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ma1025

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Everything posted by ma1025

  1. MasterRestore won't change the .esm status of any .esms. What it does is change the modifications MasterUpdate did. As for your old version of FOOK. Make sure you uninstall all the old FOOK files, then install the updated version. EDIT: Check the FNVEdit Training Manual.
  2. It is also changing NVEC Complete.esm. When it made changes to NVEC Complete, was it asking you if you wanted to make NVEC Complete.esm a master to your Merge.esp? If not, then you were directly editing it somehow. Make sure when you're changing things, you're only changing Merge.esp. Don't drag things from another mod to NVEC Complete.esm. If you saved the edits you made to NVEC, you may need to redownload the .esm file for it. EDIT: Something to make it easier while editing: While you have the information window open (when you're viewing conflicts) right click and select "Hide no conflict rows." Everything that is working properly will be filtered out, leaving you with only problems areas in the right window.
  3. Edit only the Merge.esp that you made until you're ready to directly edit mods. You don't have to drag everything that is conflicting. Since you're loading Merge.esp last in your load order, everything in it will override everything else. If the information in Merge.esp is what you want, then simply leave it. If not, correct it with FNVEdit. For example. In my Merge.esp, my Lobotomite race wasn't using any of the other hair styles available because that section was left blank in Merge.esp. The top portion of this image demonstrates that. In-game, that means my Lobotomite character could only appear with a bald head instead of hair (as they are in Old World Blues). Since I wanted to be able to use the other hair styles with my Lobotomite, I dragged the entire block that listed all available hairstyles from another mod that was editing Lobotomites (but was being overridden by my Merge.esp leaving it blank) and placed it into my Merge.esp. The result is that now my Lobotomite is able to use the game's hairstyles (seen in the bottom portion of that image). All data is safe if you're just editing that Merge.esp since you're not directly changing a mod. You're only changing that new .esp you made.
  4. No. FOMM will do this for you. If something isn't loading right you may need to toggle it off and on again but it will do Archive Invalidation for you through the program.
  5. Before you do this, run FNVMasterRestore.exe. 1.) Open FOMM and check the mods you want active. If you cannot use a plugin or do not want it, leave it unchecked or delete it. If you have a merged patch, uncheck and delete it. 2.) Open FNVEdit.exe. It will show you a list of the currently active mods. Just press OK and load the mods you selected using FOMM. 3.) Once all your mods have loaded (FNVEdit will say FINISHED in the message box), right click anywhere on the left portion of the program and create a merged patch. Name it Merge (or whatever). 4.) Your merged patch will load on the bottom of the load order on the left. Scroll down to it and expand it by pressing the [x] next to it. This will show you the different parts that it's editing. 5.) Let's fix some of the conflicts I have under the Race record for my Lobotomite character. You can see my Merge.esp on the very right of the program. There's a lot of information from other mods not getting added to the merged patch, or that is wrong. Let's correct this by dragging the proper information from the mod I want in control of the item into my Merge.esp. For large transfers, you can use the main record (that will appear blank) and it will transfer all its information in that block over. ONLY MAKE CHANGES TO THE MERGE.ESP FILE UNTIL YOU'RE MORE CONFIDENT WHEN EDITING PLUGINS. 6.) Close FNVEdit and, when prompted, save the new Merge.esp file. 7.) Open FNVMasterUpdate.exe and let it work. It will make backup files of your mods. Keep these until you run MasterRestore. 8.) After using MasterUpdate, launch FOMM. All your .esp files will be bold as if they are .esm except for your Merge.esp. This is normal. Make Merge.esp active and load it after everything else in your load order (that is active). 9.) Play Fallout: New Vegas 10.) When installing, updating, editing, or removing a mod, you must run FNVMasterRestore.exe to undo the changes you made before doing any changes to anything (even load order if you want to be especially careful). Everytime you change a mod, you have to go through these steps again.
  6. will be able to explain usage of FNVEdit better than me. When you install FNVEdit, make two copies of the FNVEdit.exe and rename one to FNVMasterUpdate.exe and another to FNVMasterRestore.exe so your FNVEdit folder looks like this. You may also want to watch the other by Gopher.
  7. I think it would be easier for you to use NVCE since it will install with FOMM but if you really want to use Redesigned then place the .esm after NVEC Complete.esm. I don't use Redesigned myself so I don't know for certain but there should be three .esms or .esps when you install it. Only use one .esm and one .esp. Don't load them all. NMC's texture pack should work fine with FNV Redesigned. Redesigned's main feature is character restructuring, while NMC focuses on landscape, clutter, and such.
