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tase

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Posts posted by tase

  1. I'll never use NMM if it doesn't match or beat the modularity and cleanliness of MO.

     

    Having mod managers just shove files into the Data directory willy-nilly is not a sustainable approach when people have 100 mods that interact with each-other. People say NMM uses some kind of virtualization. Looks more like symlinks.

     

    NMM is fine if you just want whats essentially a downloader + unpacker and just download 5 mods and never touch it again.

     

    MO is the top when you want to actually tweak files, create overrides, update mods without having to reinstall everything, try out mods without tainting your Data folder, debug problems, since it's so easy to disable a mod and know exactly what is overriding what.

     

    Tannin says "we won't be missing MO for long", but has he seen NMM? At least he doesn't have to work with NMM, since they're starting from scratch, but he has to do everything and work with the people who did NMM. Not going to be easy.

     

    Anyway, grats on Tannin on getting a job to work on a mod manager. He did good work on MO and it's nice to see someone be able to make a job out of it. And I hope the people that worked on NMM are ready to move onto the next level.

  2. I see it, thanks. I think scripts are only accessible (or at least recompiled?) via the CK, so it's not something that can be modded right now.

     

    Companions so far do use "better" weapons. Such as when I tell Cait to pick up a Laser Rifle, she'll use it until she runs out of ammo. Also I can make her equip weapons. Actually I'll try that right now, giving her a pipe gun and some .38, she how she behaves.

     

    My only issue is that I have to feed her ammo.

  3. If you have a Fallout4.ini file in your Data folder (steamapps/Fallout 4/Data/Fallout4.ini), it's overshadowing your Fallout4.ini file in your Documents/My Games/Fallout4/Fallout4.ini

     

    Rename/remove the one in your Data directory.

     

    I had this issue.

  4. Preface: I want to change what weapon Cait uses. Shes awful with the shotgun, her AI makes her try to snipe with it. I'dd like to either make her use whatever weapon she has in her inventory w/o having to worry about ammo or change her companion weapon to Piper's 10mm.

     

    I'm not too sure how FO4 determines which weapon companions use "by default".

     

    I'm looking at Cait in TES5Edit with Fallout4.esm loaded, and she doesn't have any reference to her weapon, CompCaitShotgun (or something alike).

     

    Piper has her CompPiper10mm in her inventory/items, while Cait only has her baseball bat (that she never uses, due to her combat style being skewed for ranged 10 to 1).

     

    Also I didn't see anything special about the CompPiper10mm and CompCaitShotgun that flagged it as requiring no ammo, though this might be a record that TES5Edit can't read yet.

     

    So, I didn't really mod FONV or FO3, but how are companion weapons usually handled ? Is it loaded up in the companionactorscript, or is it defined in the NPC record, or is there an other section that binds companions/npcs to equipement ?

  5. Same here, FO4 is not loading textures

     

    My Games\Fallout4\Fallout4.ini has sResourceDataDirsFinal=STRINGS\, TEXTURES\

     

    Path is: SteamApps\common\Fallout 4\Data\Textures

     

    Didn't have any problems installing mods with previous Bethesda games.

  6. I'm making a SkyProc jar and it works well, except when Validating Record Lengths, it says "There was an error exporting the custom patch. (Record lengths are off.)"

     

    The thing is I can open the tmp.esp in TES5Edit and it loads fine.

     

    My runChangesToPatch is...

        @Override
        public void runChangesToPatch() throws Exception
        {
            Mod patch = SPGlobal.getGlobalPatch();
    
            Mod merger = new Mod(getName() + "Merger", false);
            merger.addAsOverrides(SPGlobal.getDB());
            
            // Write your changes to the patch here.
            
            TakeInSettings();
            for(NPC_ npc : merger.getNPCs())
            {
                npc.setShortName("Shorty");
                
                //finalized
                patch.addRecord(npc);
            }
            
        }
    
  7. Dang, voted in this 10 months ago, and unsurprisingly the votes are actually 50/50

    http://puu.sh/6j5Xa.png

     

    Even I am on the fence ATM over using CBBE or UNP. Both of them have a good library of mods.

  8. Run BOSS : Skyrim.esm followed by Unofficial Skyrim Patch.esp, same pattern for the DLCS (DLC.esm followed by it's DLC Unofficial Patch.es, see picture below)

     

    This is fine, although this behavior is new, but when I run T3nd0_ReProccer jar, it creates ReProccer.esp with a masterlist that isn't like what BOSS ordered my loadorder (BOSS always runs before the process).

