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Posted

 

  • Rifle 1st Person Accuracy Fix needs to be placed after Weapon Animations Replacer FOMOD (installation order), otherwise it's redundant.

 

Thanks for the heads up, but I have three files shown for that mod and Weapon Animations Replacer only overwrites one file. They are both made by joefoxx, so I'm going to let that one overwrite stand. If someone has the whole mod overwritten let me know, maybe different options cover different files.

Posted

Regarding Enhanced Shaders ENB, after a recent reinstall I'm trying to start a new game, but I am running into an all white screen where I should be looking at Doc Mitchell's exam room (immediately after the opening video sequence). Does this sound at all familiar? I'm trying to troubleshoot the issue but I've exhausted the info from the mod page, read me & my personal enb experience.

I'll use Diablotherium ENB until I come up with a solution for Enhanced Shaders (perhaps its Nevada Skies version will solve my issue). 

Posted (edited)

A note on using the Merge Plugins Script (v1.6, from https://www.nexusmods.com/skyrim/mods/37981) in FNVEdit: it seems to generate esps that Wrye Flash cannot merge.

 

I used this script to merge a number of armor plugins, and all seemed well - no errors listed by FNVEdit, and looking at it, everything seemed OK.  However, when I tried to use Wryre Flash to merge it's data into a Bashed Patch, it said there were errors in the merged patch, so it's changes were not incorporated.   (This drove me batty, until I actually looked at the entire bash output - the error message wasn't visible until I scrolled down).

 

However, when I loaded the merged patch into GECK, and then saved it immediately without making any changes, Wyre Flash was able to handle the Geck-updated version without error.

 

So, the upshot is:

1.  Always check the output of Wrye Flash to see if there were any errors.

2.  If Wrye Flash has a problem with a patch you created using the Merge Plugins script, try running the esp through GECK to see if that clears up the problem.

 

BTW, I want to thank EssArrBee and everyone else contributing to this forum, as it's really helped me get my old FNV game up and running again!   Kudos to all!

 

Galen

Edited by GalenZ
Posted

I decided to retry playing a modded version of fallout new vegas, and i wanted to try following this guide. I have a few questions:

1: In the guide it is written that Wrye Flash is not necessary, although reading the posts from this topic it would seem otherwise :lol: . So even if it seems a bit tricky (and old) than it's skyrim counterpart i decided to install it anyway. The guide says to install the 15.4 version, is that correct? On the nexus page there is also a 15.5 version.

2: About the texture optimizaton, DDSopt with the Skyrim configuration is it ok to use, or there are some settings to change? Or maybe i should use another program for texture optimization for fallout?

Posted

You can use DDSopt but it is not very user friendly, so using something else may be easier.

 

There may be a newer version of Wrye flash, but it doesn't matter what version you use.

Posted

For what's its worth, I have been using the 15.5 version of Wrye Flash, no problems. To optimize textures I downloaded Optimizer Textures from the Nexus, seems straightforward and easy to use (I didn't use the greyed out resize option, I did use the greyed out reduce files larger than 2048 option, and I selected my various BSA files).

What I am currently having difficulty with is a missing master file after merging various plugins. I can't seem to track it down, loading into FNVEdit isn't finding the error, unchecking the various merges plugins isn't resolving the issue either, so I'm trying to sus out the dependant plugin in my order that must be placed after the file that requires it?

Posted

In wrye flash just find the plugin that is red, then look at it's masters in the right pane. There is a box that lists all the masters of a plugin and if it is missing one, then it will be red.

Posted

If only that were the case my friend, Wrye & FNVEdit think all is well, unfortunately my new game is interrupted by a CTD caused by the  "missing master" error popup. I suppose it is possible that something else is erroneously causing the "missing master" message, but I'm not able to determine what that is. I've verified and reinstalled my local content through Steam, I've also tried without optimized texture files, and I've switched from Enhanced Shaders (that was giving me a white screen in Doc Mitchell's during a new playthrough) to Diablotherium ENB.

Clearly I've got some weird game engine gremlins here, just can't seem to find what I did to summon them.

