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rdp4life

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  1. BTW, that wasn't sarcasm. To remember a conflict out of so many modules is impressive.
  2. Good memory, Handicapped water beggars doesn't override any of the navmeshes. It has a conflict with FormID 00020AE1. Where it removes the XNDP - Navigation Door Link. Here's the conflict displayed using the original unmodified DLC files. In this case it doesn't matter whether Broken Steel's 0300CA1F NAVM is changed to 000C6E56 before or after Beggars is added to the load order. What I think is needed is a minor patch to Beggars that copies the XNDP record with the right NAVM FormID or a manual edit of Beggars to remove the form ID 00020AE1 override. You may already have that and I just haven't gotten far enough in the guide yet.
  3. Thanks. I didn't see a way to attach the script to the conversation on Nexus and wasn't sure the best way to reach out. If the process needs to be run at the end of modding to pickup any other mods that may refer to the "bogus" form ID's, I will need to update the script to address overrides as well as references. I could base that off of similar logic in FO3Edit's ShowChangeReferencedBy function which is invoked by the Change FormID command. However, I left it out for now, since I had nothing that exhibited the behavior to test it with and make sure it worked. If anyone is aware of mods that refer to any of the DLC ID's 02004157, 02004156, 02001841, 02001844, 02001842, 03005338, 03005339, 0300533A, 030094CE, 03007351, 03006867, 03006868, 030091CC, 0300CA1F, 03008998, 03008997, or 03008996 shown in the video, I'd be happy load them up, add the logic, and test it.
  4. I was following Gamerpoet's video and screwed up. I checked all the configuration options he said to uncheck and didn't catch it until he reviewed the settings after editing all the navmeshes. That's what I get for modding when I'm exhausted, but I was frustrated enough I wasn't about to go through all of them by hand again. Even though I've never touched Pascal before, I decided to dig in and create a FO3Mod script to fix the navmeshes instead. I've attached the script in case anyone wants to try it out or would be so kind as to double-check my work. The forum software wouldn't permit me to upload a *.pas file. So I've changed it to .txt. To use it: 1. Rename the attached file from .txt to .pas 2. Copy it to your FO3Edit Edit Scripts directory 3. Run FO3Edit 4. Select Fallout3, all of the DLC, and nothing else 5. Click OK 6. Right-Click on any of the ESMs in the left pane 7. Select Apply Script 8. Select the 'FO3 Fix NavMeshes' script 9. Click OK 10. Exit FO3Edit 11. Be sure to save the changes to ThePitt.esm and BrokenSteel.esm This script should probably be considered experimental until it's been tested and proven a bit. I've double-checked things in FO3Edit and compared the FormIDs and updated resources to what shows up in GamerPoet's video. At this point, I think its doing the right thing, but haven't finished modding FO3. So I'll proceed through the guide. If everything goes well, maybe I'll upload it to Nexus later. -Renngar Here's a log of the script running, it at least shows all the FormID's modified and the list of things being updated: Applying script... Init Processing: ThePitt.esm Processing: 0005A7C0 and 4 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A7C1] (for [CELL:000012AD] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,29)) Updating: [NAVM:0005A7CA] (for [CELL:0000128D] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,30)) Updating: [NAVM:0007859B] (for [CELL:0000128F] (in Wasteland "Wasteland" [WRLD:0000003C] at -14,30)) Processing: 0005A7BF and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:0006DF59] (for [CELL:0000126F] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,31)) Updating: [NAVM:0007859A] (for [CELL:0000128F] (in Wasteland "Wasteland" [WRLD:0000003C] at -14,30)) Processing: 0005A76F and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A762] (for [CELL:000012D2] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,28)) Updating: [NAVM:0005A763] (for [CELL:000012D2] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,28)) Updating: [NAVM:0005A76E] (for [CELL:000012EE] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,27)) Updating: [NAVM:0005A777] (for [CELL:000012D0] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,28)) Updating: [NAVM:02001844] (for DLC01RadioTower [CELL:000012B3] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,29)) Processing: 0005A772 and 5 references... Updating: [NAVM:00003188] (for [CELL:000012B4] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,29)) Updating: [NAVI:00014B92] Updating: [NAVM:0005A76F] (for [CELL:000012D1] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,28)) Updating: [NAVM:0005A775] (for [CELL:000012B2] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,29)) Updating: [NAVM:02001842] (for [CELL:00001294] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,30)) Processing: 0005A760 and 4 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A772] (for DLC01RadioTower [CELL:000012B3] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,29)) Updating: [NAVM:0005A773] (for [CELL:00001293] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,30)) Updating: SlaveCamptoPittWorldREF [REFR:020009A9] (places DLC01SlaveCampToPittDoor "Door" [DOOR:02006334] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -19,30) Processing: BrokenSteel.esm Processing: 000749FB and 2 references... Updating: [NAVI:00014B92] Updating: [NAVM:000BC364] (for FFnukaJackknife [CELL:00001569] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,24)) Processing: 000749FA and 2 references... Updating: [NAVI:00014B92] Updating: [NAVM:000749EA] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Processing: 00072078 and 8 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005E8BA] (for DLC03EnclaveCamp02 [CELL:0000158B] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,23)) Updating: [NAVM:000749EA] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000749EC] (for [CELL:0000156B] (in Wasteland "Wasteland" [WRLD:0000003C] at 11,24)) Updating: [NAVM:000749FD] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000BC364] (for FFnukaJackknife [CELL:00001569] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,24)) Updating: [NAVM:000BF125] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000C79C7] (for [CELL:0000156B] (in Wasteland "Wasteland" [WRLD:0000003C] at 11,24)) Processing: 0007294E and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:00072964] (for [CELL:00000D95] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,-16)) Updating: ProjectPurityNavmesh06a [NAVM:030094D4] (for [CELL:00000D95] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,-16)) Processing: 0005FA14 and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005FA15] (for [CELL:0000134D] (in Wasteland "Wasteland" [WRLD:0000003C] at -8,23)) Updating: [NAVM:000603D3] (for [CELL:00001333] (in Wasteland "Wasteland" [WRLD:0000003C] at -7,24)) Updating: [NAVM:00063123] (for [CELL:00001364] (in Wasteland "Wasteland" [WRLD:0000003C] at -7,22)) Updating: [NAVM:0006DE2A] (for [CELL:0000134B] (in Wasteland "Wasteland" [WRLD:0000003C] at -6,23)) Updating: [REFR:0300734D] (places SiloDoor "Silo Door" [DOOR:00098733] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -7,23) Processing: 00071F47 and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:00071F45] (for [CELL:000010B2] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,-3)) Updating: [NAVM:00071F49] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Updating: [NAVM:00071F4A] (for [CELL:0000109B] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,-2)) Updating: [NAVM:00073F64] (for [CELL:000010C8] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,-4)) Updating: [REFR:030068E6] (places ParadiseDoor01 "Door" [DOOR:0005875C] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -11,-3) Processing: 00071F46 and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:00071F48] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Updating: [NAVM:00071F49] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Processing: 00056D72 and 1 references... Updating: [NAVI:00014B92] Processing: 000C6E56 and 4 references... Updating: [NAVI:00014B92] Updating: CitadelExteriorBTo02REF [REFR:00020AE1] (places OffDoorMetalSmL01 "Door" [DOOR:00019CF5] in GRUP Cell Persistent Children of [CELL:00015158] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145]) at 8,-13) Updating: [NAVM:0006FBF1] (for CitadelBaileyNE [CELL:00036AE7] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145] at 9,-13)) Updating: [NAVM:0006FBFD] (for CitadelBaileySW [CELL:00036AEA] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145] at 8,-14)) Processing: 000B2260 and 1 references... Updating: [NAVI:00014B92] Processing: 000B225D and 1 references... Updating: [NAVI:00014B92] Processing: 000B21E7 and 1 references... Updating: [NAVI:00014B92] [Apply Script done] Processed Records: 0, Elapsed Time: 00:01 FO3 Fix NavMeshes.txt
  5. Never mind. The Dropbox link in the second sticky has it (and probably a bunch of other missing stuff). I didn't realize that's what the sticky was referring to.
