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Everything posted by mcshame
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Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
So, I would love e to say I have a solution for this overexposed pitboy but I cannot. It's a real pain. I kept doing the same quick start and it consistently wasn't working in the room where you select your attributes on the computer. I picked a new location to start and the pitboy was working. When a did a real start, it was working on and off depending on the location or perhaps lighting? Anyhow, I'll just work through it and start enjoying the game, otherwise looking real good. Need to get out of this vault 101. -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
yes, it was really weird. I already did all the ddsopt optinizations, already knew how to use it. I can't explain it. -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
I selected the data folder and it showed me the tree with only Anchorage and Brokensteel, the other were not displayed, very odd. I extracted them by right clicking in explorer. -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
I think I have a bigger problem than I realized but perhaps not so difficult to be fixed. I was going to extract my Fallout bsa files to look at the textures and when I use ddsopt, it only shows me the anchorage - Main and -Sounds bsa, BrokenSteel - Main and Sounds bsa. It is not displaying any of the fallout ones (the one's I need) the Pitt or Zeta. Could they be corrupted? I see them in explorer -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
When I look in the Optionized Fallout Textures, I have no pipboy3000 folder, should that be? -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
The solution in that post seems to imply that DDSopt may not have handled pipboy3000 textures properly Would someone please post the content in this build for the pipboy3000 directory so that I can compare -
Base UI Mods verification issues
mcshame replied to mcshame's question in Guide Support & Bug Reports
Unfortunately, this is impacting me again, and I can't find a way to fix it. I reinstalled DarnUI_Support_for_FWE and then reinstalled UIO - User Interface Organizer. I also built a new bash patch just in case. Started a new save/game, bring up Pipboy, bright white light and overexposed with the mouse cursor leaving ghosts. How do I address this? -
Fallout Not working - Troubleshooting
mcshame replied to mcshame's question in Guide Support & Bug Reports
hmmm, deactivated all the optimized textures mods that I created, game loaded fine! then turn on each one to see which one will crash it, got to the end with all of them on, no crash! Defies logic. Anyway, I headed outside and it looks beautiful. Then got killed by 2 creatures waiting for me. Still need to config it but not tonight, more evaluation tomorrow. -
Fallout Not working - Troubleshooting
mcshame replied to mcshame's question in Guide Support & Bug Reports
Here's a clip of the FOSE.log, there is a "reported as incompatible during query" for a NVAC - New Vagas Anti Crash FOSE runtime: initialize (version = 1.3.2 01070030 01D1743920A1C8E3) imagebase = 00400000fallout root = D:\SteamLibrary\steamapps\common\Fallout 3 goty\config path = D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\fose_config.iniplugin directory = D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\checking plugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\nvac.dllplugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\nvac.dll (00000001 NVAC - New Vegas Anti Crash 07020100) reported as incompatible during querychecking plugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dllunknown QueryInterface 00000000plugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\sr_Fallout_Stutter_Remover.dll (00000001 sr_Fallout_Stutter_Remover 00004124) loaded correctlychecking plugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\ui_organizer.dllplugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\ui_organizer.dll (00000001 UI Organizer Plugin 01020020) loaded correctlychecking plugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\nvac.dllplugin D:\SteamLibrary\steamapps\common\Fallout 3 goty\Data\FOSE\Plugins\\nvac.dll (00000001 NVAC - New Vegas Anti Crash 07020100) reported as incompatible during query And the nvac.log 01230807 _ NewVegasAntiCrash Fallout3.exe 01230807 _ 0BD20000 07020100 nvac.dll01230807 ! UNSUPPOR TED_EXE_ Fallout3.exe01230808 ! UNSUPPOR TED_EXE_ Fallout3.exe01230814 h 0062B572 8B4481FC Fallout3.exe01230814 h 0062B576 8B40383B Fallout3.exe01230814 h 00501CC2 8B417085 Fallout3.exe01230814 h 00501CDD 8B413CC3 Fallout3.exe -
