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Cavou

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Everything posted by Cavou

  1. Yeah, that texture is distracting for me every time I do a playthrough. I too would appreciate a little touch-up of that texture which looks like it would be better suited somewhere in Legend of Zelda: Ocarina of Time.
  2. Thanks for the reply, KampfKlops. I was talking about a different texture in the Shaded Woods other than the one that mod fixes, but thanks anyways. I would immediately fix them if I knew how to use Photoshop. Other than that, I'm pretty sure I know how to use Texture Dumping through GeDoSaTo, but I've never used it before. I guess it's about time I learnt Photoshop or some other texture editing program. Just to help me start off, what program would you suggest I use for texture editing, and what videos should I watch for tutorials that teach me what I'd need to make texture edits and add normal maps to the texture?
  3. There are a few texture-related oddities and eyesores throughout Dark Souls 2 that I'd like to request to have fixed. 1. The excessively-repeating white brick texture in Drangleic Castle apparent on the walls and ceiling. 2. The skybox texture in The Lost Bastille AND Drangleic Castle has been missing ever since the calibration that added the Majula Mansion chest event. In Lost Bastille the sky appears pure purple, and in Drangleic Castle the sky in an abyss-style pure black. This is the most major problem of all, but I'm not sure if a skybox replacer (or just the dumped original texture put into the override folder) would fix it, but I've yet to try. 3. Some ugly beige hills in the distance in Shaded Woods and Forest of Fallen Giants to a lesser extent (minor). 4. The obviously-repeating texture on the Dragon Shrine, especially around the Ancient Dragon's boss room. 5. The obviously-repeating texture on the bridge structure in Shaded Woods, mostly noticeable on the path leading towards Drangleic Castle. 6. The repeating texture on the bridge blocked by rubble in the Forest of Fallen Giants outside the Cardinal Tower to the left upon leaving the doors (also minor). I'd honestly really appreciate anyone trying to fix this stuff, as it's something everyone could utilize to give their game that little extra bit of polish and are little things that have bugged me ever since the texture problems/laziness in the game were evident in the early trailers. Thanks!
  4. It's possible that the FOOK DLC Improvement Kit is responsible for the constant crashes. I would still like to have my game run with this module, but does anyone know what exactly it does and if there is any way to improve its stability?
  5. Zan AutoPurge Crash Protector didn't stop my game from crashing. I dunno what else to do. Removing MMM didn't work, and neither did the weather mods. I'll try removing FOOK next, I suppose. I'm literally getting crashes within less than 5 minutes of starting a new game. It's seems like a pretty major issue. If there's anything anyone wants to ask regarding my game at all that could be causing it, please ask. Some useful info is that I have the Steam version without G4WL (Games for Windows Live), which seems to have also caused the inability for me to use the Steam overlay at some point. I also don't have any third-party programs such as Gamebooster running while I play.
  6. Never hurts to try. I'm not too familiar with FOOK2, but you'll likely want to follow up on those error messages. After you've done that, you'll need a patch for MMM and FOOK2: MMMFOOK2 Compatibility Patches MMM, FOOK2 - Natural Selection.esp Version 2 ActiveMMM, FOOK2.esp Version 2 ActiveMMM, FOOK2 - DIK.esp Version 2 ActiveAren't those patches the ones you're referring to? I have them low down on my load order. Also, I assumed the error about updating FOOK was because BOSS hadn't been updated since FOOK updated as thus is unaware of the new version (I'm positive I have the newest FOOK installed.) Please, correct me if I'm wrong. Regardless, thank you for your advice! I'll install a cell purging mod right away! Which is better: the original "Purge Cell Buffers" or "Zan AutoPurge Crash Protector" as both seem to do pretty much the same thing.
