Kelmych Posted June 30, 2015 Author Share Posted June 30, 2015 xCalibr.esm is the only unique plugin provided by the exCalibr mod. A copy of Calibr.esm is provided by multiple mods; it was not created by the developer of exCalibr. You need one copy of Calibr.esm installed from this mod or another that has the latest version of the Calibr.esm plugin (e.g. FWE or exCaliber ammo expansion). Link to comment Share on other sites More sharing options...
hishutup Posted July 1, 2015 Share Posted July 1, 2015 Hmm, I dont know what you have in the guide but I would not recommend using ENB effects, ENBoost(effects disabled) seems to work fine but the reason to not use ENB is because of AA. MSAA is by far superior to what can be injected for fallout 3. Its not a small difference either. 4x MSAA override app setting, seems to be fine. I think you have it set to 4 in the inis. I dont think there is a difference between the application setting and driver but I set mine at 8x.I turned AO on and set it to quality. MFAA doesnt seem to do anything. I use adaptive vsync (half refresh) because it supresses the massive 1-3 sec stutter and some of the normal vsync stutter, the downside is that it increases mouse lag but I got around that some how. Link to comment Share on other sites More sharing options...
Kelmych Posted July 1, 2015 Author Share Posted July 1, 2015 The FO3 guide uses recommendations from the FNV guide and the Skyrim guide. Users are pointed to the video card settings discussion in the STEP guide. The FO3 guide recommends ENBoost and has no recommendation on ENBs (or related post processors). There aren't any specific recommendations for AA provided by the guide itself, and the INI part of the guide does not touch on AA or vsync. However, the enblocal.ini recommendations taken from the Skyrim recommendations do affect AA and Anisotropic filtering. There are no vsync recommendations. Do you have recommendations that are different than the ones in the FO3 guide? Link to comment Share on other sites More sharing options...
hishutup Posted July 1, 2015 Share Posted July 1, 2015 Users that have nvidia, turn AO to quality in the drivers. Everything else is what I have it at. Does FO3 suffer from the deleted nav mesh bug like skyrim does?I can fix a few of them but there are a lot. EDIT: I got the the Rockopolis Rebuilt and saw the warning.when I cleaned ITMS these came upRemoving: RockopolisEnt [CELL:00002AEF] (in Wasteland "Wasteland" [WRLD:0000003C] at -26,-7) Removing: GRUP Exterior Cell Sub-Block -1, -4 Removing: GRUP Exterior Cell Block -1, -1 Removing: NukaFridge "Nuka-Cola Fridge" [CONT:000615B2] Im almost positive none of these would cause any sort of crashes. Its probably the plugin itself. EDIT2: It appears that Flora Overhaul is already clean Link to comment Share on other sites More sharing options...
hishutup Posted July 2, 2015 Share Posted July 2, 2015 For Breezes FO3 Males, I would recommend to not install bodysuits because it add 3 items that are unnecessary and ones that you cant really get rid of because of a script. It add one underwear pajamas and 2 nude pajamas. You could add instructions to delete the esp for people that want nonnude options. Link to comment Share on other sites More sharing options...
Kelmych Posted July 2, 2015 Author Share Posted July 2, 2015 I'll look into this. Link to comment Share on other sites More sharing options...
Worriedwalrus Posted July 2, 2015 Share Posted July 2, 2015 I took a look at the Vault 87 Redesigned Mod for you. The mod looks really good in game despite the poor image uploaded by the author. Regardless of the fact that you will never actually reach the door from the outside, I did come across some major issues. The author said he didn't do navmeshing in the cave, and as a result all of the Super Mutants get trapped right at the front of the cave and cause problems. If any are at the entrance of the cave or enter with you then you will get stuck. There is also a locked door further in that I couldn't get to unlock with the provided key. I could bypass these issues using console commands to verify that the rest of the mod seemed to work fine but these issues made it kind of useless for me. Its a shame because it seems to fit perfectly right into the game environment. As a result, I wouldn't really recommend that this mod be put into the guide. 1 Link to comment Share on other sites More sharing options...
