carlothan Posted July 25, 2015 Share Posted July 25, 2015 I noticed YUP 10 is out. Is it ok to update to it with the current state of F&L? Link to comment Share on other sites More sharing options...
Adonis_VII Posted July 25, 2015 Share Posted July 25, 2015 REPCONN fixes is no longer needed with new YUP: "- Turns out I hadn't integrated my REPCONN Test Site Fixes mod at all into YUP. Whoops. No idea how that happened. Now fixed." 1 Link to comment Share on other sites More sharing options...
EssArrBee Posted July 25, 2015 Author Share Posted July 25, 2015 I updated the guide. REPCONN Test Site Fixes is removed. No need to redo anything if you want to install YUP 10. Link to comment Share on other sites More sharing options...
Hackfield Posted July 25, 2015 Share Posted July 25, 2015 Did anyone consider using Reshade instead of ENB?I've tried this one toghether with Realistic Wasteland Lighting Enhancement, I found it perfect, nice coloring and effect, really dark nights, and without the problems of having an ENB (Night vision, Antialias, everything works) Link to comment Share on other sites More sharing options...
carlothan Posted July 25, 2015 Share Posted July 25, 2015 The Repconn fixes was part of a merged patch in the guide doesn't that mean that you have to remerge the patch without the Repconn fix if you want to update to YUP 10? Link to comment Share on other sites More sharing options...
EssArrBee Posted July 25, 2015 Author Share Posted July 25, 2015 No, you don't have to do that. The fixes in both are the same, so it won't matter if you leave the old merged fixes. Remerging probably won't do anything either since the merged fixes aren't unique formIDs. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted July 25, 2015 Share Posted July 25, 2015 I revised the BSAs and Mod Organizer section of the guide. If anything appears incorrect in that section of the guide, please provide feedback. Link to comment Share on other sites More sharing options...
LizardKing Posted July 26, 2015 Share Posted July 26, 2015 I was just curious as to why "Interior Lighting Overhaul - Ultimate Edition.esp" is moved to the Optional ESPs box. Link to comment Share on other sites More sharing options...
EssArrBee Posted July 26, 2015 Author Share Posted July 26, 2015 I was just curious as to why "Interior Lighting Overhaul - Ultimate Edition.esp" is moved to the Optional ESPs box.Write bash users don't need it since the bashed patcher does all necessary conflict merging for ILO. Link to comment Share on other sites More sharing options...
MosAnted Posted July 27, 2015 Share Posted July 27, 2015 I just noticed Poco Bueno's skeleton texture gets rewritten by EVE's ,which is lower res and darker. Should we hide EVE's file? Link to comment Share on other sites More sharing options...
EssArrBee Posted July 28, 2015 Author Share Posted July 28, 2015 Alright, I just found out that you can right click the RAW button on the github page and the files can be saved anywhere. That means it will be pretty easy to install the script for generating bash tags and using it. Directions would be:Go to this link: https://github.com/fireundubh/xEditScripts/blob/master/Scripts/Generate%20Bash%20Tags.pas Right click the [RAW] button and select "Save link as..." Navigate to the xEdit\Edit Scripts folder and save it there. Make sure that "Save as type" is .pas Open xEdit, select None, tick only the plugin to add tags for and click [OK] Right click plugin, apply script, select Generate Bash Tags, click [OK] Click yes to add tags to header rinse repeat1-3 are for installation the script and 4-7 are for the applying it. I think it would be pretty easy to implement in the guide, but the amount of times it may need to be run is a bit ridiculous. Then again the entire guide is pretty ridiculous.I just noticed Poco Bueno's skeleton texture gets rewritten by EVE's ,which is lower res and darker. Should we hide EVE's file?Sure. Link to comment Share on other sites More sharing options...
Darth_mathias Posted July 28, 2015 Share Posted July 28, 2015 (edited) i was wondering with regard to the Generate Tags Script could you not just open FNVEdit select all plugin and run the script so all plugins get tags in one go? Edited July 28, 2015 by Darth_mathias Link to comment Share on other sites More sharing options...
EssArrBee Posted July 28, 2015 Author Share Posted July 28, 2015 i was wondering with regard to the Generate Tags Script could you not just open FNVEdit select all plugin and run the script so all plugins get tags in one go?No I don't think that is how it works. It's kinda like cleaning the mods where you only can have the masters selected. You might ask on the bethsoft forum thread though. Link to comment Share on other sites More sharing options...
Darth_mathias Posted July 28, 2015 Share Posted July 28, 2015 (edited) No I don't think that is how it works. It's kinda like cleaning the mods where you only can have the masters selected. You might ask on the bethsoft forum thread though. shame would of made things alot easier i've only used it on the merged plugins so far and it works really well. now debating if it's worth going through every mod with out bash tags Edited July 28, 2015 by Darth_mathias Link to comment Share on other sites More sharing options...
EssArrBee Posted July 28, 2015 Author Share Posted July 28, 2015 The only thing the generate tags script does not do is Deflst. That should only be used for like two or three mods though. Link to comment Share on other sites More sharing options...
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