  7. I've been getting rather frequent crashes with a fresh save (starting a new game,) so I'd like advice regarding my load order. I have a modern Windows 7 computer with the fix for making FO3 run better on Win 7. I don't have any "Purge Cell Buffers" mod, so tell me if I should. Please also tell me if I'm missing any compatibility patches, if BOSS is sorting some files wrong, or if a mod or two are known to cause instability and conflicts. So, here is my load order as taken from BOSS: Fallout3.esm ActiveAnchorage.esm ActiveThePitt.esm ActiveBrokenSteel.esm ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIPackages, Relev}}PointLookout.esm ActiveZeta.esm ActiveUnofficial Fallout 3 Patch.esm ActiveBash Tag suggestion(s): {{BASH: C.Music, Deflst, Delev, Relev, Factions, Invent, Names, Relations, Stats}}iHUD.esm ActiveCRAFT.esm ActiveCALIBR.esm Version 1.4 Active[DC RANGER ARSENAL v3 MASTER].esm Version 3 ActiveBash Tag suggestion(s): {{BASH: Deflst}}AWorldOfPainFO3.esm ActiveCubeExperimental (EN).esm Version 1.04 ActiveProject Genesis.esm Version 1.06 ActiveMothership Crew.esm Version 1.66 ActiveAlton, IL.esm Version 2.0 ActiveFOOK2 - Main.ESM Version 20140304 ActiveBash Tag suggestion(s): {{BASH: Invent, Stats, Relations, Factions}}Requires: CALIBR.esmFOOK2 - [DIK] DLC Improvement Kit.ESM Version 20140304 ActiveRequires: Anchorage.esmRequires: ThePitt.esmRequires: BrokenSteel.esmRequires: PointLookout.esmRequires: CALIBR.esmRequires: FOOK2 - Main.ESMMart's Mutant Mod.esm Version 2 ActiveBash Tag suggestion(s): {{BASH: Delev, Invent, Names, Relations, Scripts}}Companion Core.esm Version 1.42 ActiveRobCo Certified v2.esm Version 2.5 ActiveRequires: Companion Core.esmRHKBrisaAlmodovar.esm Version 1.30 ActiveEnhanced Weather - Rain and Snow.esm ActiveXepha's Dynamic Weather.esm ActiveBash Tag suggestion(s): {{BASH: C.Climate, Sound}}DCInteriors_ComboEdition.esm Version 2.9.1 ActiveIncompatible with: DCInteriors components.Abbreviated Effects.esm ActiveBash Tag suggestion(s): {{BASH: Names}}Note: Do not use with latest FWE, it is already integrated.Sydney Follower.esp Version 2.0 ActiveDarNifiedUIF3.esp Version 1.1b5 ActiveCASM.esp ActiveCRAFT - Activation Perk.esp ActiveRequires: CRAFT.ESMDK_BulletTime.esp Version 1.0.3 ActiveNote: DO not use with latest FWE, it is already integrated.Sprint Mod.esp ActiveNote: DO not use with latest FWE, it is already integrated.PointRadio.esp ActiveCONELRAD 640-1240.esp Version 1.2 ActiveExistence2.0.esp Version 1.3 ActiveUPP - Pack 1.esp ActiveUPP - Pack 2.esp ActiveDree Perks.esp Version 2.3.7 ActiveIntoTheDeepWoods.esp Version 1.061 ActiveBash Tag suggestion(s): {{BASH: Scripts}}The Mantis Imperative - Mantis.esp Version 1.08 ActiveBash Tag suggestion(s): {{BASH: Relev}}The Mantis Imperative - Jello.esp Version 1.08--ADVENTURE ActiveGlow Sticks.esp ActiveCryo Weapons - Vanilla.esp ActiveRequires: CRAFTUndergroundHideout.esp ActiveFOOK2 - Main.esp Version 20140304 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Requires: CALIBR.ESM and FOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.esp Version 20140304 ActiveRequires: Anchorage.ESMRequires: ThePitt.ESMRequires: BrokenSteel.ESMRequires: PointLookout.esmRequires: CALIBR.ESMRequires: and FOOK2 - Main.ESMFOOK2 - Main [Hotfix].esp ActiveError: Please update to FOOK2 1.1 Open Beta 2FOOK2 - DIK [Hotfix].esp ActiveError: Please update to FOOK2 1.1 Open Beta 2[DC RANGER ARSENAL v3] - DLC GEAR.esp Version 3 ActiveBash Tag suggestion(s): {{BASH: Deflst}}Requires: Anchorage.esm3EFdrg.esp ActiveDogmeat Leather Armor - CRAFT.esp ActiveDragonskin Tactical Outfit.esp Version 3. ActiveDragonskinBonusPack.esp ActiveMZ-Weak-EbonTek.esp ActiveNAPA.esp ActiveCompanion Core DLC Addon.esp Version 1.1 ActiveRequires: Companion Core.esmRequires: Anchorage.ESMRequires: ThePitt.ESMRequires: BrokenSteel.ESMRequires: PointLookout.esmRequires: Zeta.esmRobCo Certified v2 Zeta Addon.esp Version 2 ActiveRequires: RobCo Certified v2.esmAfrosNukaCola.esp ActiveBash Tag suggestion(s): {{BASH: Graphics, Stats}}Mart's Mutant Mod.esp Version 2 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Requires: Mart's Mutant Mod.esmMart's Mutant Mod - DLC Anchorage.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}Requires: Anchorage.ESMMart's Mutant Mod - DLC The Pitt.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: ThePitt.ESMMart's Mutant Mod - DLC Broken Steel.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: BrokenSteel.ESMMart's Mutant Mod - DLC Point Lookout.