Jax765 Posted March 12, 2015 Share Posted March 12, 2015 Kinda torn on whether to use accumulative aa with ENB. On one hand, it does a good job with reducing jaggies on particularly bad spots. On the other hand, it sometimes produces artifacts and white outlines. Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 (edited) Just updated FNVEdit and the Merge Plugins script, when I checked to make sure the script works fine, it showed me this window. Are the options and directories correct, or should I change them? Also, the Legacy Support script being obsolete was left out of the changelog of the guide, didn't realise until I noticed that it wasn't anywhere on the page. Edited March 12, 2015 by Jax765 Link to comment Share on other sites More sharing options...
EssArrBee Posted March 12, 2015 Author Share Posted March 12, 2015 I think that's okay. I haven't actually used it yet. That looks pretty good though. Link to comment Share on other sites More sharing options...
Audley Posted March 12, 2015 Share Posted March 12, 2015 Just updated FNVEdit and the Merge Plugins script, when I checked to make sure the script works fine, it showed me this window. Are the options and directories correct, or should I change them? Also, the Legacy Support script being obsolete was left out of the changelog of the guide, didn't realise until I noticed that it wasn't anywhere on the page. By ticking "copy general assets" it will automatically copy all the assets and change names for sound folders automatically and place it into one neat pile for you (overwrite folder). I recommend ticking for *most* merges as it will only make things easier. Link to comment Share on other sites More sharing options...
GrantSP Posted March 12, 2015 Share Posted March 12, 2015 Do you have to give the binary a particular name or does it matter? Do you know if there is a TES5LODGen argument?I just use the name 'xEdit.exe' and when you parse the commandline switch it does exactly the same thing as renaming the executable.So: xEdit.exe -fnv -editis exactly the same as: FNVEdit.exeThe folder I have contains the one executable and the four *.dat files like: FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.datI haven't seen any issues with @Mator's Merge script, though I haven't used it lately with all his copy assets code and batch files, but I see no reason why it wouldn't work this way. Not sure about the TES5LODGen. I haven't seen a switch mentioned anywhere. ... just tried it and it doesn't work that way. Only the editor interface accepts the gamename switches. Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 By ticking "copy general assets" it will automatically copy all the assets and change names for sound folders automatically and place it into one neat pile for you (overwrite folder). I recommend ticking for *most* merges as it will only make things easier. What assets would these be? Generally, the only result I get from merging plugins is the merged ESP. Link to comment Share on other sites More sharing options...
EssArrBee Posted March 12, 2015 Author Share Posted March 12, 2015 What assets would these be? Generally, the only result I get from merging plugins is the merged ESP.Some mods have sound files that come in folders named after the plugin. You have to rename the folder to the name of the new merged plugin. v1.9 takes care of that for you. Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 Ah, I see. Sounds very convenient then. BTW, do you know if it's possible to modify the sharpness of an ENB? Right now I think I want to try softening it a bit to help make the game look less jaggy. Link to comment Share on other sites More sharing options...
Audley Posted March 12, 2015 Share Posted March 12, 2015 It will actually move ALL assets for you. So you could potentially merge (which I have) 40 small mods together and the plugin will take meshes, sounds, textures, etc. and merge them all into one convenient package. The one thing you need to remember though is that it will not move .esm's over. You will need to do that manually. Link to comment Share on other sites More sharing options...
Nozzer66 Posted March 12, 2015 Share Posted March 12, 2015 A lot of ENB's have that sort of thing available. Just check the enblocal.ini and play with some of the antialiasing settings. You could also maybe try using SMAA too. Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 (edited) I'm using the normal ENB binary, just with a few tweaks to make the game look less ****. Edge AA does a good job, the problem is the ENB itself seems to sharpen the image a little too much. None of the ini files seem to have anything related to it. Also, my game just crashed and I got this error log in MO. INFO (02:15:55.0948): Windows Exception (c0000005). Origin: "unknown" (0). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (c0000005). Origin: "unknown" (35cffa32). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (80000001). Origin: "F:\Steam\SteamApps\common\Fallout New Vegas\FalloutNV4GB.exe" (40198a). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (80000001). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)ERROR (02:15:56.0048): Windows Exception (80000001). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)DEBUG (02:16:01.0645): hooks removed----------- LOG END ----------- Edited March 12, 2015 by Jax765 Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 (edited) Ok, New Vegas Bounties II is causing some serious issues for me. I'm doing the quest where you take out the Ghoul militant leader in the caverns, and for some reason, whenever I load a save from that area, I get a CTD. Also, my most recent save is from a storage shed in the place. That one loads, but whenever I exit, I get a runtime error. I've got a bunch of saves from before entering the caverns thanks to CASM, and they still work perfectly fine. Edited March 12, 2015 by Jax765 Link to comment Share on other sites More sharing options...