     

    The patch expects all the .esm to load first, then the Unofficial Patches .esp

     

    LO after Boss :

    http://puu.sh/6hKgw.png

     

    ReProccer.esp Masters :

    http://puu.sh/6hKok.png

     

    These rules are from the BOSS masterlist. I'm using Wryte Bash 304.3, but TES5Edit confirms that the Masters in the header for ReProccer.esp are in the displayed order.

     

    Any help would be appreciated :D

  9. You just put the d3d9.dll in your Skyrim folder (same folder as TESV.exe, along with the enbseries.ini and .fxh files) and you're done.

     

    The other method is that you have to run an application before running Skyrim.

  10. They are compatible with SKSE if you use the d3d9.dll method. I don't know about injectors. (The usually all come with the d3d9.dll method, or both).

     

    I didn't use Realistic Lighting and ENB shaders at the same time (ENB sorta plays the same role as Realistic Lighting), but I currently am using ENB 0.113 and WATER and it works perfectly.

     

    My favorite was http://skyrim.nexusmods.com/mods/1752 but I decided to port the settings to the latest enbseries (0.113) and realized that preset was a too dark, and got used to the enb defaults while tweaking them >_>.

    Currently I'm using the Pure ENB's "[ENVIRONMENT]" settings with the default 0.113 enbseries.ini settings from the enb site, with DOF disabled (can't run it well) and no effects.

     

    It's all really a matter of preference. You either find a pre-set that works, or you make your own. I would try out the ENB preset that has the most downloads / endorsements (the most favorite) and tweak it to your liking. If it's really off, then go for the 2nd fav.

  11. I'm looking for someone to make (or refer me to) a mod that makes shields hidden when sheathed.

     

    Like how the left arm weapon is invisible until unsheathed.

     

    http://i.imgur.com/6qvRC.jpg

    Lydia with mod #2666, #6554, #4869, #12273 and #2674. Shader mod #1752

  12. I prefer UNP because the breast are nicer. CBBE has better thighs, but UNP's aren't bad either.

     

    CBBE just has generic shaped breast (they're like, perfectly round and s***). And trust me, I'm in Bodyslider right now, with the Extra Sliders, and I just can't replicate the breast shape of UNP, looking at side/front screenshots of the UNP body I took ingame. I just can't move away from the generic shape (well, I can make weird ass grandma tits, but thats not the idea, and they still are just round blobs).

     

    But I'm going to use CBBE, just because Remodeled Armor clips with the UNP body in the hips.

     

    Otherwise, since the nice skin mods like Sporty Sexy Map are compatible with UNP and CBBE, the Remodeled Armor mod is the only reason I go with CBBE. It's the only good "skimpy" armor mod that exists. The others are really not well done (if you know of a good one, do tell !! PM me, seriously), they look like they just cut out pieces of the meshes, so the texture abruptly ends there. Like this (cut out) or the mesh doesn't make sense like this (it's not iron, it's cloth).

     

    So it all comes down to the shape/mesh (UNP wins), the textures for it (both are supported) and the clothes/armor mods for it (CBBE wins). And since I don't usually have my companions or myself run around naked, I prefer nice clothes hiding an bad body, instead of a nice body hidden by bad clothes.

  13. I'm looking for clothes for my Wizard-Vampire, I'm looking for something not too nude, but still something sexy, one of the clothing I've liked is `Dress Xivilia` (found it in Apachii Goddess Store). Black, simple and sexy, and there is space for stockings, sleeve wraps and amulets. But I'dd like a more interesting dresser, I've checked out the tons of clothes in the Apachii Store, but it's sorta hard, there is no "preview" or catalog.

     

    This is the dress

     

     

    TL;DR - Look for more like this ^

    I hope you guys have any suggestions.

  14. I don't think the problem has to do with Windows 7. I'm using it and I'm not setup any differently then when I was on Windows XP. Make sure that those Natural Environment files are in the Data folder (C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data).

     

    When you open the 7z/rar file that you downloaded from a website, that contains the mod, extract/drap&drop it's contents to the Data folder, however, if all you see is a data folder in the mod file, then open that and drag&drop the contents into the Data folder.

     

    Make sure there is no data folder in the data folder too.

     

    And also Natural Environment doesn't have any .bsa files, and nor does the Mod Manager load them. And OOO has a esm but no bsa.

     

    nosoulking, Windows XP didn't show file extensions more than Windows 7 does. In both versions you can have them show it by going to the Folder Options panel in Configuration Panel (in the View tab, 2nd one, if I remember correctly).