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: PointLookout.ESMMart's Mutant Mod - DLC Zeta.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}Requires: Zeta.ESMMart's Mutant Mod - Zones Respawn.esp ActiveMart's Mutant Mod - Natural Selection.esp ActiveBash Tag suggestion(s): {{BASH: Relations}}Mart's Mutant Mod - Master Menu Module.esp Activebittercup_comp.esp ActiveFollower Amata ULTIMATE.esp Version 2.0 ActiveLucyWestCompanion.esp ActiveFlashlight-Performance.esp ActivedD - Enhanced Blood Main.esp ActiveNote: Older version included in FOOK2Enhanced Weather - Rain and Snow in Fallout.esp ActiveEnhanced Weather - Radioactive Rain and Snow Plugin.esp ActiveEnhanced Weather - Weather Sounds in Interiors.esp ActiveEnhanced Weather - REBOOT.esp ActiveXepha's Dynamic Weather - Main + DLC Merged.esp ActiveBash Tag suggestion(s): {{BASH: C.Climate}}Xepha's Dynamic Weather - Rain.esp ActiveRequires: Enhanced Weather - Rain and Snow.esmXepha's Dynamic Weather - Dynamic Sneak Bonus.esp ActiveXepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp ActiveIncompatible with: Dynamic Weather - Sandstorms.espXepha's Dynamic Weather - Weather Machine (Quest Added).esp ActiveNote: Only use one Weather Machine.esp at a time.Sydney Follower - Load Order Fix.esp ActiveMerged Patch.esp ActiveBash Tag suggestion(s): {{BASH: NoMerge}}A Devil's Wish.esp ActivePoint Lookout Reborn by Jcro25.esm ActiveCustomBeginning.esp ActiveImperfection.esp ActiveImperfection - Broken Steel.esp ActiveX-1_Tales_of_Wonder!.esp ActiveAltonAddon.esp ActiveAdopt Bryan.esp ActiveRHKBrisaAlmodovar - DLC.esp Version 1.31 ActiveHZSmoothLight - FO3.esp Version 1.0 ActiveHelplessFalling.esp ActiveCustomBeginningCraft.esp ActiveMMM, FOOK2 - Natural Selection.esp Version 2 ActiveMMM, FOOK2.esp Version 2 ActiveMMM, FOOK2 - DIK.esp Version 2 ActiveFOSE Version: 0.1.2.2FOSE_EnhancedCamera.dllsr_Fallout_Stutter_Remover.dll
  8. I recently decided to get back into modding Fallout 3, but I discovered that since I last played the Apocalypse Armory weapons mod had been tragically removed from the Nexus due to claims that it ported weapons over from New Vegas or something similar (I played with Apocalypse Armory extensively and am quite sure that is untrue.) Now, I still have the files for the main file of Apocalypse Armory backed up, but I didn't seem to have kept the compatibility patches such as the patch for CRAFT or CALIBR. I don't believe those two patches are absolutely necessary for a stable game (at least from what I understand,) but if someone knows if they can still be found, then they can link me to them here (I searched but only found dead links) or send them to me in a private message. I'd really appreciate any word on the subject, and thank you!
  9. So, when I start up my game and play it initially everything seems fine, but the moment I bring up my Pipboy and click on anything in it my mouse seems to register as if it is constantly being pressed (like, not being pressed once and held down, but rather pressed once each frame from what I can gather), resulting in items being rapidly equipped and unequipped if I hover over them, constantly doing power attack punches in game, or if I hover over the "Stats" "Items" and "Data" buttons then it will get stuck on "Data," and aside from looking with the mouse all mouse functionality will lock up (things cannot be selected in the menu, Pipboy, and weapons cannot be shot although they still can be aimed with iron sights. I have a numerous mods installed such as oHud, MTUI, Project Nevada, Enhanced Content, Enhanced Camera and the Readius Pipboy replacer which seem like they would effect interface-related things. I have not tested extensively but they don't seem to be the problem (they are all reputable mods after all). I also suspected some tweaks I made to the "fallout_default" file to fix mouse acceleration may have caused it, but after removing my tweaks and saving the file, it doesn't seem like that was the cause either. Any advice? EDIT: I figured out that oHud is at fault. I don't have iHud, aHud, or the Needs Hud installed so it shouldn't interfere with it, and I installed it in the instructed order as detailed on the mod page, so what am I doing wrong? EDIT: It seems like the mod "Weapon Mod Menu" is causing it, as when I remove it the issue is resolved. What should I do? EDIT: Solved it by completely uninstalling and reinstalling Weapon Mod Menu. No need for any more replies.
