oqhansoloqo Posted June 22, 2014 Share Posted June 22, 2014 (edited) I don't know what you mean when you say "If there are no UDRs listed them don't clean UDRs or vice versa." Are you implying that I should deviate from the method outlined by the STEP guides on TES5Edit cleaning in order to be more specific about what I clean in a plugin when I clean it? Also, I don't know what it is, but MO is not being updated with the BOSS plugin re-ordering... For one, the "Sort" button still tries to use LOOT, even if I delete LOOT altogether. For another, instead of pressing the "Sort" button in MO, if I just run the executable from within MO, BOSS runs and closes MO. BOSS supposedly re-orders my plugins. I close BOSS. I restart MO, but none of my plugins have changed order in the list. When I was using LOOT before, I wasn't having this issue. EDIT: I figured it out. I had to have MO stay open and not close when BOSS was run. That was the problem. This is strange though, because in other situations, like when running Wrye Bash, this is not necessary. Edited June 22, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 Go the executable drop down and edit BOSS. Just untick the close when program starts check box. It's something like that, but I'm actually in game right and using my phone for this so I don't know the exact stuff. Anyways, click modify after I ticking that box and close the executable editor. Do not use the sort button that is built LOOT. If the mods don't reorder after running BOSS click the little button to the right of the profile bar and select refresh. That will apply the BOSS order for your mods. Also, I meant follow the cleaning instructions but only clean what the boSS master list says to clean so if 0 deletions are listed the. Don't clean the disables and deletions, ink clean the intentional to masters or vice versa. That is super important for WFO, only clean the ITMs or it will crash on start. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 22, 2014 Share Posted June 22, 2014 (edited) I don't use the WFO esp (I don't have the fertile or dead version, I have the non-esp version installed). I guess the vault22floraloverhaul.esp is similar though? Here's what FNVEdit says about that one: vault22FloralOverhaul.esp ActiveContains dirty edits: Do not clean, otherwise the game will crash on startup.I am guessing the best course of action is to do nothing to it. I'm sorry you have to communicate with such a neophyte, but I often struggle to understand how to use a lot of these tools beyond following specific instructions given to me on what to do from someone else who understands them. lol Edited June 22, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 Yeah BOSS will tell if you need to clean stuff or if there are dirty edits and you shouldn't clean them. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 22, 2014 Share Posted June 22, 2014 (edited) OK, so to wrap everything up (IOW - to check on how the game runs with the current mod list) I created a new bashed patch after FNVEditting the 3 plugins that needed cleaning. Then I went to run FNV 4GB Loader through MO. The game didn't start. What?! So I ran FNVEdit again and loaded everything to see if there was a missing master or something. I noticed near the end of the processing it said this: [00:25] Background Loader: [bashed Patch, 0.esp] Building reference info.[00:25] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345[00:25] Background Loader: Errors were found in: PNxCMorphineEffect "Ignores Crippled Limbs & Withdrawal Symptoms" [MGEF:13FF0000][00:25] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE[00:27] Background Loader: finished I'm guessing the error message may be what is preventing the game from loading, but I don't know what the message it is referring to (and as a result, how to fix it). EDIT: Did I do something wrong when creating the bashed patch? EDIT2: Oh wait, it's probably because the I didn't manually order the plugins that BOSS marked as unrecognized. lol Yeah, that's got to be it. doh! Yeah, I guess I either need to look back and see what you said to do with them previously or just wait for the masterlist update. (stupid me) Edited June 22, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 Did you do both the undelete and disable references and the remove identical to masters on each mod? Link to comment Share on other sites More sharing options...
OrdinaryM Posted June 22, 2014 Share Posted June 22, 2014 I've always been curious about his. Will AWOP ever be in the guide? I assume no because of all the incompatibilities. Link to comment Share on other sites More sharing options...
Kelmych Posted June 22, 2014 Share Posted June 22, 2014 I've used AWOP in my playthroughs in the past and there are some mods that help to make it compatible with the mods used in this pack and (equally important at least for me) improve the balance with the rest of the game by reducing the stats of AWOPs weapons/armor and making AWOP much less generous with items like skill books, etc. However, there are still other good quest mods that aren't part of this pack yet that are closer to the vanilla game. Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 I'm not against AWOP, but I don't think it would be added to thing guide. There is nothing stopping someone from writing a wiki page describing how that mod would be implemented into F&L, I would even link to it from the guide. This actually is something I've thought about a bit. I would like to almost have packs for this guide kinda the same way there are packs for STEP. The idea was that I would start with something like a page that just had weapons on it. You could pick those weapons and install them without issue, but if you don't want them, then just keep moving. Same could be done for armor/clothing as long as it fit with the Roberts and Type3 bodies any of them could be chosen or skipped. Also, other members could pretty much do the same thing. I have tried to get people to come up with their own MCM settings, but no one has come up with their own to share. Maybe if I open it up to guns or armor then someone will do it. Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 Oh, and I hit 15K page views. Damn, I never had that kind expectation for this project. Thanks to everyone that helps out and gives feedback, it's what motivates me to keep on going. Link to comment Share on other sites More sharing options...
