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Gogan

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Everything posted by Gogan

  1. Looks like LuthienAnarion, creator of the Lutana NVSE plugin, closed his Nexus account and removed all his mods (incl. the NVSE plugin) Jazzisparris (of JIPs NVSE plugin) mentioned, he got approval to merge Lutanas funtions into JIP NVSE. Stuff is happening in the background and details will be released soon.
  2. Glad to hear and you're welcome ;) The "missing errors" and different bashes could have to do with newer versions of FNVEdit/LOOT. Maybe they handle stuff a little bit different nowadays. The F&L isn't the most up to date, so some stuff could be little different. But I personally think it's nothing too serious. Eventually someone with more understanding of the matter could explain this better or correct me. If you'll encounter some problems, just give a quick shout out.
  3. Does the .esp appear in LOOT? Is FNVEdit correctly set up? Do you see the other plugins you installed?
  4. Welcome! First things first: This glourious, amazing work of art called Fallout - New Vegas is an Obsidian game my friend ;) Now let's get serious, regarding your question: Did you follow this step: 7. The mod now resides in the Tweaks and Fixes folder, inside the install>ModOrganizer>mods folder. It may not show in MO's left panel, so click the small tool icon dropdown above the left panel and select "Refresh". For me it's always the above. After merging stuff I have to "Refresh" MOs left panel and the new folder appears way down at the list. Activate this and you the .esp file should be there. Looking foward for your feedback ;)
  5. Quick question: I'm currently in the middle of a (kinda early) new playthrough. Now I'm thinking about adding some parts of your EQ-Pack. Would that be a bad idea? Should it rather be used with a new game?
  6. Nah, according to his FNVEdit_log his FNV directory was on H: and a seperate steam library directory. Maybe it's windows' "fault"
  7. Strange. This was the case with my LOD Gen. I set the quotations wrong. Maybe you could try running MO as admin or try setting another path, on another drive
  8. Try copy pasting exactly this line as it is: -o:"C:\FNVLODGenOutput"
  9. - for NVSE, open up your console commands and type getnvseversion you should get a line with nvse version 5 (or something like that) - for 4 GB ... :confused: don't know exactly
  10. Right out of the F&L guide. Put -o:"C:\FNVLODGenOutput" in the arguments field for FNVLODGen. When running FNV LOD Gen, you'll find a directory named "FNVLODGenOutput" on your C: drive
  11. New Vegas NVSE will be loaded, if you applied the new 4GB patcher.
  12. The 4GB loader method in Mono's fork is obselete and this part of the guide hasn't been updated yet. You can see, that the original guide now uses the new 4GB Patcher by Roy. https://www.nexusmods.com/newvegas/mods/62552/? Use this one. It's so much easier than the old methond. Just put it in your New Vegas main directory (where your original FNV.exe rests), run the FalloutNVpatch.exe, a CMD window will open and gives you some feedback. Now your FNV.exe is patched. No need for using any other loader. It automatically loads NVSE. No need for renaming .exe-files or any other shenanigans. If I unterstand you correct, I think you interpreted the guide a little bit wrong. - Select "Merge Plugins Standalone" in your MO-Tools List - Click [Run] - The "Plugin Selection" window pops up. Here you don't have to select / deselect anything. These are just all your current plugins. Just click on [OK] - Now the main window of "Merge Plugins" opens up. - And right here you'll select your plugins, you want to merge. Holding shift or ctrl, like F&L guide says.
  13. 1.) [...] type " -o:"C:\FNVLODGenOutput" ", without quotations. [...] That's a little bit missleading written in the guide. Only the quotations on the outside should be removed. This is the correct Arguments-field: -o:"C:\FNVLODGenOutput" 2.) Please use -profile FNV for the Merge Plugins Arguments Field. The one in Monos F&L fork is false. This just saves you the "Select your game / profile" of the Merge Plugin tool. You can start it right up and select your plugins.
  14. Sorry for double posting, but I think I found the bug. Did compare the original 1nivVSLAmors.esp with the one provided by the F&L Guide for the PN and SOL Backpack Comp. The F&L version got an entry in the BIPL - Biped Model List, using a reference to the backpack repair list. Removing this one line fixed it for me. Had a glimpse over some of the other backpacks and they seemed fine.
  15. LOOT: --game=FalloutNV /// with two dashes is correct FNVLOD: -o:"C:\FNVLODGenOutput" //// no space; and dont forget the quotations Merge Plugins Standalone: If there's no entry in the exec-list, than you have to add it: - Make sure, you don't anything selected in the list (click on a empty room in the window) - For Title -> Merge Plugins Standalone - Binrary -> Klick on the [...] button next to the field -> Browse for your MergePlugins.exe (for me it's in Fallout New Vegas\Merge Plugins Standalone\) - Add the following Argument: -profile FNV - Click on [Add] - Done
  16. According to darth on his nexus-page, it should work with everything and you won't need another patch for EVE. You've got to download one of the original IMPACT-mainfiles, install these and install IMPACT-comp. after that. Just move the original impact.esp to optional-esp or put impact-comp. below the original in Mod Organizer's left plane, to "overwrite" the original. Whatever you like
  17. For IMPACT, you should get darths compatibility patch: https://www.nexusmods.com/newvegas/mods/62050/?
  18. Soooooo ... gonna dig up this thread, sorry guys. Have the same problem in my new playthrough. Bought one Medium Camo Backpack in Goodsprings from Chet. As soon I equip it, my 3rd person clothes changes to some kind of duster. AND As long I have this backpack equiped, I can equip as many clothing as I want. So, Leather Armor, Powder Ganger Armour, numerous headgear, etc. All at the same time, everything stacks, including stat-effects. Tried looking into FNVEdit, but my skills on this are quite low and I couldnt figure it out.
  19. Mono's F&L fork removes some less lore-friendly mods, like Dragonskin Tactical Outfit or lesser quality mods, like the Recon Stealth Armors. Just have a look at his Post https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/page-290?do=findComment&comment=191423
  20. Small question regarding LODGen After "Running FNVLODGen" (https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Running_FNVLODGen), I have three entries for LOD-Gen - FNVLODGen Resources - LOD additions and improvements - Fear and Loathing LOD (the generated LOD-files) I'm not really sure, where to put them in the main (left) pane. Right now FNVLODGen Resources are way up top, between the main FNV files (Prio-No. 1-9) and above JIP NVSE (Prio-No. 11). The other two are at the end of my complete list. I didn't run bashed / merged patch yet. What's the correct order for these?
  21. Wait ... what? You've been drinking? ;)
  22. Actually it's not. Our own darthbdaman did a complete new merge of YUP's tweaks, with some updated features and fixes.
  23. These aren't two main files. These are your choices. - The first one includes the T3 non-nude body and armor. - The second includes only Armor, so you can install i.e. the nude T3 body
  24. Nice idea Mono. Just want to do a suggestion regarding Advanced Recon Tech.esp. Why don't add a little note directly to the guide regarding, that the Tech.esp isn't necessary. Not everybody looks here in the forum. A little note, at point 3 in the guide, right beneath the list of .esp, which are going to be merged. (3.) Hold ctrl and click every plugin listed below: Notice:If the plugins are contiguous hold shift and click the first then the last.Advanced Recon Gear.espAdvanced Recon Armor.espDetect Traps - Perk.espDetect Traps - Traponator 4000.espAdvanced Recon Range Finder.espAdvanced Recon Patches.esp And right here something like: Note: Advanced Recon Tech.esp is purposely left out. It will be replaced by Advanced Recon Patches.esp This way you got this directly in the guide and users don't have to wonder themselves (like I did at this point back then)
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