:( Guess it wasn't going to be so easy.... Completed the guide, ran FOSE and got the "Windows has stopped working" error message. So far I have done the following. Selected profile Core fixes and base UI, works perfectly. When I did my build, I followed all instructions but didn't put 20th century weapons. I couldn't put in the The Wasteland Patch Collection STEP patch because it used 20th century... so I selected the loose ones in the installer In the Mod Changes to Support MMM, I did (or didn't do) the following: DCInteriors Project - I installed the MMM_DCinteriors Patch as instructed Fallout 3 Redesigned - Formerly Project Beauty HD - I DID NOT install the Blackended patch here but in the patch section later on I installed theBlackened FWE - MMM - EVE - Project Beauty patch FWE - FO3 Wanderers Edition - installed as specifiedBreezes FO3 Males, MMM must be installed before this - not usedGlowing Ghouls - FO3 - Hadd used the MMM one The reason I mention this is I noticed in the batch patch creation, the Project Beauty deselected mods were not the same as mine. I have: schematics2.espproject Beauty-Point Lookout.espproject Beaty-Broken Steel.esp Guide said: Project Beauty - Point Lookout.esp andif MMM is used, Mart's Mutant Mod - Project Beauty.esp I don't have Mart's Mutant Mod - Project Beauty.esp anywhere in my plug-ins. the only place I see it is in Fallout 3 Redesigned - Formerly Project Beauty HD deactivated, plugins look like this: Optional ESPs: FOOK - DIK - Project Beauty.esp FOOK2 - Project Beauty.esp Mart's Mutant Mod - Project Beauty.esp Project Beauty - Fallout Character Overhaul.esp Active ESPs: Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Project Beauty.esm This is exactly the way they came in when I loaded the mod (reloaded just to make sure). Should have any more activated? I do have the merged patch Blackened FWE + MMM + EVE + Project Beauty.esp later in my load order The only other deviation I can think off is I merged the TWPC plugins as suggested in the guide. In troubleshooting, I built a bashed patch with them merge and without them merged and loot sorted them accordingly. Both scenarios gave the same result. When I built the bashed patch, I followed the instructions without changing the default Locked time (it was selected). After reading the instructions again, I deselected it and sorted by load order. That is my current setting in Wrye Flash. I have no warning for missing plugins. Appreciate any help and guidance how to troubleshoot and let me know what I need to provide. I'm not sure how to output my Mod load order and Plugin order but I'll try to figure that out.
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Understood, however to clarify. In the creation of the bashed patch, esp were deactivated (deselected) because they are now in a bashed patch? And as a consequence, I have unticked plugins in the right panel of MOD organizer? Correct?
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Instead of the following plugins being purple in Wryre Flash: Project Beauty - Point Lookout.esp and, if MMM is used, Mart's Mutant Mod - Project Beauty.esp I had the following: schematics2.esp project Beauty-Point Lookout.esp project Beaty-Broken Steel.esp I re selected them prior to exiting Wryre Flash. Is this still good? Also, after running Wryre Flash, does it cause many ESPs to be showing to be optional? I was looking in Mart's Mutant Mod for example and I believe I saw many more plugins in the optional tab that I couldn't explain otherwise. I believe this is what Wryre Flash does when it merges, but just wanted to make sure. Only FO3LODGen next and then a lot of prayer prior to running Fallout 3...
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Please confirm if I am performing this correctly for the following step, this is literally like learning another language... 1) Run Loot (got a xEdit error when I missed the step due to load order) 2) From MO, run xEdit, keep all plug-ins selected, click OK 3) Expand ZL-MP5 plugin, expand weapons 4) Click on AF000EA7, in right pane find DNAM ; Flags 1 5) In the column [b3] MP5ForFWE.esp, right click on "Don't Use 1st Person IS Animations" and select REMOVE 6) Click on AF000EA9, in right pane find DNAM ; Grip Animation 7) Drag HandGrip1 from Column [AF] ZL-MP5 pack.esp to column [b3] MP5ForFWE.esp, replacing DEFAULT 8) Click on AF000EAA, in right pane find DNAM ; Flags 1 9) In the column [b3] MP5ForFWE.esp, right click on "Don't Use 1st Person IS Animations" and select REMOVE 10) click on X to close xEdit, ensure MP5ForFWE.esp is selected and click OK Did I do this right? I watch a Gopher video on xEdit but he was talking about creating a merge patch but when I did that, I couldn't find these records I don't understand the words "to add records to a compatibility patch that loads after this mod ". After I do this, there is no patch created, I assume it's applied right to the affected esp. That's why I believe I did this incorrectly...
