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Hanker109

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Everything posted by Hanker109

  1. I've being playing Morrowind with OpenMW and Morrowind Rebirth plus several other mods. So far I'm super impressed with OpenMW , it never crashes no matter how long you play in one session. I wanted to install several mods in addition to the ones I already have but the problem is these mods require to be compatible with both OpenMW and Morrowind Rebirth simultaneously. So some are compatible with OpenMW but noit with Morrowind Rebirth and those that are compatible with Morrowind Rebirth are not compatible with OpenMW. Is there a guide that will help with this dilemma? I know there is a list of compatible mods for either one but not for the combination.
  2. Hi! Does anyone can show me the structure or tree directory where OpenMW should be install. I tried to install OpenMW in Morrowind\Data Files but it won't show up in the Morrowind\Data Files\Morrowind.esm. I will appreciate if someone can guide in this respect. Thanks in advance. I'm using Windows 7, 64 bits on a PC.
  3. I'm trying to let everyone know about a problem where New Vegas Script Extender won't load with FalloutNV.exe after patching with 4GBand. Maybe this could help someone. I'm using Mod Organizer 2 on Windows 7. Procedure: Delete the FalloutNV.exe and replace it with the backup, (you need to rename it as the original). Patch it again with the 4GB and test the executable again. I search the Internet for a solution without success, so I spent several hours figuring out why NVSE didn't load. Good Luck!
  4. Left click on the START button and type any name like Mo or Mod Organizer and press Enter; this will show the folder destination your looking for.
  5. I recently installed Mod Organizer because it has been praised as the best mod manager out there. Once I installed this mod, I added several program like LOOT and others. Now, not even the game's loader work, "failed to spawn "FalloutNV.exe": failed to start process (The parameter is incorrect [87]). I know for a fact that I correctly added these programs to MO. So I went on the Internet and found that this is a very common problem among the MO 2 user. I guess by now most of the members here know about this problem; I decided to bring this subject for those that for some reason are not up to date on the subject. I'm deleting this utility until I hear the problem has been solved by the developer.
  6. I want to start modding by creating a house on an existing building, starting on the outside. I want to replace broken windows with undamaged ones. Are there resources that I can use to do that? Please help.
  7. Hi friend, the best tutorial on how to install FWE is by watching Xuul's part 1 tutorial, it shows you how to merger Part 1, Part 2 and the Hotfix. You can delete the 3 original downloads once you compress the merge into an archive.
  8. I deleted question but I need to know how to delete this post altogether.
  9. I'm have successfully merged some mods with FO3Edit but when I tried to merge all the FWE FO3 DLCs I could not renumber the Point Lookout.esp. I wander if there is someone out there that knows why this is happening.
  10. For me, the game has bad dark weather 90% of the time, I can't hardly see where I'm going most of the time. I have searched the web extensively to tweak this through the config file without success. Does someone know how this can be adjusted, 60% and 40% good? Thank for any reply.
  11. Hi! hollaalith, thanks for your instructions, I missed moving the door marker, I will try again, I needed to relocate Balconyhouse because Balmora Expansion is using the original house mod site. Thanks also for clarifying the Code Patch. Cheers.
  12. Hi! Thanks RubberMan01 for your reply. "Balmora Balconyhouse" is the mod I was referring to, to my knowledge there is no scripts attached to it. The house contains several containers which opens when activated but this is provided by Morrowind Code Patch. Is it possible that the Code Patch script is attached to the house? Again many thanks for the reply.
  13. Hi! I installed a very popular mod which does not include a home so I used the CS to place a conflicting popular house mod in a non-conflicting area within the a town. Now the house looks good in its new location but I'm unable to include the interior with it, when I enter the house there are no interiors. Is there a way to bring the interior along with the house mod? I name the project "Relocated House".
  14. Hi guys, I don't know if this will be of help but I decide to post here in case. I, myself have search all over, experimented many times, and even requested help but I guess that this is a difficult subject to get help for, hence why I'm posting here. I was really frustrated until I found the best instructions on how to merge mods right here on The Nexus Forums, in Skyrim Mod Talk. The subject is "How to merge multiple Mods with Multiple with Multiple Master Files", the creator of this best instructions is MTichero, which I'm super grateful for. I want to add that not only the masters that the mods depends on has to be loaded but also any mod that is under and relies on the mod you want to merge. I you don't load this the game won't start because it won't find the changed original mod. If the mod you want to merge requires patches, that has to be addressed ahead because the patch won't be able to recognize the new merged mod. An example: FWE Main File.esp relies on FWE Main File.esm, if you merge FWE Main File.esm and the DLCs the game won't load, why? because FWE Main File.esp can't find FWE Main File.esm which was changed when merged. Then FWE Main File.esp must be included in the merge. Cheers
  15. HI MTichenor! This is the "BEST EVER" mod merging instructions. I merged Fallout Wanderers Edition into one archive and it works like a charm. To successfully merge this mod you need to merge the FWE Main File.esm and FWE Main File.esp and all the FWE DLCs, otherwise the merge won't work. Thank you, I really appreciate what you have done. I found that.
  16. HI! I've been able to merge .esps which have provided a more stable game. Now I'm trying to go a little bit further by merging FWE DLCs.esps into FWE Main File.esm but FO3Edit reports that FWE.esm has several errors. The thing I don't know if those errors are there intentionally or is ok to fix? Next, I know this is a difficult subject but I will appreciate if someone can let me know if there is a way or method to import data from an .esp into an .esm. Disregard this post, I was able to fix the problem.
