whattado Posted February 13, 2016 Share Posted February 13, 2016 (edited) The step to move DarnUI doesn't seem to be needed anymore with the merging of most of the UI mods and the use of UIO, disregard the point about moving it.With that said, DarnUI should be positioned just after the Weapon Mod Menu and before OneHUD, Flashlight & UIO in the left-hand pane. The plugin should be near the top of the ESPs, just after all the ESMs, best positioned after the Cut Content merge.Moving it according to your suggestions fixed the error, thanks! Can someone please answer me about that Bashed-Patch stuff? Thank you! Edited February 13, 2016 by whattado Link to comment Share on other sites More sharing options...
MonoAccipiter Posted February 13, 2016 Share Posted February 13, 2016 Stuff unticked in MO will be unticked in WB as well (and vice versa). The plusses mean the plugin has been merged into the Bashed Patch and should be left unticked. Link to comment Share on other sites More sharing options...
nexuspolaris Posted February 13, 2016 Share Posted February 13, 2016 (edited) Thanks for the replies MonoAccipiter, EssArrBee and Zilav. My low resolution hand occurance is gone now, it only happened when i was testing a character with race Male Afroamerican 40-something. It's gone now, jej. I am using theType 6 Modification Body [T6M body] by Izumiko, and i seems to working just fine so far.The pretty face and hair is from the mod Mojave Delight by GlossHouse Done with the FNVLODGen proceedure. Goinmg to start on the Generate Bash Tags thing now...omg thats one heck of a job. Edited February 13, 2016 by nexuspolaris Link to comment Share on other sites More sharing options...
Mortercotic Posted February 13, 2016 Share Posted February 13, 2016 (edited) Hi guys! This guide is great for a New Vegas experience especially because its aloud to customize even more our own game. Hope is ok to suggest some mods here and I apology in advance for the long list. - OneTweak FNV https://www.nexusmods.com/newvegas/mods/59266/?- Explosives immunity fix https://www.nexusmods.com/newvegas/mods/60496/?(I merged together with your Tweaks and fixes)- shady sands shuffle https://www.nexusmods.com/newvegas/mods/38160/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D38160%26preview%3D&pUp=1(I tweak this into your Game Tweaks and seems to work)- YUP hunting rifle texture patch https://www.nexusmods.com/newvegas/mods/51664/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D51664&pUp=1(this .esp merge in bashed patch)- NVB 2 fixes https://www.nexusmods.com/newvegas/mods/47984/?- JIP improved recipe menu https://www.nexusmods.com/newvegas/mods/59638/?- Dynamic quantity prompt https://www.nexusmods.com/newvegas/mods/42274/?-R takes all for darnUI https://www.nexusmods.com/newvegas/mods/55313/?- DynamiCamera https://www.nexusmods.com/newvegas/mods/37632/?- special ammo/DLC gear integrated lite https://www.loverslab.com/files/file/811-special-ammo-and-dlc-gear-integration-lite/- power armour scaling https://www.nexusmods.com/newvegas/mods/59705/?- FNV PCidles https://www.nexusmods.com/newvegas/mods/39571/?- nuka cola victory (…) Vending machines https://www.nexusmods.com/newvegas/mods/39758/? All this seems to work for me. I don’t have all of your mods suggestions but most of it. I don’t really understand much about modding itself but been trying to build a great new vegas game to play it for good. THANKS for this fantastic guide!! Edited February 14, 2016 by Mortercotic Link to comment Share on other sites More sharing options...