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edit: moved to support thread
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Firstly, remember I promised you I would post all my questions in the forum and not privately? Hope you don't regret that ;) Seriously, I really appreciate the support and hope that I'm helping in make the guide a little more for dummies like me! Actually, you were right about the version, the ZIP file is 1.1. The part that messed me up was the words "Main", instead of "Optional download" as the redux is in the optional section. That's why I was eyeballing the Main file Crowded Cities V2. Thanks!
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Getting close to the end...question on Crowded Cities Redux. Do I install Crowded Cities v2 then Crowded Cities Redux v1? Or do I just need Crowded Cities Redux v1. EDIT: question on version removed, it's the 1.1 redex version number
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The path in the mod is: textures\weapons\1handminedrop\1stpersonbottlecapmine.dds textures\weapons\1handminedrop\bottlecapmine.dds Assumption is to not move the files to the lower directory? I'll fix it in the guide following confirmation. A low risk contribution ;)
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I had alot of trouble following this instruction. I figured out the FOMOD part that it is in fact an archive and I was able to extrac and rebuild it to load into MO. However, am I suppose to use one of each type; "BatteriesPlus-SmECell-", "BatteriesPlus-MFCell-" and "BatteriesPlus-9volt-" or am I suppose to only use "BatteriesPlus-SmECell-" and not the other 2 because "other mods provide a better cell texture for the other two battery types" Other post in the forum seem to say grab one of each but the language here implies otherwise. I took one of each but please let me know which is correct. Thx
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Thanks, I look forward to it. Specifically, AK-47 replacer + Millenia Assaultrifle Replacers RH WMK Patch Seems like this could be Core since it is fully compatible? Unless I'm missing an incompatibility with it.
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Skyrim Revisited Pre-Release Feedback
mcshame replied to Neovalen's topic in Skyrim Revisited (retired)
Although I respect your opinion, I'm rather liking the Frostfall experience. Perhaps later I may feel as you do but I would recommend keeping it and just deactivate it from menu in game, win-win. -
For the Millenia's Weapons, is the AK-47 Replacer the only one with completely working compatibility patch Millenia Assaultrifle Replacers RH WMK Patch? Is my understanding correct? Is there any other with full compatibility without issue? I only added that one at this time.
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Is there any guidance on this? Also, for a first playthrough, should I bother even installing this mod as there will be plenty of weapons to get used to anyway?
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Watching Clear and Present Danger while modding. Why? 'Cus it's a great movie and reading the title of this mod made me want to watch it. What a great name for the mod package, the kids today need to watch that movie, a classic (1994)! And no, it's in colour! Sorry, a bit off topic ;) Edit: reading all the quote in each section put me over the edge to watch it! Good quote for the Gore Section: "It's a bad one...I think you better send over the video camera..." - U.S. coast guard
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Please confirm that MO can install "Better High Detail map and Icons" as discussed below. - I didn't install Fallout Mod Manager - FOMM - Fork because it said optional - I didn't notice any instruction with mod organizer how to set up an external FOMOD installer - I couldn't figure out how to associate the FOMM - fork to Mod Organizer So, I just used MO and it seemed to follow the description completely, clicked next twice to get to the 2nd screen and hard to see icons. It seems like everything went ok. In red, I couldn't find any guide or procedure. Is the yellow still valid? And the green did happen with Mod Organizer v1.3.11 EDIT: no idea why I can't get the quotes to work :( EDIT 2: They in fact did line up.
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As per the guide, I started with the Base UI installation, skipping the core fixes. The game starts, pop-up came up about mods, no issues, small head icon on the bottom left, no issue, font looks changed. Picked a sex and name, took the alternate dream start and was in a room. So, sounds good. But when I click Tab and get the Pipboy, it's there but goes bright white like it's overexposed. And when I move the mouse cursor around, it leave arrows all over the screen. The only part I was confused was the DarnUI_Support_for_FWE area. I had installed the DarNified UI zip a11 at the start then DarnUI_Support_for_FWE prior to Advanced Recon Trap Detection (which I believe was a mistake) and then at the end prior to the UIO. Believing this was an error, I deactivated the DarnUI_Support_for_FWE (first one in error) and then reinstalled the later one as the guide implied I would need to if I deactivated a mod. I still get the really bright pipboy and the esc screen to save/exit is also very bright white. EDIT: ....and then start a clean save.....issue resolved. Lessen learned, wait 10 more minutes before posting, and don't mod past midnight. To bed, more tomorrow

