Kelmych Posted March 30, 2016 Author Share Posted March 30, 2016 Thanks for the updates Adonis Link to comment Share on other sites More sharing options...
mcshame Posted April 1, 2016 Share Posted April 1, 2016 That's for the update on the bashed batch, going to try it out with the additions right now. BTW, in LOOT, PB - Broken Steel and PB - Point Lookout definitely are tagged disable and do not merge and well as schemitics as do not merge. Link to comment Share on other sites More sharing options...
Kelmych Posted April 1, 2016 Author Share Posted April 1, 2016 PB Broken Steel and Point Lookout are part of the combined PB plugin, so they don't get merged into the bashed patch since these plugins aren't used. schematics2.esp is marked no merge; I was apparently lookig at the original version. Link to comment Share on other sites More sharing options...
nameerf Posted April 5, 2016 Share Posted April 5, 2016 For the users who play the vault start (and not using the alternate one) I found one thing that is somewhat immersion breaking after the player exits the vault. In the gas station at springvale there is "cheat chest" with powerful weapons, added by the RH_Ironsights mod (for testing purposes I suppose). So, for those who don't want/use this, they can easily remove it by deleting the worldspace record in the RH_IRONSIGHTS.esm plugin. It would be helpful if there was a note/suggestion in the guide. Link to comment Share on other sites More sharing options...
Kelmych Posted April 6, 2016 Author Share Posted April 6, 2016 I don't see this container in the RH_Ironsights.esm from Paradox Ignition. Are you using the 'RH_Ironsights - EVE Bridge.esp" plugin? It does include a test container and the guide previously had instructions to remove it, but if one of the recommended Blackened patches that include RH_Ironsights and EVE is used this container isn't present. Link to comment Share on other sites More sharing options...
nameerf Posted April 6, 2016 Share Posted April 6, 2016 No, I haven't installed the 'RH_Ironsights - EVE Bridge.esp" plugin. As for the Blackened patch I've installed the "Blackened RH + FWE + EVE.esp" one (also using EVE) and the latest version (1.1) of the RH_Ironsights.esm from Paradox Ignition. Open RH_IRONSIGHTS.esm in xEdit and check the Container and Worldspace formIDs. The latter one has a placed object with name aaaPLNewItems "Point Lookout - New Items". IIRC from the search that I did, there are two such "cheat/test containers" in that spot. One is that to which I am referring and the other is the EVE one you are referring to but I haven't had this in my game. Link to comment Share on other sites More sharing options...
Kelmych Posted April 6, 2016 Author Share Posted April 6, 2016 The Point Lookout one adds a few items, much less than the one with the EVE bridge. A note can be added about removing it. Link to comment Share on other sites More sharing options...
nameerf Posted April 10, 2016 Share Posted April 10, 2016 (edited) I have another mod suggestion to make. With the Megaton Lighting Overhaul there is a glitch with the ground turning dark/black whenever the player moves and looks at different angles. For me this was very noticeable and immersion breaking and fortunately there is an alternative mod here https://www.nexusmods.com/fallout3/mods/21363/?. Read the description at its nexus page for more. It also comes in various versions too. I think that it would be nice to be included in the guide as an alternative lighting mod. Edited April 10, 2016 by nameerf Link to comment Share on other sites More sharing options...
Kelmych Posted April 10, 2016 Author Share Posted April 10, 2016 I'll look into it to see if it fits better. Link to comment Share on other sites More sharing options...
mcshame Posted April 19, 2016 Share Posted April 19, 2016 Been playing for a bit, and it hasn't rained once. I get weather transitions, but no rain. Link to comment Share on other sites More sharing options...
SergeTroy Posted April 20, 2016 Share Posted April 20, 2016 Just because I'm never a hundred percent on this, when it comes to updating a mod mentioned in the Guide (be it DoubleYou's fINIp3 or the UUFO3Patch) when if ever is there a need to be concerned about additional ... tweaks to ensure everything's still set correctly? For example, are there cases where when you've updated fINIp3 or UUFO3 patch that you would need to redo LOOT or the Bashed Patch, or anything like that? Link to comment Share on other sites More sharing options...
Nozzer66 Posted April 20, 2016 Share Posted April 20, 2016 Never hurts to do it, especially with the UUFO3 patch just in case. Link to comment Share on other sites More sharing options...
Kelmych Posted April 20, 2016 Author Share Posted April 20, 2016 There weren't a lot of changes in the recent UUFO3 patch update, but as Nozzer66 mentions whenever a large mod like this is updated redoing the bashed patch is a usually a good idea. Link to comment Share on other sites More sharing options...
EvilMax Posted May 17, 2016 Share Posted May 17, 2016 (edited) Hi, everyone! In STEP guide mentioned that MMM RC62 merged mod already contains following plugins and they should be set optional:Mart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espBut, according to Readme from Paradox Ignition MMM merged it is claimed that only following plugins are merged: Mart's Mutant Mod.esmMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.esp So, where is the truth? I've tried to look inside esp's and found no data from Zones respawn inside merged MMM plugin. Maybe users still need three ESPs from top of my post not in 'Optional ESPs'? Another question. I'm doing Wrye install using this guide and actually all files claimed to be hidden in MO I moved to the separate parts of BAIN packages and not installed them (equivalent to deleting). Is it a problem generally? Edited May 17, 2016 by EvilMax Link to comment Share on other sites More sharing options...
Kelmych Posted May 17, 2016 Author Share Posted May 17, 2016 A similar question was asked recently in the Support forum for the guide, so I provided an answer to your question in this thread. Generally the Feedback thread is for questions about the contents of the guide such as mistakes and possible additions or changes while questions about particular mods is best done in the Support forum threads. These are usually shorter, and it is easier to find answers about particular mods by browsing the support threads. Link to comment Share on other sites More sharing options...
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