Mikaal Posted March 19, 2016 Share Posted March 19, 2016 MonoAccipiter: Your "Burning Campfire" fix is working! Thank you for that! Link to comment Share on other sites More sharing options...
MonoAccipiter Posted March 19, 2016 Share Posted March 19, 2016 Glad to hear that! Will probably add it and the gas pumps mod tomorrow as I tested the gas pumps merged with the other gameplay mods and it seemed to work just fine. Link to comment Share on other sites More sharing options...
MonoAccipiter Posted March 19, 2016 Share Posted March 19, 2016 Woke up and added the two mods. Not much time to look at anything else today, but feel free to fill up my worklog if you want me to look at at something. I'm probably going to be looking at this, as some of those textures are sorely lacking from the game with the current setup (especially those washing machine windows which I think NVInteriors uses as train car windows). Link to comment Share on other sites More sharing options...
darkside Posted March 19, 2016 Share Posted March 19, 2016 Woke up and added the two mods. Not much time to look at anything else today, but feel free to fill up my worklog if you want me to look at at something. I'm probably going to be looking at this, as some of those textures are sorely lacking from the game with the current setup (especially those washing machine windows which I think NVInteriors uses as train car windows).Will check the texture pack as well. Link to comment Share on other sites More sharing options...
darkside Posted March 19, 2016 Share Posted March 19, 2016 (edited) @MonoGas pump mod needs cleaning. There are 69 ITMs. I don't know that it's matter. I will add it to the guide if you don't mind. EDIT - Added plugin cleaning to the guide. Please remove if the instruction is not needed. Thanks. Edited March 19, 2016 by darkside 1 Link to comment Share on other sites More sharing options...
Mikaal Posted March 19, 2016 Share Posted March 19, 2016 (edited) Woke up and added the two mods. Not much time to look at anything else today, but feel free to fill up my worklog if you want me to look at at something. I'm probably going to be looking at this, as some of those textures are sorely lacking from the game with the current setup (especially those washing machine windows which I think NVInteriors uses as train car windows). Woke up and added the two mods. Not much time to look at anything else today, but feel free to fill up my worklog if you want me to look at at something. I'm probably going to be looking at this, as some of those textures are sorely lacking from the game with the current setup (especially those washing machine windows which I think NVInteriors uses as train car windows).Added a mod to your Worklog. Feel free to remove it! Edited March 19, 2016 by Mikaal 1 Link to comment Share on other sites More sharing options...
Adonis_VII Posted March 19, 2016 Share Posted March 19, 2016 @MonoGas pump mod needs cleaning. There are 69 ITMs. I don't know that it's matter. I will add it to the guide if you don't mind. EDIT - Added plugin cleaning to the guide. Please remove if the instruction is not needed. Thanks.It could also use some manual cleaning, it has alot of dirty edits that Remove ITMs won't pick up unfortunately. Most probably won't notice that it moves random stuff a couple units over, but it's there. Link to comment Share on other sites More sharing options...
darkside Posted March 20, 2016 Share Posted March 20, 2016 (edited) It could also use some manual cleaning, it has alot of dirty edits that Remove ITMs won't pick up unfortunately. Most probably won't notice that it moves random stuff a couple units over, but it's there.After ITM cleaning, I found only 2 more records to be removed 00152099 and 0016931C. I will remove it and contact the author. Hopefully, he can update his mod. He is still active on nexus. Edited March 20, 2016 by darkside Link to comment Share on other sites More sharing options...
MonoAccipiter Posted March 20, 2016 Share Posted March 20, 2016 Sure it doesn't just move them to make place for the pumps? Talking about dirty edits... I really should do some manual cleaning for the Nuka Cola Machine mod. It moves a lot of stuff around in Doc Mitchell's house for no apparent reason. @Mikaal: I don't think I'll add this to the guide because it removes part of the challenge with finding these, which I think was intentional from Obsidian's part. Might be worth keeping the idea for a future "ease of life" package though, and in any case I'm super glad you added the suggestion. @darksdie: I placed the MG texture mod over NMCs pack and hid the following files: architecture/helios_one/solar_reflector_lod.dds armor/headgear/slavecollar_g.dds The LOD file is way too blue for the texture used in NMCs pack, and the slave collar glow file is for MG's slave collar texture, which will be overwritten by the Wasteland Clothing Retexture mod. I want to update the NNBS mod to use ACES and can probably consider testing it properly after I've finished and tested the casino overhaul I'm working on. New Vegas Landscape Overhaul still has some issues I'd like to fix as well, while not any crash-related ones (like the deleted navmeshes) anymore. In particular he's not aligned the navmeshes properly in the worldspace cells he's edited, which means NPCs will have to take some major detours. Link to comment Share on other sites More sharing options...