Jax765 Posted March 12, 2015 Share Posted March 12, 2015 (edited) Yeah, something's wrong with the storage shed in Ulam Cavern. I tested it, loaded up a non-crashing save from before entering the caverns, and when I got to the storage shed, when I tried to exit, it crashed again, just like before. Also messed up my save from right before entering the shed, it crashes my game whenever I try to load it. Posted my load order below. For reference, the quest is called Revanche. https://pastebin.com/hFLJRsPQ Also a minor thing, whenever I open and close the pipboy with a modded weapon equipped, I get a corner notification saying "added". This doesn't occur when my gun is holstered. I'm using the pipboy 2500. Edited March 12, 2015 by Jax765 Link to comment Share on other sites More sharing options...
EssArrBee Posted March 12, 2015 Author Share Posted March 12, 2015 I'm using the normal ENB binary, just with a few tweaks to make the game look less ****. Edge AA does a good job, the problem is the ENB itself seems to sharpen the image a little too much. None of the ini files seem to have anything related to it. Also, my game just crashed and I got this error log in MO. INFO (02:15:55.0948): Windows Exception (c0000005). Origin: "unknown" (0). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (c0000005). Origin: "unknown" (35cffa32). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (80000001). Origin: "F:\Steam\SteamApps\common\Fallout New Vegas\FalloutNV4GB.exe" (40198a). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)INFO (02:15:56.0048): Windows Exception (80000001). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)ERROR (02:15:56.0048): Windows Exception (80000001). Last hooked call: void *__stdcall CreateFileW_rep(const unsigned short *,unsigned long,unsigned long,struct _SECURITY_ATTRIBUTES *,unsigned long,unsigned long,void *)DEBUG (02:16:01.0645): hooks removed----------- LOG END -----------No clue what this is. Sorry, I don't really understand that stuff, it's best to send the dump files to Tannin. Ok, New Vegas Bounties II is causing some serious issues for me. I'm doing the quest where you take out the Ghoul militant leader in the caverns, and for some reason, whenever I load a save from that area, I get a CTD. Also, my most recent save is from a storage shed in the place. That one loads, but whenever I exit, I get a runtime error. I've got a bunch of saves from before entering the caverns thanks to CASM, and they still work perfectly fine.That's the only part of the mod I could ever get to break. Because of that I added then since it's overall good enough to play with just that part being in error. Yeah, something's wrong with the storage shed in Ulam Cavern. I tested it, loaded up a non-crashing save from before entering the caverns, and when I got to the storage shed, when I tried to exit, it crashed again, just like before. Also messed up my save from right before entering the shed, it crashes my game whenever I try to load it. Posted my load order below. For reference, the quest is called Revanche. https://pastebin.com/hFLJRsPQ Also a minor thing, whenever I open and close the pipboy with a modded weapon equipped, I get a corner notification saying "added". This doesn't occur when my gun is holstered. I'm using the pipboy 2500.If you know it's the shed and can reproduce it then mention it to someguy. He is pretty active on the NVB threads over on the bethsoft forums. Pipboy replacer mods always have quirks associated with them. You might to need to look through that mod's nexus pages/threads for any incompatibilities. @Everyone, I added a little section to the general fallout guide to add xEdit using the arguments and onlly having one installation. Tell me if it looks okay. https://wiki.step-project.com/Guide:Fallout#Setting_Up_Mod_Organizer Link to comment Share on other sites More sharing options...
Jax765 Posted March 13, 2015 Share Posted March 13, 2015 (edited) Yeah, I'll message Someguy about it. I managed to get around it by going to the target first, then going back to the shed. Stopped crashing when I did it that way. Pretty bizarre glitch, especially considering how it affects other saves. Edited March 13, 2015 by Jax765 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now