch, honestly, most people have only a common knowledge of applications such as wrye flash and tes3edit and there doesn't seem to be anyway to figure these things out other than asking questions in forums (and risking annoying people) or trial and error. The technical guides are often little help, regardless of how thorough they think they are. I guess my main question is, do I even NEED a bashed patch for Fallout 3? And how can I even tell if I have the bashed patch set up correctly (without spending weeks learning every aspect of the program)? When I first ran Wrye Flash the only box checked in the left column was "Alias Mod Names" and everything else was unchecked. I thought Wrye Flash was supposed to check tags and add what needed to be added? Is making a bashed patch really this complicated or am I missing something essential here? Kelmych's guide recommends you check all boxes except: Alias Mod NamesReplace Form IDsImport Actors: AnimationsImport Script ContentsGlobalsTweak AssortedTweak Names
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After running fINIp3 in game settings not saving
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
I was under the impression that the controls were saved somewhere else (xml) also but just come to find out that when you change the default control settings the changes go into the falloutprefs.ini under [Controls]. I imagine there is (was) an ini setting that allowed/disallowed the changing of controls in game. I had to use the "saveini" command to save my settings (which caused my ini's to get spammed out) then copy the controls section into my backup's and restore them to the profiles folder. Unless there is something crazy going on I bet the author of fINIp3 intended it this way to prevent the changes from being undone on accident. I was just worried that if this was an error... that there were most likely other things wrong also. If you're curious just try changing a control setting for your keyboard then exit the game and re-enter to see if it sticks. I'm actually going back over a great deal of the STEP guides now and trying to follow them more closely. There are lots of little tips I never knew about. This is what my controls section looks like (falloutprefs): [Controls] Forward=0012FF13 Back=0020FF14 Slide Left=001FFF17 Slide Right=0021FF16 Use=00FF0011 Activate=0013FF0A Block=002A0110 Ready Item=001EFF0C Crouch/Sneak=000FFF08 Run=0038FFFF Always Run=003AFFFF Auto Move=0010FFFF Jump=0039FF0D Toggle POV=0011020F Menu Mode=0030FF0B Rest=0015FF07 Vats=0014FF0E Hotkey1=0002FFFF Hotkey2=0003FFFF Hotkey3=0004FFFF Hotkey4=0005FFFF Hotkey5=0006FFFF Hotkey6=0007FFFF Hotkey7=0008FFFF Hotkey8=0009FFFF QuickSave=003FFFFF QuickLoad=0044FFFF Grab=002FFF09 fXenonVertLookSpeed=1200.0000 fXenonHorizLookSpeed=1500.0000 bGamePadRumble=1 bInvertYValues=0 fMouseSensitivity=0.0020 -
After running fINIp3 in game settings not saving
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
I moved the ini files from documents to the MO profiles folder. I guess what I am trying to ask is (and maybe you answered it above)... Does using MO or fINIp3 prevent me from making in game changes to the default control scheme? You know... for example: set "move forward" to the E key rather than the default W key. When I make a change in game to the default controls then exit it does not save. When I use the console command "saveini" it does indeed make changes to the MO ini but "something" seems to disable the ability to change the default control scheme while in game. I assume it is something that fINIp3 removed from the ini perhaps. Maybe the reasoning for this was to protect the changes fINIp3 makes by prevent fallout from saving to the ini? I mean, all fINIp3 does is remove a bunch of garbage to make the ini's more manageable or readable, correct? By removing all that stuff it doesn't actually improve the performance of the game in any way, right? But the sacrifice you make for using fINIp3 is not being able to configure your control settings in game, which is a bit of an annoyance. I am not trying to be a booger here, just questioning the reasoning behind using fINIp3. -
After running fINIp3 in game settings not saving
Snarkyfork posted a question in Guide Support & Bug Reports
I followed the fallout guide (https://wiki.step-project.com/User:Kelmych/Fallout3_INIs) and ran the fINIp3 application and after getting in game the control settings would not save anymore. I checked the ini's to make sure they were not set to read only, they weren't. To get them to save I had to use a "saveini" console command. It worked but upon exiting the game I found that the ini's had been filled with all the spam that fINIp3 was suppose to remove. So I restored my backups but now I have to ask... how do I get my game to save my custom control settings without breaking the changes fINIp3 made? -
Pipboy is to small after installing UIO
Snarkyfork replied to Snarkyfork's question in Guide Support & Bug Reports
I am using the fallout ini project, yes. I found the setting that changes pipboy size. The default size is 47(ish) and it was set to default. I believe what happened is pipboy readius perhaps made changes to this setting but MO doesn't make those changes when pipboy readius is installed so I had to manually change it to 35 (this is what it was set to in my previous installation). All is well now. -
When to uncheck/turn off mods in Wrye Flash?
Snarkyfork replied to Snarkyfork's question in Wrye Bash Support
Yeah, I have been following the guide you mention or referencing it regularly. With Oblivion and Skyrim a bashed patch was fairly simple and Wrye Bash handled it well with little extra effort on the modders part. When I see 14 pages of instructions for any application I have to ask myself if I really want to use this application. I am sure all of the information for making a bashed patch is in the wrye flash guide but sometimes technical guides are not so user friendly or they don't put the information into a tangible/digestible format. I think with just the information I received above I have it working properly now, and I am very appreciative.