darkside Posted March 20, 2016 Share Posted March 20, 2016 (edited) Sure it doesn't just move them to make place for the pumps? Talking about dirty edits... I really should do some manual cleaning for the Nuka Cola Machine mod. It moves a lot of stuff around in Doc Mitchell's house for no apparent reason. @Mikaal: I don't think I'll add this to the guide because it removes part of the challenge with finding these, which I think was intentional from Obsidian's part. Might be worth keeping the idea for a future "ease of life" package though, and in any case I'm super glad you added the suggestion. @darksdie: I placed the MG texture mod over NMCs pack and hid the following files: architecture/helios_one/solar_reflector_lod.dds armor/headgear/slavecollar_g.dds The LOD file is way too blue for the texture used in NMCs pack, and the slave collar glow file is for MG's slave collar texture, which will be overwritten by the Wasteland Clothing Retexture mod. I want to update the NNBS mod to use ACES and can probably consider testing it properly after I've finished and tested the casino overhaul I'm working on. New Vegas Landscape Overhaul still has some issues I'd like to fix as well, while not any crash-related ones (like the deleted navmeshes) anymore. In particular he's not aligned the navmeshes properly in the worldspace cells he's edited, which means NPCs will have to take some major detours.I checked in-game after removed these edits from Gas pump esp (00152099, 0016931C). There is no clipping or any anomaly that I can see. I think these are dirty edits. Interestingly, YUP edited these 2 records as well.@Mono - I will test MG texture pack as you suggest. I have been using MG pack for the last several hours by letting NMC overwrite this pack. I can't tell much difference in normal game play. I looked at textures from MG pack using GIMP. I feels that NMC and POCO Bueno have better quality. Edited March 20, 2016 by darkside Link to comment Share on other sites More sharing options...
MonoAccipiter Posted March 20, 2016 Share Posted March 20, 2016 By "over" NMCs pack I mean sorted before it in MO, so NMCs pack overwrites it. Link to comment Share on other sites More sharing options...
darkside Posted March 20, 2016 Share Posted March 20, 2016 By "over" NMCs pack I mean sorted before it in MO, so NMCs pack overwrites it.I have been testing it correctly then . I think this pack will fill in the gap nicely. Link to comment Share on other sites More sharing options...
Adonis_VII Posted March 20, 2016 Share Posted March 20, 2016 I had checked a couple of the locations in game and compared to FNVEdit records and couldn't find any that actually needed to be moved because of clipping with the new pumps. Link to comment Share on other sites More sharing options...
Adonis_VII Posted March 20, 2016 Share Posted March 20, 2016 Also as far as MGs goes, I've been using it in the same install order: MG --> NMC --> Poco Bueno Link to comment Share on other sites More sharing options...
mcshame Posted March 20, 2016 Share Posted March 20, 2016 (edited) Following the guide and noticed that the prerequisite scripts from Mator are missing to support the Generate Bash Tags.pas for FNVEdit. This was added to Clear an Present Danger and referencing it here for inclusion to the guide at the FNVEdit "install additional xEdit script" section. link is https://github.com/matortheeternal/TES5EditScripts TES5EditScripts Author: matortheeternal Version: 1/11/2016 Requirements: xEdit utility from FO4Edit PreRelease Alpha mod (FO4Edit renamed xEdit as mentioned above),. Fallout NV Equivalent: the same utility, with separate settings for each game, works for Fallout 3, Fallout NV, TES4, and TES5 (but probably not Fallout 4 yet) Notes: These utility xEdit scripts provide useful functions for viewing, editing, and creating plugin files using xEdit with Bethesda RPG games., primarily for experienced users of xEdit. The mtefunctions.pas script in this utility is needed for the Generate Tags for Wrye Bash below. The rest aren't critical but are often quite useful when working with plugins. Installation: Get the 'TES5EditScripts-master.zip file by selecting the Download zip button on the upper right. Extract the contents of this mod into the folder used for the xEdit executable (e.g., D:\Games\xEdit). EDIT: I actually just made the change myself to the guide, kept it very simple. Hope that's ok. Edited March 20, 2016 by mcshame Link to comment Share on other sites More sharing options...
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