Posted

I arrived at the Interface part of the Guide, and i discovered that if you install Weapons Mod Menu after DarnUI the font of the inventory menu reverts back to normal. Since in the guide and in this topic posts i haven't found a fix, i looked into the nexus forum and found this:

https://forums.nexusmods.com/index.php?/topic/449151-the-weapon-mod-menu/page-52&do=findComment&comment=8348037

https://pastebin.com/ryLDKZ92

I downloaded the file and renamed it inventory_menu.xml and had made it override the WWM one, and it seems working fine.

Posted (edited)

"There seems to be something happening with NMM and this mod to prevent its installation. Here's how to manually install the mod if you can't get it to work with your installer:
 

  • [*]Click "download manually" on the files tab. [*]Unpack the contents of The Weapon Mod Menu.fomod and copy to your fallout new vegasData folder. Do NOT overwrite any files. [*]If you already have a file Datamenusmaininventory_menu.xml, open it, find <rect name="IM_Tabline">, then the following </rect> and place <include src="WMMWMM.xml" /> on the line after it, before the next </rect> line. [*]Go to the very bottom of Datamenusmaininventory_menu.xml and add <include src="includes_InventoryMenu.xml" /> one line before the </menu> line. [*]If you already have a Datamenusprefabsincludes_InventoryMenu.xml (which you probably won't) then it needs to have the line <include src="WMMWMMTrigger.xml" /> in it. [*]Enable the mod in your load order as usual.

Hopefully those directions are clear and accurate enough. If you're not using DarNified UI or some other UI mod that messes with the inventory menu, you probably won't even need to do any editing."

 

 

This is the #329 post from Pelinor  https://forums.nexusmods.com/index.php?/topic/449151-the-weapon-mod-menu/page-33

 

Probably the other file you found is a file with exactly these instructions applied to it. And yes in order to have Weapon Mod Menu work fine with DarnUI you need to tweak the inventory_menu.xml either manually either downloading that file you posted and overwriting the existing file from DarnUI.

Edited by Brainfever
Posted

A note on using the Merge Plugins Script (v1.6, from https://www.nexusmods.com/skyrim/mods/37981) in FNVEdit: it seems to generate esps that Wrye Flash cannot merge.

 

I used this script to merge a number of armor plugins, and all seemed well - no errors listed by FNVEdit, and looking at it, everything seemed OK.  However, when I tried to use Wryre Flash to merge it's data into a Bashed Patch, it said there were errors in the merged patch, so it's changes were not incorporated.   (This drove me batty, until I actually looked at the entire bash output - the error message wasn't visible until I scrolled down).

 

However, when I loaded the merged patch into GECK, and then saved it immediately without making any changes, Wyre Flash was able to handle the Geck-updated version without error.

 

So, the upshot is:

1.  Always check the output of Wrye Flash to see if there were any errors.

2.  If Wrye Flash has a problem with a patch you created using the Merge Plugins script, try running the esp through GECK to see if that clears up the problem.

 

When TES5Edit first came out it was sometimes necessary to take any patches that were created, open them in the Creation Kit, then save them. This fixed some small problems caused by TES5Edit using a slightly different object model than the newer versions of Skyrim. TES5Edit has been updated and evolved so it no longer needs this, but it's seems possible that a similar effect could be happening when using the Skyrim merge plugin script in FNVEdit.

Posted

Okay, added Textures Over Time to the OP. I will do some far away shots to match this stuff in a bit.

 

I really hate testing texture mods, but it is pretty simple with MO. Will do more as I go along.

 

If anyone wants to test some stuff for me and report back, I'm going to fill up the OP with a list, probably in some color, not orange or green since that is for other stuff.

Posted

There is one problem with Textures Over Time besides the fact that this mod is long ago abandoned. The maker of these textures apparently forgot a certain type of rock textures (I believe it is rockcanyontrim01.dds and rockcanyontrim01_n.dds) so in some rocky slides you can clearly see some lines like belts that cover the rock's surface from one side to the other with vanilla textures or whatever texture from another pack you use for these. In some cases it looks kinda ugly but I guess most users won't even notice.

 

You can clearly see what I mean if you check the rocky slides that are everywhere around in the Goodsprings Source area. Maybe a certain combination of these textures with another pack's for the missing ones could result in a visually acceptable result but I haven't found anything yet myself.

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