EssArrBee Posted February 13, 2016 Author Share Posted February 13, 2016 Hi guys! This guide is great for a New Vegas experience especially because its aloud to customize even more our own game. Hope is ok to suggest some mods here and I apology in advance for the long list. - OneTweak FNV https://www.nexusmods.com/newvegas/mods/59266/?- Explosives immunity fix https://www.nexusmods.com/newvegas/mods/60496/?(I merged together with your Tweaks and fixes)- shady sands shuffle https://www.nexusmods.com/newvegas/mods/38160/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D38160%26preview%3D&pUp=1(I tweak this into your Game Tweaks and seems to work)- YUP hunting rifle texture patch https://www.nexusmods.com/newvegas/mods/51664/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D51664&pUp=1(this .esp merge in bashed patch)- NVB 2 fixes https://www.nexusmods.com/newvegas/mods/47984/?- JIP improved recipe menu https://www.nexusmods.com/newvegas/mods/59638/?- Dynamic quantity prompt https://www.nexusmods.com/newvegas/mods/42274/?-R takes all for darnUI https://www.nexusmods.com/newvegas/mods/55313/?- DynamiCamera https://www.nexusmods.com/newvegas/mods/37632/?- special ammo/DLC gear integrated lite https://www.loverslab.com/files/file/811-special-ammo-and-dlc-gear-integration-lite/- power armour scaling https://www.nexusmods.com/newvegas/mods/59705/?- FNV PCidles https://www.nexusmods.com/newvegas/mods/39571/?- nuka cola victory (…) Vending machines https://www.nexusmods.com/newvegas/mods/39758/? All this seems to work for me. I don’t have all of your mods suggestions but most of it. I don’t really understand much about modding itself but been trying to build a great new vegas game to play it for good. THANKS for this fantastic guide!!Few of those are in testing already. JIP mod has already been tested by Mono and Explosive Immunity Fix I need to see in action because I hate that bug and would love to see the fix work. Annoying to launch a grenade at some big radscorpions and the explosion just slightly moves them over an inch. I'll check out a couple more if I get a chance. Thanks for the recommendations. Link to comment Share on other sites More sharing options...
MonoAccipiter Posted February 14, 2016 Share Posted February 14, 2016 I've looked at Power Armor Scaling earlier and considered adding it to my setup, I can test that in the next few days if you want (does Powered Power Armor changes the bonuses? Too long since I used it, as I mentioned earlier). Can only reiterate what you said about the explosives fic, seems an obvious candidate, but depends on how well it works. Does WRP use old or new hunting rifle paths? I can check that tomorrow, I think. The Nuka Cola Machine thing is a cool idea, but I'm unsure if it's worth a plugin and Quantum's should not be easily available in NV at all (as per lore, which made me so annoyed with The New Bison Steve that I removed every one of them bar a single one (in Buck's Place) in my overhauld of that mod). Link to comment Share on other sites More sharing options...
GrantSP Posted February 14, 2016 Share Posted February 14, 2016 SRB, did you use the older version of Generate Bash tags script when you wrote the instructions for the Yuki Merged Mods? I have again got differing BASH tags to that described. - Actors.AIPackage - This I think will add the 'Flies' package to ED-E but is missing on mine+Actors.Skeleton - I'm assuming this will be needed to correctly handle the skeleton from Ragdolls, which is different to vanilla+C.ImageSpace - Realistic Wastelands differs and needs to be passed on+C.Light - Interior Lighting Overhaul changes+Destructible - WMX-DLCMerged I think?+NPC.Races - FCO changes aren't carried over without this+NPCFaces - FCO also? Link to comment Share on other sites More sharing options...
EssArrBee Posted February 14, 2016 Author Share Posted February 14, 2016 I'm using the new one. I don't think it makes a difference though. I ran the cut content merge through with both and it came back the same. Okay, so if a mod changes a record from it's master, then it gets that tag. If it doesn't then you don't want to tag it or else the mods higher in the load order that need to be forwarded around that mod will not do so. Unless you saying those mods need the tag, but it seems like you mean that Yuki's merged mod needs it. Link to comment Share on other sites More sharing options...
GrantSP Posted February 14, 2016 Share Posted February 14, 2016 I'm using the new one. I don't think it makes a difference though. I ran the cut content merge through with both and it came back the same. Okay, so if a mod changes a record from it's master, then it gets that tag. If it doesn't then you don't want to tag it or else the mods higher in the load order that need to be forwarded around that mod will not do so. Unless you saying those mods need the tag, but it seems like you mean that Yuki's merged mod needs it.That's right so since those tags I mention with the + before them have been added to my version of the merge that will mean those records get forwarded instead of the desired ones from the mods mentioned, doesn't it? e.g. C.ImageSpace should not be tagged because we actually want the Realistic Wastelands changes to be forwarded when we do the bashed patch. Since my merge has this tag added this will pass it on to the bashed patch, which is not wanted. So to be more succinct, my merge has added tags that I think are not needed. ie. those listed above with the + before them. Why this happened when I believe your and my systems are identical is what I would like to pinpoint. If it's just an user error on my or your part then that's fine, but if we can get different results from identical lists... :O_o: Link to comment Share on other sites More sharing options...