  15. I really have no clue how to arrange my load order after installing Cobl and using Bashed patch.

     

    I'dd like to have the list tidy at least and working.

     

    Also, if someone could help me out, maybe give me a link for some bashed patch information (from what I understand it merges new content into a single esp ?)

     

     

     

    Oblivion.esm
    Oscuro's_Oblivion_Overhaul.esm
    Better Cities Resources.esm
    Cobl Main.esm
    Cobl Si.esp
    Cobl Tweaks.esp
    Bashed Patch, 0.esp
    Unofficial Oblivion Patch.esp
    DLCShiveringIsles.esp
    Unofficial Shivering Isles Patch.esp
    DLCThievesDen.esp
    DLCThievesDen - Unofficial Patch.esp
    DLCThievesDen - Unofficial Patch - SSSB.esp
    DLCVileLair.esp
    DLCVileLair - Unofficial Patch.esp
    DLCOrrery.esp
    DLCOrrery - Unofficial Patch.esp
    DLCFrostcrag.esp
    DLCFrostcrag - Unofficial Patch.esp
    DLCMehrunesRazor.esp
    DLCMehrunesRazor - Unofficial Patch.esp
    DLCSpellTomes.esp
    DLCSpellTomes - Unofficial Patch.esp
    DLCBattlehornCastle.esp
    DLCBattlehornCastle - Unofficial Patch.esp
    Oblivion Citadel Door Fix.esp
    Item interchange - Extraction.esp
    Item interchange - Placement.esp
    Streamline 3.1.esp
    RefScope.esp
    Colourwheels Sexy Female NPCs.esp
    Oscuro's_Oblivion_Overhaul.esp
    OOO-Water_Weeds.esp
    OOO-WaterFish.esp
    OOO-Map_Markers_Stock.esp
    OOO-TheDragonsSkin_NoModel.esp
    Knights.esp
    Knights - Unofficial Patch.esp
    Level_Rates_Modified_x2.esp
    Natural Weather HDR with darker Nights.esp
    Natural Vegetation 200%.esp
    Natural Habitat.esp
    Natural Water.esp
    100% Harvest Chance.esp
    WindowLightingSystem.esp
    CuteElf11.esp
    Tona Compilation Revised.esp
    HGEC_special_armor_repl.esp
    Crowded Cities 15.esp
    Crowded Roads Advanced.esp
    Better Cities .esp
    Open Better Cities Full.esp
    Open Better Cities - OOO Patch.esp
    Open Better Cities - Anvil Ledge Fix.esp
    Open Better Cities - Full City Defences.esp
    Open Better Cities Reaper's Secret Entry.esp
    za_bankmod.esp
    Better Cities IC Arboretum.esp
    Better Cities IC Arcane University.esp
    Better Cities IC Arena.esp
    Better Cities IC Elven Gardens.esp
    Better Cities IC Green Emperor Way.esp
    Better Cities IC Market.esp
    Better Cities IC Market Secret Entrace.esp
    Better Cities IC Prison.esp
    Better Cities IC Talos Plaza.esp
    Better Cities IC Temple.esp
    Better Cities IC Waterfront.esp
    Enhanced Economy.esp
    Bag of Holding.esp
    LTDVampireOverhaul.esp
    Alternative Start by Robert Evrae.esp
    No psychic guards - Harder (fixed).esp
    RenGuardOverhaul.esp
    RenGuardOverhaulShiveringIsles.esp
    Bounty Reduction Over Gametime.esp
    DS Portable Sorters.esp
    Brighter Torches.esp
    Burden-FeatherImproved.esp
    ShroudedHood_NoModel.esp
    Better Sigil Stones.esp
    Cobl Glue.esp
    OOO 1.32-Cobl.esp

  16. I've been using OOO for as long as I can remember, and I'dd like to look for alternatives. If you are using, or not, OOO, please state why :P

     

    One of the reasons I'm asking this is that I'm currently merging Colourwheel's Sexy Female Faces with OOO, and I can see that (and it was obvious at first) it modded hundreds of NPC's stats. Why didn't it just change the mechanisms, or add some kind of stat-generation/randomisation. I use many mods and I'dd like to keep compatibility at a maximum. And, well, I'm all for change and discovering new things.

  17. If I go around killing some beggars (Breton the Poor), guards, inhabitants, does the game regenerate other NPCs, or will they forever be gone and their houses empty ?

     

    I'm sure guards will come back, but how about civilians ?

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