  17. Thanks M48A5, you were right about what I did to Wanderers Edition.esp. Transferring records from a Merged Patch onto other mods create dependencies or make merged mods not to be recognizes. I already learned from your comment why when I uninstall one of the mods I forced to delete several others due to the dependencies. Stumbling on the path in search for improvement is inevitable, on most occasions it takes a friend to put you back on the right track and for that I thank you and BlackRampage. Many thanks BlackRampage, I copied your post so I can try and follow your suggestions but I never done a manual merge before, do I use FO3Edit or the GECK? Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm CRAFT.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm Project Beauty.esm DCInteriors_ComboEdition.esm EVE.esm CASM.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Broken Steel.esp Mart's Mutant Mod - DC Interiors.esp My last house at Megaton.esp DarNifiedUIF3.esp FWEDLCsMerged.esp Blackened FWE + MMM + EVE + Project Beauty.esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WMKDLCsMerged.esp F3ProjectRealityMkI.esp DKS and THOR.esp ProjectBeautyPatch.esp Total active plugins: 28
  18. I found the best mod merging instructions created by MTichenor on how to merge just about anything with FO3Edit. "How To Merge Multiple Mods with Multiple Master Files" can be found at http://forums.nexusmods.com
  19. Hi! BlackRampage, I'm very grateful for your reply, I did check Blackened Patch with FOMM as you pointed out and found there was no dependencies from Wanderers Edition - Main File.esp. Checked FWE Main File.esp and it doesn't rely on Blackened. I read a suggestion from a reply you posted on this forum about missing a master. It looks like Wanderers Edition - Main File.esp/FWE DLCs merged can't recognize Fallout Wanderers Master File. I know this can be accomplished because Paradox merged the whole MMM into a master release. I guess that this is going to give me a headache but I going to Vault 112, maybe Braun will have the answer. Once again, thanks.
  20. Hi! I hope this is the right place to post this subject. First I successfully merged all the Fallout Wanderers Edition DLCs into one FWEDLCs.esp, I played for a while with everything going smooth. Next I though I could go one step further by merging the same each individual FW\E DLCs and FO3 Wanderers Edition - Main File.esp. Checking with FO3Edit, the merged went well without errors, I used LOOT to sort the mods and manually checked for mod dependencies, for instance, Blackened was under the Merged Mod. When I try to load the game the only thing I get is the Fallout 3 screen that pops up before loading menu. There is no CTD, the music plays and that is the end of it. Is it possible that this merge can't be done or I'm doing something wrong? Please advice
  21. Hi! I suggest you people use Oblivion Reloaded, it works better with OSR and has its own PCB. This mod replaces everything related to OBGE with better graphics, faster and more reliable.
  22. Hi! This has happened to me on several occasions, Oblivion.ini gets corrupted and the game crashes at starting. Delete Oblivion.ini from Documents\Your Game, click on Oblivion Launcher to reset any resolution you may have set, start the game again. The game will automatically rebuild you Oblivion.ini, always does. Hope this helps. Always install one mod or plugin at a time, start the game and play a little, no problem? Install another and so on.
  23. Hi everyone! I decide not to request any assistance on this anymore.
  24. Hi striker! You should be ashamed for beating those poor bandits and taking away their hard gained earnings, as you know, that is the only way they know how to make a living. More seriously now, I'd say that your troubleshooting job has turned into a troubleshooting hobby which probably is more fun because you do it from your heart. The more I dig into the CS, the more I get confused. The only thing left to finish "MySmallHouse" exterior is to lay a road to its entrance. With the CS, once I activate my mod and load the related .esm and .esp, I move to Tamriel, load the area into the Render Window, load the Landscape Editor, highlight RoadStoneSmall01, set a radius of 1, place the cursor where I want to paint the road, press "I" to bring the Quad, delete textures one at the time as I try to paint after each deletion without luck. I notice that most of the area is covered with a tall colorful grass that I believe belongs to the top sections of the Quad and am afraid deleting those due to the Black Bug. Arthmoor comments as to being able to paint even when you don't see the action hasn't work for me. I think I will try to activate the UL and do the changes on it instead of my mod. I was reading on how to make a patch for situations like this but I hate to populate my game with too many .esps. My game is full of mod covering patches, the majority are for the ULs.
  25. Hi again Striker! It was a pleasure doing business with you, You seem like an experience adventurer, would you mind help me solving a problem? "Enhanced Economy". With does brain cells going full capacity, I think you retired too early from whatever you were doing, unless it was strenuous physical work. I believe these games not only keeps one entertained but maintain brain cells staying active, the reasoning is that you are constantly working on strategies, fixing game's glitches, modding, searching information on different game's topics, and so on (brain exercise). As recommended, I immediately went and dived in the TESAlliance tutorials and found: TESAlliance\World Building\Oblivion: Creating Compatibility Patches: By Arthmoor "While restoring the land texturing, don't panic if you're painting grass and you end up with what look like ugly mud. The CS has a bug when there are 9 textures is use in a cell. It displays the wrong one while you're working but it is applying the correct one to the file". I hope this little piece of information may help other newbies like me understanding and finding solutions on CS.
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