oqhansoloqo Posted September 21, 2015 Share Posted September 21, 2015 The best way for you to review the changes is to download the file and read the changelog inside it. A handful of place names are in Russian, like in the Cells and Worldspaces I think I remember. You don't even have to go far down the hierarchy of edits to locate the offending edits. If in FNVEdit you load the new version next to the old version and the rest of your load order it's easy to determine what values the names should have (names in English characters instead of names in Russian characters) when you compare them to other plugins. After you think you got all of them, like I said, run the Generate Bash Tag script and if you corrected the Russian edits it should only assign the plugin 2 bash tags, instead of 4. 1 Link to comment Share on other sites More sharing options...
Jax765 Posted September 23, 2015 Share Posted September 23, 2015 Did it, thanks. Tags generated were graphics and stats. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted September 23, 2015 Share Posted September 23, 2015 Did it, thanks. Tags generated were graphics and stats.Good. Before you replace the edits in Russian language with English you would have gotten 4: Graphics, Stats... and the other 2 would have been (I think it was these) Names, C.Name. The fact that you only got the two that you did tells me that you got the Russian out of it. Link to comment Share on other sites More sharing options...
zilav Posted September 23, 2015 Share Posted September 23, 2015 Good. Before you replace the edits in Russian language with English you would have gotten 4: Graphics, Stats... and the other 2 would have been (I think it was these) Names, C.Name. The fact that you only got the two that you did tells me that you got the Russian out of it.FNVEdit is shipped with script to restore FULL and DESC names on all records from master records "Restore record names from master.pas". You can apply it to any localized plugin to have english names back. Link to comment Share on other sites More sharing options...
Jax765 Posted September 23, 2015 Share Posted September 23, 2015 FNVEdit is shipped with script to restore FULL and DESC names on all records from master records "Restore record names from master.pas". You can apply it to any localized plugin to have english names back.Lol, would've been nice to know beforehand. Oh well. Anyone tried out Legion Quests Expanded? Considering installing it for my Legion playthrough. Also, will an armor section be added to the guide, similar to the additional weapons section? Graham's Armor could be a good candidate. 1 Link to comment Share on other sites More sharing options...
oqhansoloqo Posted September 23, 2015 Share Posted September 23, 2015 I won't be adding it, even though it looks nice (good find...). I won't be adding any more mods to the guide I don't think. With my recent guide editing I just wanted to resolve some long standing issues (adding the part about generating the correct bashed patches, delete "problem" mods from the guide, correct certain instructions that were either incomplete or incorrect or outdated) and mostly get the guide up to date. 2 mods that aren't up to date are NV Interiors Project A Room with a View and Interior Lighting Overhaul. Like previously stated, the guide versions are still available for download. I just don't know for sure if the new versions bring issues with them or not. Outside of the guide... I will suggest Simple Street Lights replace Electro-City. I will suggest Realistic Wasteland Lighting Enhancement replace Nevada Skies. I will also suggest the mod install positions of Fallout Character Overhaul and New Vegas Redesigned 3 get swapped. But I do not see myself changing any of that in the guide. I would feel like I were overstepping my boundaries by doing that. While I'm tempted to do the FCO & NVR3 swap in the guide because I feel it really is messed up right now and doing that swap fixes most of the current issues, I probably won't change it in the guide because different people seem to have different opinions about those two mods and what should come first or later. Oh, and I suggest a simple mod, "Thin HUD - JIP CCC" that I feel improves the Companion HUD visuals. 1 Link to comment Share on other sites More sharing options...
EssArrBee Posted September 24, 2015 Author Share Posted September 24, 2015 Hey guys, what's up? I miss anything the last couple months. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted September 24, 2015 Share Posted September 24, 2015 Hey Ess - just keeping the guide up to date for you. :) Link to comment Share on other sites More sharing options...
oqhansoloqo Posted September 25, 2015 Share Posted September 25, 2015 BTW - has anyone compared cleaning Simple Street Lights (of ITMs/UDRs) to not cleaning Simple Street Lights? I'm feeling lazy as far as going in to review xEdit conflicts for this... Link to comment Share on other sites More sharing options...
oqhansoloqo Posted September 25, 2015 Share Posted September 25, 2015 Would anyone object to me amending the MCM settings guide to mention enabling the havok physics system for the ragdolls mod? Not enabling this causes a lot of corpses to look extremely deformed and twisted - very strange. On the other hand, I am not aware of issues that can occur as a result of enabling it. Please inform me of downsides to enabling this. If no one responds, I'll probably make the change in the guide. Link to comment Share on other sites More sharing options...
Hackerpcs Posted September 30, 2015 Share Posted September 30, 2015 https://i.imgur.com/HySepfh.png https://i.imgur.com/ZuE3sxj.png https://i.imgur.com/EErounT.png https://i.imgur.com/sZ1lvg4.png It should definitely be enabled :P Link to comment Share on other sites More sharing options...
darlinggj Posted October 1, 2015 Share Posted October 1, 2015 I've just finished up my Fear and Loathing install and things are looking great except for one issue: many NPCs (for example, in the Primm casino) are walking around using animations as if they have guns drawn, but the guns are invisible/not in the NPC's inventory. Any idea how I could start to troubleshoot this? edit: Seems I missed a step in the guide; I forgot to move Integration - Couriers Stash.esp to Optional ESPs so I was loading both that and the Integration - Couriers Stash+WMX.esp. I've fixed that in MO so that I'm only loading the Integration - Couriers Stash+WMX.esp and now NPCs all display guns like they're supposed to.Right now there's no such step in the Guide (https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas), but maybe there should be. Certainly the Nexus instructions for Couriers Stash Integration (https://www.nexusmods.com/newvegas/mods/46251/) suggest one ends up with only one active .esp. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted October 1, 2015 Share Posted October 1, 2015 Right now there's no such step in the Guide (https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas), but maybe there should be. Certainly the Nexus instructions for Couriers Stash Integration (https://www.nexusmods.com/newvegas/mods/46251/) suggest one ends up with only one active .esp.If a couple people want to look into this and get back with me on your results, I may make this change in the guide if everyone agrees. Link to comment Share on other sites More sharing options...
EssArrBee Posted October 2, 2015 Author Share Posted October 2, 2015 The top two mods on the nexus hot files look pretty awesome. Has anyone tried them out yet? I'd love to hear more about what they offer. Link to comment Share on other sites More sharing options...
Hackerpcs Posted October 2, 2015 Share Posted October 2, 2015 (edited) The top two mods on the nexus hot files look pretty awesome. Has anyone tried them out yet? I'd love to hear more about what they offer.You mean these two? https://www.nexusmods.com/newvegas/mods/60431/? https://www.nexusmods.com/newvegas/mods/50146/? 3rd one is so awesome though, it may become essential after DarnUI https://www.nexusmods.com/newvegas/mods/60534/? I'll wait for this serious bug to be fixed and then install it *Steps to reproduce: 1) Speak to a vendor to open the barter menu 2) Attempt to sell items from a stack with more than one item in it *Expected result: Item(s) are removed from the player's inventory panel and added to the vendor's inventory panel *Actual result: Item(s) are not removed from the players inventory panel, but are still added to the vendor's inventory panel Also something else, adding nexus info on mods on MO is not on the guide and should be added, it's nice because having to add info for all mods at once is tiresome. Edited October 2, 2015 by Hackerpcs Link to comment Share on other sites More sharing options...
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