  10. I've used the "FlashlightNVSE" mod for a long time now, but I noticed that, in the BOSS log, it says "Incompatible with: Project Nevada - FlashlightNVSE.esp". I cannot find such a mod, and I'd like to know what it does and where to find it, as I also use Project Nevada (although it seems like the Flashlight already works with Project Nevada content, such as activating lights on certain helmets). Thanks to anyone who helps answer my question.
  11. Recently, it seems that, even if I deactivate a mod in FOMM, it may still appear as if it was active in-game. I've closed and re-opened FOMM before experiencing this, and even restarted Steam to make sure it refreshed. Deleting all files associated with the mod seem to do the trick for getting rid of it, however, so it does not appear to be a problem with one of Steam's data managing features (Steam Cloud, Steam Pipe). Is any problem like this known, and if so, what is its origin and solution?
  12. Recently my virus detection program (AVG) gave me an alert that Script Dragon (the Script Dragon application file in particular) was a high risk trojan. I re-installed it from http://alexander.sannybuilder.com/skyrim/scriptdragon/ and still recieved the altert. I then chose to ignore the warning but another identical alert popped up again around a minute later. Does anyone else know of such an issue and how can I resolve it? Thanks in advance.
  13. I have been struggling with the problem of groups of small floating rocks appearing in randon dungeons, which disappear (in most cases) after reloading the game. Although I am unsure of the cause of this in most cases, the problem is particularally prevelant in Darkwater Pass, where there are three major concentrations of rocks- just down the stairs from the upper entrance, at the bottom of the first waterfall (both groups alligned at a slant) and a frighteningly large concentration in the middle of the large open area of the cave (which includes underwater plantlife floating among the rocks as well). I figured out through trial and error that the first cluster is caused by Dragon Falls Manor, the second is caused by the Birds and Flocks mod, and the third large one is caused by the Skyrim Unofficial Patch. Even with no other mods installed (or even Dawnguard) the problem persists. I use a Bashed Patch as well, and it doesn't seem to be effected by it. Does anyone know the cause or have any experience with such problems? If anyone wants I can post screenshots of the problem if you don't quite understand what I'm talking about. I think I've heard about this problem before, with it being referred to as corrupt terrain generation or something similiar. I'll greatly appreciate any help as I'm quite sick of this problem.
  14. Alright, so I guess FNVedit is the best program to use. Thanks Werne and rickerhk for your help!
  15. Thanks! But do you mean "Wyre Flash?" I can't find a download for Wyre Smash.
  16. Just a quick question; will using TESsnip's "spell" of converting an esp. to an esm. cause instability in my game (crashes, corrupt saves, etc)? I want to convert Fortune Canyon.esp and Vurt's WFO.esp to resolve a few issues and am hesitant to do so as I have bad experiences doing personal edits to my game. Is this a safe course of action? Thanks to anyone who replies- I don't expect a really deep answer.
  17. Thank you very much, DizzasterJuice! It fixed the problem just fine. I only searched for dlc03cart because that is what people in the AWOP discussion thread told me to look for. Thanks again, especially considering you responded in less than 10 minutes. This forum is fantastic!
  18. I recently discovered that my game is missing the mine cart model. I discovered this while playing A World of Pain in Sunnytime Cigarettes. I disabled all mods and the problem persisted (it wasn't a mod's esp/esm causing it). I posted this problem on the A World of Pain discussion and was advised to use FNVedit to fix the issue. When I search for "dlc03cart" in FNVedit I get the message "Error: record DIAL contains unexpected (or out of order) subrecord INFC 43464E49" repeated 20 times and the editor ID box turns red. However, no mod is highlighted red or anything. I tried using the Steam's "verify integrity of game cache" but it didn't help. I have archive invalidated on and such and only recently discovered the problem. I recently installed New Vegas Enhanced Content so I believe that may be the culprit in some way. If I'm posting this in the wrong place please inform me. Thanks for reading of my problem, and I am sorry if my problem seems simple, but I truly am not very experienced in this kind of problem. It may be helpful to know that I also own Fallout 3. I'd appreciate help of any kind.
  19. Does anyone know what mod the esm "KKHell" and the esp "REZsHellSpookShowUpdate" belong to? I think it may not be on the nexus anymore.
  20. Could a merged version be made that puts More Perks, More Traits, all the DLC addons, and the Companion Perks plugin together in one esm? I would do it myself but I can't find a video tutorial, or much of a tutorial of any kind of how to properly merge files in TESnip. I'd really appreciate that. Thanks in advance to anyone who takes up my mission which should, hopefully, only take up a few minutes of someone's day.
  21. Does anyone know of any mods that add different armors/clothing to NPCs that doesn't require body replacer mods? Thanks in advance.
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