  8. FNV Redesigned 2 and New Vegas Character Expansions cannot be used at the same time. They both do similar functions and will conflict horribly with each other.
  9. NVCE - New Vegas Character Expansions. There is also Fallout New Vegas Redesigned 2 if you want to check it out as well. It requires a bit of experience with modding Fallout to use this properly, though. Either way, you can't use them both at the same time.
  10. You can always use just NVEC Complete.esm and use NVCE separately if you're having problems with the patches.
  11. From NVEC's page. NVEC Complete has Reduce CTD + BugFixes + Enhancements + Mission Mojave x93 all in one .esm file so the others aren't needed. Use only the: NVEC Complete FOOK Patch.esp NVEC Improved Sound FX Patch.esp NVEC Complete EVE Patch.esp NVEC Complete Lings Patch.esp patches that you're using with NVEC Complete.esm. Also, I don't know if you can run Mission Mojave - Ultimate Edition with NVEC since it comes with Mission Mojave x93 with it.
  12. If you use NVEC Complete, do not use any other NVEC .esm or .esp unless it's something like NVEC Complete FOOK Patch.
  13. You can't run all those NVEC plugins at the same time. Choose only one version. You'll probably want to use only NVEC Complete + NVCE. NV Enhanced Shaders (especially the AA-DOF Plugin) will slow you down. Use the Lite version and disable the AA-DOF plugin and see if it helps you. Merged Patches alway get loaded last. Move it to the bottom. If you don't know how to use FNVEdit, don't make a merged patch. If you need help using it, you'll have to ask in their thread.
  14. For the subtitles, open the menu (ESC by default) and select Settings > Display > General Subtitles. As for the lag and CTD leaving Doc Mitchell's, I don't know. The lag may be caused by NV Enhanced Shaders. Use the Lite version and see if you notice a difference. Like I said before, install FNVEdit and load all your plugins. It will load them in the order they're arranged and if there's an error, it will tell you about it. Try disabling your mods until after you leave Doc Mitchell's house. Also try New Vegas Stutter Remover.
  15. I'm looking through your load order right now but do you know how to use FNVEdit? http://newvegas.nexusmods.com/mods/34703 Just open that and have it load all your active plugins. If there's an error loading them it should tell you about it. === I've gone through your load order. View this image to see a more sorted mod order and rearrange yours appropriately. - FNV Enhanced Shaders - Improved Sound FX - The Mod Configuration Menu - NVEC ESMs ESPs 3.1 Update Pack - More Perks Merged and Fixes - AWOP-FOOK Patch - New Vegas Script Extender <- Install this in the same location as FalloutNV.exe I should also mention that Interior Lighting Overhaul is not compatible with Project Reality. New Vegas Enhanced Content Complete already contains Mission Mojave, so disable Mission Mojave and its plugins. If you need its patches, you may need to refer to NVEC's thread for information.
  16. Brumbeks Inventory Sorting and Inventory Sorters.
  17. I saw your post under Mission Mojave, then found this. You've got some things that don't need to be in your load order. Remove Max Followers 12.esp from your load order since UnlimitedCompanions.esp is doing the job. Choose only one .esp file. Update your More Perks files here if not already up-to-date, disable the .esm/.esps from it, then download the More Perks Merged and Fixes and enable its .esm/.esps to shorten your load order. Choose only one of these plugins. Make sure you've updated to Humping the Mojave if you haven't already as it contains some fixes and is much more expanded than Sexual Innuendo. Choose only one of the Spatter .esps as they conflict. The other .esps may require the use of patches with other mods. Choose only what you really want if you don't need all of them. This may not be totally compatible with Sexual Innuendo/Humping the Mojave. Load Fellout last in your load order. You can also reference the Load Order and You page.
  18. Oh hello there, this excites me. He'll be set as essential while he's traveling around by himself, right? Always bums me right out when I finally get to a companion and they're laying around dead already.
  19. I'd love to see you continue your New Ranger Armor mod. The WIPs you had posted looked great and the finished ones in game are some of my favorite.
  20. I agree. Those were extremely well made textures for those dragons.
  21. I want to add some idle animations (arms crossing, heads moving, waving, etc.) during NPC speech using GECK and I know how to do this but I can only choose them from a drop-down list blindly. I'd love to be able to preview these idles before choosing one but I can't find anywhere to do that in GECK. I can preview animations like locomotion and combat though. Is there any way to visually preview idle animations in GECK for NV? EDIT: Seems like I accidentally found out how. Opened a file for Lady Jane by accident and noticed an Idles tab. Right clicked and choose new and found an idle animation preview dialog. Funny how things work out sometimes
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