Jump to content

UhuruNUru

Premium Member
  • Posts

    258
  • Joined

  • Last visited

Everything posted by UhuruNUru

  1. Try changing to keyboard in settings, before loading. I'm guessing the controller blocks keyboard use. There must be a method to change names with the controller, for consoles. I expect that blocks keyboard, but not mouse.
  2. Think your problems root cause, is the white screen bug. Try using this method to fix it, instead of the one you used. First, load the save before the dawn will come song sequence, this is just before you are found by Cassandra, and Cullen, an autosave is made there, or if that's lost, the last manual save before that. Then, quoting my own post, from the White bug thread Saving, as soon as possible, which is in the Skyhold Hall, after talking to Varric, about Hawk. Returning the files to the modded state, prior to the cutscene, is known to work, and should allow you to continue without further issues. Even if your green screen isn't related, redoing this may fix it anyway. Just thought, if your green screen is followed by a cutscene, it may be fixed by doing this at that point, instead, as it's a general method, that fixes several issues.
  3. In response to post #46611190. Having never heard of this, I looked at the description, and saw these relevant sections. Complete Tale of Two Wastelands Compatibility Tale of Two Wastelands compatibility is comprehensively covered by a patch. This also includes things which other mods usually miss, like toning down some of Fallout 3's large quest rewards, and expands implementation of all JSawyer Ultimate's features to cover any relevant Fallout 3 items. YUP and TTWFixes Continuity If a record edit was necessary, any appropriate fixes from YUP or TTWFixes are included. If a change present in the original JSawyer mod has since been incorporated into YUP or TTWFixes, it was omitted from JSawyer Ultimate to prevent unnecessary duplicate edits. It is expected that everyone will use either YUP or TTWFixes as they are essential bugfix compilations. Uninstallation-Safe This mod can be safely installed and uninstalled on any save - it will not cause a crash or leave any serious permanent side effects. So no reason not to consider it, due to using TTW.
  4. We all must use Origin, so it's not that. You keep saying mod manager can't find the location, while we are saying you need to use the browse feature to find it. Heres a picture, of my Dragon Age Path using provided Browse button. Click on picture to enlarge, if it's to small to read The result of my Settings can be found inside the "DAIToolsSuite" folder, the green coloured section is the default File path. D:\Managers\DAIToolsSuite\Tools\Mod Manager\Main\Mod Manager v1.0\daimodmanager.ini The Ini settings are then created daimodmanager.ini BasePath=D:\Origin\Games\Dragon Age Inquisition\ ModPath=G:\Mod Archives\DAIMM\DAIMod\ PatchVersion=12 Version=v0.59 alphaNotice the Exe is not shown, in the ini file or Mod Manager, but must be selected, when browsing to that path. If your windows doesn't show the file extension (.exe), the name, and icon will stll be there, so use the pic as your guide. You must tell the mod manager where the mods, and game are, if it doesn't automaticallyfind them. You need to know where the files are, on your system, to mod any game correctly.
  5. Good to here, and I expect Mass Effect: Andromeda, wiil help. Every release of a single player focussed, Frostbyte game, will expand knowledge for all of them, when enough modders want to change it. I expect what's been learnt in DAI, will speed up MEA tool production, and both games can be modded together, better than either in isolation. Previous Frostbyte games, being multi-player focussed, were more limited, but still helped DAI get started, from what I've read.
  6. Very difficult, though few games get TES levels, and Skyrim is exceptional, even for Bethesda Game Studios. Until the community created tools, mainly the DAI Tools Suite, with some Cheat Engine help, DAI was impossible to mod at all. That any mods exist, is due to a great deal of work. Even with the tools, it's not easy to make even simple changes. Be thankful for what you can use, and that the DAI mod manager makes installing the available mods so easy. Expect the same for every Frostbyte 3 game. Mass Effect Andromeda for example. Though the DAI experience, will help get things started quicker, I'm sure.