  6. I'm running through the all YASH'd up guide, when I get to the HUD - Atlas Map Makers -Patches section, I can't find the recommended patches in either the CORE or OPTIONAL pack.
  7. The problem is that module contains Statics and Movable Static replacements for all the types of fires in Skyrim. They modified these to allow for extinguishing and relighting the fires using spells or water and fire arrows. I am assuming they used the "bad" textures in their modified modules. If I have some free time at some point I may try editing them. This is completely untested. I don't use Sneak tools. But, if you don't use the extinguish and relight feature, you can try the simple Sneak Tools Conflicts.esp I've created. It reverts the fire model changes. Just put it in a module and make sure it loads after Sneak Tools.esp.
  8. I was curious about this, since I'd never noticed it before. I opened it in TES5Edit to check it out. It looks like Neovalen used it to more consistently apply True Storms thunder sound effects where they were not previously used, to merge the Vividian Extended Weather effects with the True Storms ones, and to restore Vividian Extend Weather settings where True Storms would nulled them out or overwritten them with Vanilla values. I'm sure I missed something, but that was enough to convince me to keep them. Neovalen, thank you for all the great and hard work.
  9. Over the weekend I applied all the updates between Dec. 31 and Jan 23. After doing so the logs and embers in the fires look right. I suspect I may have missed properly re-merging a set of mods.
  10. ENB Series 0.290 updated and no longer available Nevermind. I was stepping through the history one change at a time. Can't figure out how to delete this.
  11. On New Year's Eve, I applied the updates shown in history since around the 19th. I also redid the parts of section 5 I thought needed redone. Now the fires in the game look wrong. They are a bit too pale and too blue. I seem to recall this with some old mod setups, but don't think I've seen it with Skyrim Revisited. Even the giant's fires look ridiculous at long distance. I'm not sure what I did wrong or what I missed. Also at some point, (almost) all of my Plugins in the right pane of MO got deselected. So, I re-selected all of them except the HighRes*.esp files. In case it matters I've attached a CSV export of my active mods.
  12. I figured it out after turning on the iNeed text notifications. If you use the "Inventory" option to transfer items to a follower, iNeed does not notice them. It only notices if you go into "Talk" and tell your follower I need to trade with you.
  13. Neovalen, thank you so much. I'm loving Skyrim Revisited and having a lot more fun playing. Even my wife who only watches couldn't believe it was the same game. She saw the screen and said "that looks a lot better than Skyrim" as I was running through Riverwood. That took a while to explain. :-) Well done. Okay, now my problem, I've gotten Lydia and she started complaining about the lack of drink and food. So I have her some and she shut up. Now she's complaining about the lack of gold. I tried giving her 250 Septims and she still complains. Also she was complaining about the lack of drinks in the Bannered Mare even though she still had mead, wine, and water skins. Thanks again.
  14. Vanilla Skyrim gave me 27-30 FPS at 1960x1080. While working on STEP it has been 24.5-27 throughout. Not much change.
  15. Here's more detail: I'm running a Dell M6600 with i7-2820QM @ 2.30GHz, 16GB of 1600(?) RAM, Quadro 4000M w/ 2GB VRAM. Only the base game, I have no DLC's. Setup STEP using Wrye, repackaging all mods with BSA's to use loose files. Pretty much went with what would be Extreme STEP settings. (Higher res textures, etc. except where it made no sense.) Ran the Dual Wield JAR, the Generate FNIS program and rebuilt the Bashed Patch. It wanted to merge Move It and Traps Make Noise, so I let it. Here's the list of installed mods from Wrye: Bain Packages: Here is the output from BOSS:
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