Kampher Posted June 22, 2014 Share Posted June 22, 2014 I just registered to thank you EssArrBee. I've been coming back to this place for over a week to check for updates to your guide. I've been playing New Vegas for like 15 hours with absolutely no crashes, and I've never had a more stable game in all the years I've played. Thanks a lot for this guide. It's really awesome. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 22, 2014 Share Posted June 22, 2014 (edited) I thought I was pretty careful while I was FNVEditting to follow every step for each mod... I'm going to look into this today. Anyway, I wonder if it getting a lot of hits recently has anything to do with me dropping a few recommendations to people on the Nexus to check out your guide about a month ago. lol One place where I left a link was on Gopher's uHUD mod forum. Lots of people were asking about how to get the HUD mods working together correctly with MO and so I told them to check out your guide for direction. Edited June 22, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 First three of the NV Uncut series are done. I like the first, Rotface to Riches, and the third, A Van Graff Scorned. The second, Koch and Bohr, is decent with the added Vault 22 stuff, so I'll leave it even though it's easy to see why it was left out in the first place. Rotface needs a patch for PN, since it tried to add this back in too. I'm going to add these in and release a patch for Rotface and PN in a little bit. On to the next three Uncut mods I guess, the revised intro will probably be optional since I've started FNV so many times, that I haven't watched it in a long time and I'm guessing many others have not either. The author also allows many of the uncut mods to be edited without permission, so I can make a merged plugin or just give instructions so users can learn it on their own, it's quite simple. I'm liking JIP CC&C so far. I had to start a new set of testing saves because my others are completely broken, so I'm only about level 5 and just got some companions. It works quite well and the instructions for it are pretty straight forward. I still need to have a bit more time with it before I add it to the guide. It is also a UI mod, so I'm always a bit careful about that section, since it gives me nightmares, and probably worse for other people. There is a page in development for installing mods to the UI section that require uHUD to an existing setup wihtout having to do the whole section over again. Using MO v1.2.4 I can actually do it in about four step, couple of minutes total, easy peasy. When the next MO moves from beta to a release version I believe that it will only require two mods to be installed with FOMM, PN - Extra Options and uHUD. This is a big deal to me because it make the whole UI section much easier to deal with. Both for my own sanity and everyone else's. Link to comment Share on other sites More sharing options...
EssArrBee Posted June 22, 2014 Author Share Posted June 22, 2014 I just registered to thank you EssArrBee. I've been coming back to this place for over a week to check for updates to your guide. I've been playing New Vegas for like 15 hours with absolutely no crashes, and I've never had a more stable game in all the years I've played. Thanks a lot for this guide. It's really awesome.Thank you for using it. Also, thank Queue, the author of NVAC, hlp, the current NVSE dev, skyranger, the author of NVSR, and Yuki, the author YUP. Without their hard work, this guide wouldn't be possible because it would just crash constantly when using all these mods. I thought I was pretty careful while I was FNVEditting to follow every step for each mod... I'm going to look into this today. Anyway, I wonder if it getting a lot of hits recently has anything to do with me dropping a few recommendations to people on the Nexus to check out your guide about a month ago. lol One place where I left a link was on Gopher's uHUD mod forum. Lots of people were asking about how to get the HUD mods working together correctly with MO and so I told them to check out your guide for direction.I'll start adding directions for FNVEdit later today to help out the less informed. I forget that you guys are mere mortals sometimes. Thanks for promoting the guide, I do it sometimes on reddit, but I always feel weird linking it. I guess I should put it in my signature on forums. Link to comment Share on other sites More sharing options...
Kampher Posted June 22, 2014 Share Posted June 22, 2014 Thank you for using it. Also, thank Queue, the author of NVAC, hlp, the current NVSE dev, skyranger, the author of NVSR, and Yuki, the author YUP. Without their hard work, this guide wouldn't be possible because it would just crash constantly when using all these mods. I'll start adding directions for FNVEdit later today to help out the less informed. I forget that you guys are mere mortals sometimes. Thanks for promoting the guide, I do it sometimes on reddit, but I always feel weird linking it. I guess I should put it in my signature on forums.I actually have been using STEP for a long time, but I found this guide through reddit, so it's definitely a great place to spread the word. Are there going to be any mods that add NPC's or better spawns to the wasteland? In the past, I used to use mods like IWS or RePopulated Wasteland, but I hear they cause savegame bloat and other nasty problems. Are there any alternatives? Link to comment Share on other sites More sharing options...
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