  7. I wouldn't say that a new version wasn't needed, as certain parts of it do not work very well, the config script section, and the editing of the assets preview data, are not functioning, for me at least. I'm using an external Hex Editor to alter EBX files directly, and have just found DAIMod Config Script Editor on the site, that I'm about to try to use However I was talking about the forums having little recent user activity, rather than the tools being updated, and I'm not complaining, the Mod Maker is a damn sight better than what existed at the start of 2015, when I gave up on DAI the first time. I'm just stating the basic fact that few recent posts exist. I tend to trawl the sites to find out things, rather than ask any questions, I'm more likely to answer others queries, than ask my own, as I learn what's possible
  8. No the tool we are discussing, is the DAI Hair Recolour Utility, which is actually a Cheat Engine Table, using a Lua Script. I assume Save Chunk Editor, means the DAI CLI Save Editor, I've not tried that, only needing hair colour, with Black Emporium doing the rest, the GUI of the above tool was all I needed. A DAI Single (Mod Maker type name) floating point to hex conversion tool, would be useful, I've yet to figure out how to get the right 4 hex chunk except by copying another example. Not seen anything like that, and your post hints at such a feature.
  9. No I wasn't, I've simply used Wayback Machine for years to mod old games, with dead informatin links. So never looked further for it, I got DAI when released, but only recently returned, to play with the DLC as well as the Entire Series again, and the Mass Effect series, for the first time. Moddings a damn sight easier now, as far as users go, thanks to DAI Tools Suite, and ME3Explorer, with the new MEM texture Installer speeding that process up. Thanks for the info though, the DAI modding tools forum seems dormant, and there's little activity here either. Other options for knowledge are most welcome. Having said that is the Continuity network the same as the team, porting some BSN mods here, I'd spotted a few when the BSN project Links went down, a month or two ago, when I was modding DAO/DA2 Further reading confirms it is, but also says the Fextraluife site, doesn't have the fan creation/character section, which do exist on Wayback machine. Mod files may even be found buried inside web page folders, though usually hosted files are not intentionally archived, some do get missed, if hidden inside web page folders. The information exists there, regardless of the mod files, and that makes it useful.
  10. In actual fact a clean merge isn't required at all Simply move your mod patch, the "Patch_ModManagerMerge" Folder, outside of the "Update" folder, I move it outside the game folder, to be sure it's not involved. Load the save in vanilla, if it won't load. and claims the save is for newer game version, you need to edit the "package.mft" file in the vanilla patch folder, using a text editor, like notepad, by changing version from 12 to 13, or whatever version is in your mod patches equivalent file. Vanilla File is in "Patch" Folder Name patch Authoritative Version 12Modded File is in "Patch_ModManagerMerge" Folder Name patch Authoritative Version 13 ModManager v0.59 alphaThe clean merge instructions are for the old merging method, when Vanilla patch was merged with the mods. Now they are always kept seperated, so simply moving the mod folder while getting past this issue is enough, unless the "package.mft" file version needs changing temporarily. Indeed anything that requires a temp Vanilla install, like Character creation using Black Emporium's Mirror, can be done using this simpler method.
  11. If Mod Manager, doesn't find the game, or mod paths, it provides a browse button so you can tell it where they are located. IN answer to Thandal, both paths are browse to folder settings, though the Dragon Age Path, actually uses browse to file functionality, it doesn't add the file, in the path shown, when the file's selected. Mod Path is standard browse to folder function, the apparent discrepancy caused the confusion, I assume.
  12. The mod works with the Black Emporium. If you can't get Black Emporium to run with your mods, simply move your mod patch, the "Patch_ModManagerMerge" Folder, outside of the "Update" folder, I move it outside the game folder, to be sure it's not involved. Load the save in vanilla, if it won't load. and claims the save is for newer game version, you need to edit the "package.mft" file in the vanilla patch folder, using a text editor, like notepad, by changing version from 12 to 13, or whatever version is in ths mod patches equivalent file. Vanilla File is in "Patch" Folder Name patch Authoritative Version 12Modded File is in "Patch_ModManagerMerge" Folder Name patch Authoritative Version 13 ModManager v0.59 alphaThen use the tool to change the hair colour, while BE character screen is running. Without changing the hair and/or colour used, in game, to get the desired result with your reapplied modded game, and make a new save outside BE, back at Skyhold is fine. Undo the changes to version, if used, and move mod patch folder back. Then load the new save, and get new colour with your hair choice. Tinkering with the manual, option of the tool shows the hex values are not standard 2 digit RGB values, they are 4 digit. Many values seem to make no changes, the provided colours are all I could make work. Using the tool is the simplest option, even mid playthrough, with Black Emporium. Failing that, you can view the mods source code to deduce the correct hex values, it uses the Cheat Engine to perform the tasks. The DAIHairRecolorUtility.CT file contains a Lua script, readable in Notepad++. UDF1_CERadioGroup1 index 0 to 5, is the Choose Race and Gender offsets, and the UDF1_CEComboBox1 Index gives the various entries for the premade colours, it's more than enough to do manual hex editing, if required.