EssArrBee Posted February 14, 2016 Author Share Posted February 14, 2016 Unfortunately, the Bashed Patcher isn't perfect. I sometimes see that certain things are backwards, so if I have two mods that both have the same tag, the higher mod will win, which violates the "Rule of One" concept. I think it is do to the code being backwards somewhere. Also, even if I have proper tags on come mods that are mergable, it will ignore it that. I'm think about making a general patch with Mator Smash and then releasing that as a plugin which will be the last plugin in the load order before you Bash it. Then the correct records should get merged. Link to comment Share on other sites More sharing options...
Mortercotic Posted February 14, 2016 Share Posted February 14, 2016 Few of those are in testing already. JIP mod has already been tested by Mono and Explosive Immunity Fix I need to see in action because I hate that bug and would love to see the fix work. Annoying to launch a grenade at some big radscorpions and the explosion just slightly moves them over an inch. I'll check out a couple more if I get a chance. Thanks for the recommendations.Thanks for your time! Link to comment Share on other sites More sharing options...
Mortercotic Posted February 14, 2016 Share Posted February 14, 2016 I've looked at Power Armor Scaling earlier and considered adding it to my setup, I can test that in the next few days if you want (does Powered Power Armor changes the bonuses? Too long since I used it, as I mentioned earlier). Can only reiterate what you said about the explosives fic, seems an obvious candidate, but depends on how well it works. Does WRP use old or new hunting rifle paths? I can check that tomorrow, I think. The Nuka Cola Machine thing is a cool idea, but I'm unsure if it's worth a plugin and Quantum's should not be easily available in NV at all (as per lore, which made me so annoyed with The New Bison Steve that I removed every one of them bar a single one (in Buck's Place) in my overhauld of that mod).The hunting rifle was working good to me until i mod with a scope. The textures went crazy but with yup texture fix it work. I try it with and without WMX and it always fix it.Yep nuka cola machine thing i just took it out of my list. It can became a little overhelming giving us quantum's. The one's in the game are "enough" for the experience!I'm really interest in knowing you guys opinion about NVbounties 2 fix. I din't test much this but the little i personaly know was the posters reaction working at least in the Mojave Post one.Thanks!! Link to comment Share on other sites More sharing options...
MonoAccipiter Posted February 14, 2016 Share Posted February 14, 2016 Added the recipe menu mod to the guide, as well as the changelog entry I couldn't add the other day. Looking at getting the ADAM package with my changes uploaded on the Nexus fairly soon. Link to comment Share on other sites More sharing options...
Kelmych Posted February 14, 2016 Share Posted February 14, 2016 Unfortunately, the Bashed Patcher isn't perfect. I sometimes see that certain things are backwards, so if I have two mods that both have the same tag, the higher mod will win, which violates the "Rule of One" concept. I think it is do to the code being backwards somewhere. Also, even if I have proper tags on come mods that are mergable, it will ignore it that. I'm think about making a general patch with Mator Smash and then releasing that as a plugin which will be the last plugin in the load order before you Bash it. Then the correct records should get merged. I've seen situations where the bashed patch doesn't always include the changes from the last relevant plugin even if it has the appropriate bashed patches. It will also be interesting to see what Wrye Flash does with the patch objects that Mator Smash can include with changes to records that Wrye Bash ignores such as Effects changes. I'm currently waiting until Mator Smash has a fix to the object prototypes for a few important record types (e.g., Effects and Conditions) and the fixes for the CREA object before trying to creating large Mator Smash patches. Link to comment Share on other sites More sharing options...
nexuspolaris Posted February 14, 2016 Share Posted February 14, 2016 LOOT reports that the DLCs has alot of ITM and needs cleaning. Should i clean all of them? Link to comment Share on other sites More sharing options...
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