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Posted

Sounds great then. I'm glad my antipathy was unfounded.

After the deal with Immersive Citizens and breaking most of REGS....I can't blame you though.

 

I check nexus page. There are a few people report the same problem. I don't see any obvious conflict in FNVEdit.

Camo has gotten bored with GTA V and so should hopefully be coming back and fixing/improving some things with that. Particularly some better effect meshes.

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Posted

Camo has gotten bored with GTA V and so should hopefully be coming back and fixing/improving some things with that. Particularly some better effect meshes.

Great news. I am looking forward to version 0.97. 

Posted

The "Sweat" option should probably be unchecked when installing FCO. The installer doesn't name the file correctly and it doesn't have a .esp extension, and even when you correctly rename and activate it, the mod makes an "Item equip" noise whenever your character gets the sweat effect, which can be annoying. Maybe someone could make a fixed version of the file that doesn't make the noise that we could download separately?

Posted

*snip*

Yes, instructions for that needs some changing. Since Drumber is the author for the separate mod as well I doubt there's any difference to using it (beyond avoiding the erronous file extension) and I'm gonna make an educated guess on the equip sound being unavoidable. This is because I assume he's added the effect as a translucent armor addon, which doesn't show in your inventory, but is equipped through a hardcoded script the same way lots of armors do it with gloves.

Posted

The "Sweat" option should probably be unchecked when installing FCO. The installer doesn't name the file correctly and it doesn't have a .esp extension, and even when you correctly rename and activate it, the mod makes an "Item equip" noise whenever your character gets the sweat effect, which can be annoying. Maybe someone could make a fixed version of the file that doesn't make the noise that we could download separately?

I got the correct FCO - Sweat.esp on my install. I don't know what went wrong.

Posted

Yeah, found the NV-Quickloot HUD also. Very nice mod, but it seems in very early stage. Lots of folks getting bugs or the mod is simply just not working.

Posted

Yeah, found the NV-Quickloot HUD also. Very nice mod, but it seems in very early stage. Lots of folks getting bugs or the mod is simply just not working.

It is working quite well for me during the testing. It conflicts with FPS weapon wheel. Lots of no name items.
Posted (edited)

It is working quite well for me during the testing. It conflicts with FPS weapon wheel. Lots of no name items.

The mod author fixed most of these bugs.

 

----------------------------

I am now playing OWB. I think enemies are much tougher than in the vanilla. Is this normal? Several of them are bullet sponges. I am not very good at energy weapon.    

Edited by darkside
Posted (edited)

Roboscorpions with holorifle at 47-50 level, 100 guns and ew, were hard to kill but LAER makes it very easy. There are 7 in Big MT, get one :P

 

Everything else like the whole game is easy with the holorifle.

 

 

I went to the Fort to slaughter everyone and after killing the 2 guards in the entrance and looting some boxes there this thing attacked and killed boone

https://fallout.wikia.com/wiki/Gojira

I reloaded and tried again but it didn't appear the second time

Edited by Hackerpcs
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Posted (edited)

I think that's from the Uncut Wasteland mod. 

 

[spoiler=Minor Spoiler]It should appear when you defeat all the different legendary creatures IIRC. Also think it needs the Wild Wasteland trait.

 

Edited by MonoAccipiter
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Posted

Hello, this is my first post!

 

I've went through the F&L guide again, updating my mods and settings to the current guides revisions, and just recently I've (re-)completed the 'Quests & Cut Content' section, in which I believe I've found an error in the 'Merging Cut Contents Mods' sub-section at the end. Instruction number 10. tells the user to apply bash tags and that there are a couple of fixes to be forwarded. It then tells the user to start up xEdit, even though the xEdit Merge Script has been dropped for the Merge Plugins standalone in the guide's Feb 11, 2016 update.

 

By any chance could 'xEdit' be a typo? I used FNVEdit to complete this section, and obviously FNVEdit is used elsewhere in the guide to add bastags to plugins.

 

Thankyou for reading, and keep your tails high, F&L crew!

Posted (edited)

FNVEdit is essentially xEdit as it's the same program adapted for the different games. FO3Edit for Fallout 3 TES5Edit for Skyrim etc (replacing the with the "code" for the game in question). Hence xEdit just refers to any version of the program, but you're right to use FNVEdit here. I will change the instructions when I get home later tonight.

 

Also, welcome to the forums.  :^_^:

Edited by MonoAccipiter
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Posted

Hello, this is my first post!

 

I've went through the F&L guide again, updating my mods and settings to the current guides revisions, and just recently I've (re-)completed the 'Quests & Cut Content' section, in which I believe I've found an error in the 'Merging Cut Contents Mods' sub-section at the end. Instruction number 10. tells the user to apply bash tags and that there are a couple of fixes to be forwarded. It then tells the user to start up xEdit, even though the xEdit Merge Script has been dropped for the Merge Plugins standalone in the guide's Feb 11, 2016 update.

 

By any chance could 'xEdit' be a typo? I used FNVEdit to complete this section, and obviously FNVEdit is used elsewhere in the guide to add bastags to plugins.

 

Thankyou for reading, and keep your tails high, F&L crew!

Welcome. I like your user name.
  • +1 1
Posted

FNVEdit is essentially xEdit as it's the same program adapted for the different games. FO3Edit for Fallout 3 TES5Edit for Skyrim etc (replacing the with the "code" for the game in question). Hence xEdit just refers to any version of the program, but you're right to use FNVEdit here. I will change the instructions when I get home later tonight.

 

Also, welcome to the forums.  :^_^:

It would be preferable to have the first instance in any guide where xEdit is mentioned to describe this and then ALL further instances of its use to be xEdit.

STEP is trying to gwet users to understand this concept that the executables are interchangeable, and hence most of the documentation on the web can be applied to any version.

I've been going through a lot of guides over the months and making this change, possibly it gets changed back for this reason.

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