  13. In response to post #45668775. #45669535, #45676635, #45734620, #45841690, #45872335 are all replies on the same post. New Mod Tooks like ME3Explorer, and now the even newer, MEM (Mass Effect Modder), have made modding all three Mass Effect game's textures, much easier, and replace the old TexMod memory hack method with file replacements. You can use ME3Explorer to unpack TPF files, and/or install them permanently, where TexMod just added them in memory. ME3Explorer - Wiki ME3Explorer - Nexus Mods However a better alternative has recently appeared, which only installs DDS textures, but is much faster than ME3Explorer, even if you have to use ME3Explorer to unpack the TPF files first. MEM - Mass Effect Modder - Wiki MEM - Mass Effect Modder - Release This is the best Mass Effect Texture Installer yet, for Example the A Lot Of Textures for ME2 package (1000 Textures approx) takes several hours, using ME3Explorer, but about 15 minutes, at most using MEM. It's that much better, and once the MEM pack is created, it's even quicker to reinstall. Combine that with the DLC Mods, and using ME3MM (Mass Effect 3 Mod Manager), for easier reinstallation. and Mass Effect modding has never been easier. Mass Effect 3 Mod Manager by FemShep IMPORTANT NOTE Mainly affects the first two games of ME, and Dragon Age, when it was the main site for mods. The old BSN forums are gone, but information can be found using the Wayback Machine. The last Snapshot of the active Bioware Forum, was 11th October 2016, (the later ones are the same message you see now, saying EA don't give a damn, about us): The BioWare Forum However this will not work for the mod files, and although they are currently available, EA has already announced it will close the site sometime soon, though no date's been set. So grab the mods you want, before they disappear forever, some are being transferred here, but only with permission. Many will never get moved over. BSN - BioWare Social Network - Projects
  14. This is probably a Windows 10 issue, TexMod is very old and made for DX9. Quite simply it's outdated, and better alternatives exist, for all 3 games. You can use ME3Explorer to unpack TPF files, and/or install them permanently, where TexMod just added them in memory. ME3Explorer - Wiki ME3Explorer - Nexus Mods However a better alternative has recently appeared, which only installs DDS textures, but is much faster than ME3Explorer, even if you have to use ME3Explorer to unpack the TPF files first. MEM - Mass Effect Modder - Wiki MEM - Mass Effect Modder - Stable 1.22 Release This is the best Mass Effect Texture Installer yet, for Example the A Lot Of Textures for ME2 package (1000 Textures approx) takes several hours, using ME3Explorer, but about 15 minutes, at most using MEM. It's that much better, and once the MEM pack is created, it's even quicker to reinstall.