hishutup Posted July 2, 2015 Share Posted July 2, 2015 Well, I found my macro stutter issue, it was ENBoost. I see you already note "may decrease performance"I think you would add something like "may cause severe macro-stutter" When I use the flashlight, I get a severe drop in fps and not something like -5, its more like 60 -> 15 fps.I looked through the comments and it seems that I am not alone. I would suggest this to be optional because even though its useful, its useless with framerate drop like that. I looked through the mod and I would expect low framerate because it hammers the script engine with complex calculations and then translates 20 lights around in front of the player. Its cool but it could be done different in my opinion. Link to comment Share on other sites More sharing options...
hishutup Posted July 2, 2015 Share Posted July 2, 2015 I fixed a few typos here and there but I looked at the list and locating the patches was somewhat difficult.The patches section was confusing.Take a look at what I did in a sandbox, I already made a few potentially unwanted edits to the guide.What I did in the sandbox is slightly better but i dont know if there a bad reason to do it like this. I would also recommend turning off "Lock Times" in wrye bash because it tends to screw up the sorted LO. Link to comment Share on other sites More sharing options...
Kelmych Posted July 3, 2015 Author Share Posted July 3, 2015 Thanks for checking the Vault 87 mod WorriedWalrus. I'll remove that one. Hopefully some of the other mods will be useful. hishutup: The changes you suggest seem quite good and could reduce confusion. Feel free to put them into the guide to replace what's there, or I will when I have a chance. I'll add some text in the guide about disabling Wrye Flash lock times unless you want WF to maintain mod order; MO should be taking care of that. I'll add in a comment about micro-stutter (or you can if you want). I finished going through a number of potential mod additions and I have been adding a few new ones. Next I'll start adding to the user recommended mods list. Link to comment Share on other sites More sharing options...
hishutup Posted July 3, 2015 Share Posted July 3, 2015 finally finished this bloody thing Link to comment Share on other sites More sharing options...
Kelmych Posted July 3, 2015 Author Share Posted July 3, 2015 I'll add the mod you mentioned in the potential quest section with the rest of this mod set. Link to comment Share on other sites More sharing options...
hishutup Posted July 4, 2015 Share Posted July 4, 2015 Xepha's Dynamic Weather - Main + DLC Merged.esp seem to needs to override just about everything outside of minor patching.I recommend giving it a global of 990500If you want to go the load after route, you'll have to add about 10 mods to the list I found this issue because the was one mod in particular that affected imagespaces and made a few areas flicker between two colors which looked terrible. EDIT: I tried it ingame and it removed the green tint like it was supposed to. EDIT2: Im thinking you should have people add NAMES to Assaultrifle_replacers_WMK+RH+FWE.espThere are two records that dont forward 100% correctly but its better than it was. EDIT3: There this problem when you have instructions to add or remove plugins where they are super easy to miss even if one is paying close attention to detail. Maybe something subtle like highlighting those keywords. I may take a sample from some section and try it out in my sandbox to see what you think. Link to comment Share on other sites More sharing options...
Kelmych Posted July 4, 2015 Author Share Posted July 4, 2015 The updated userlist.yaml has the Xepha mod change. I've been testing the most recent version (1.5.1.1) of the Generate Bash Tags.pas script that fireundubh created. It seems to be doing an very good job identifying bash tags and inserting them into the plugin. Wrye Flash reads these tags in plugins but does not read bash tags in LOOT yet. I'll probably add a new page soon for bash tags that can be copied and pasted into the header record of each plugin. Link to comment Share on other sites More sharing options...
BioneYe Posted July 4, 2015 Share Posted July 4, 2015 One quick question about the "Creating a Bashed Patch" Section: It says I should check every box except for: Alias Mod NamesReplace Form IDsImport Actors: AnimationsImport Roads <- there is no "Import Roads", or do you mean "Import Relations"?Import Script ContentsGlobalsTweak AssortedTweak Names Link to comment Share on other sites More sharing options...
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