  15. Lots of mods, used the old BSN Forums for support, and EA has removed the entire Forums, though project pages can still be used, no guarantee's exist on how long. and EA has said they will be removedf at some point. An efforts being made to move mods here, when possible, but all the Forum info, is already gone. All is not lost though, the Wayback Machine has archived the Data, indeed for any dead site, there's a good chance of finding the info, and even old mod files, though they are not usually saved with this method, it's possible to find files buried inside the webpage folder, especiallky with older small sites, that aren't dedicated hosting sites, and thus less organised. To see if a dead link has an arcived copy use this link, and paste your target page in the search bar: Internet Archive: Wayback Machine It's worth trying the main sites page, as well, if a direct search fails, as links can change and browsing the site through wayback machine will often find the info. These are snapshots made on certain dates, so one dates version may fail, but another succeed, it can be difficult, but is rewarding when you find that vital info you need. The last Snapshot of the active Bioware Forum, was 11th October 2016, (the later ones are the same message you see now, saying EA don't give a damn, about us): The BioWare Forum
  16. Not enough details, you imply a sudden change, without altering the game, at all. So something must have changed outside the game. TexMod is old, and outdted, it is inevitable that it will/would eventually fail, ME3Explorer is the best way to install textures, it puts them in the game files. It appears complex, because it's main purpose is to create mods, a user made creation kit. Just using it to install mods is actually very simple, there's some initial setup involved, but even that is moatlg automatic. The ME3Explorer Wiki provides extensive documentation, to guide you, and idiot guides exist. It works with all three games, as well, not just ME3 Textures in brief. Install ME3Explorer anywhere, SSD recommended. Confirm your game paths, and let it run, this takes considerable time, but is Automated. Once done, and ME3 proper is started, as instructed. Start Texplorer, to build the base game trees, again taked some minutes. Then find the dropdown to add all DLC trees, game and mods. Note: The DLC folder can be selected, to add all DLC at once, or specific DLC can be added. It's best to have added all tbe DLC mods you want to use, before buolding trees, but not essential However to apply Textures to any DLC files, you must build the trees first. Next comes Textures, I recommend the A Lot Of Textures mod as the base. Open tbe TPF/DDS tool and Load the tsxtures required. By selecting the main folder, and putting a full stop "." (Without quotes), in thd seaarch bar, you can load the entire set, from all subfolders in ons go. Once loaded, you press analyse with Texplorer button, which selects all valid textures, for your game, using the trees built earlier. Then press tbe Install Vaiid Textures button, and wait, for a few hours with the full pack. If it finds a texture, with a problem, it will ask you if you want to install that one. With all the DLC, I got 4 or 5 problems, in a row, at about half way through, but no more. I chose not to install tbem, and apart from that brief pause, the tool just ran on auto. A Lot Of Tdxtures is a huge pack of many of the best mods, so it takes a long while, and makes thousands of changes, it's a good solid base, or even all you may need. TPF packs can be installed the same wah, though older mods may need fixing,in most cases that is also automaged. TexMod was great, when it was all we had, but I nsver use it now.
  17. Simply pressing space skips most cutscenes, note I have rebound the Command HUD to space (Like original Mass Effect). So it may be whatever you set that for, and some Main story scenes will not skip, and must be watched.
  18. Appears to be a Coalesed.bin Ini setting issue. The A Lot Of Textures mod has some recommended settings, which causes this issus. It's not the obviously named shadow specific ones, but is not present using the default ssttings. May be AMD card specific, I have HD 7950 (=R9 280), which I think, is the same chip generation as yours. Something in those settings is setting this off. Not sure if Documents Ini's override coalesed.bin, in this case, but one or more of those edits triggers the problem for me. Update It's a LOD issue, not a shadows one. With Vanilla LOD settings it is not present, and it affects ME2 as well. Just used this tool to install the ME2 A Lot Of Textures mod MEM - Mass Effect Modder - Wiki MEM - Mass Effect Modder - Stable 1.22 Release This is the best Mass Effect Texture Installer yet, for Example the A Lot Of Textures for ME2 package (1000 Textures approx) takes several hours, using ME3Explorer, but about 15 minutes, at most using MEM. It's that much better, and once the MEM pack is created, it's even quicker to reinstall. It makes the LOD files for you in ..\Documents\BioWare\Mass Effect 2\BIOGame\Config\GamerSettings.ini Specifically adding these lines [SystemSettings] TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1024,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_RenderTarget=(MinLODSize=2048,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Environment_64=(MinLODSize=128,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Environment_128=(MinLODSize=256,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Environment_256=(MinLODSize=512,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Environment_512=(MinLODSize=1024,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Environment_1024=(MinLODSize=2048,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_VFX_64=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_VFX_128=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_VFX_256=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_VFX_512=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_VFX_1024=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_APL_128=(MinLODSize=256,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_APL_256=(MinLODSize=512,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_APL_512=(MinLODSize=1024,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_APL_1024=(MinLODSize=2048,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_UI=(MinLODSize=64,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Promotional=(MinLODSize=256,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Character_1024=(MinLODSize=2048,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=4096,LODBias=-1) TEXTUREGROUP_Character_Spec=(MinLODSize=512,MaxLODSize=4096,LODBias=-1)With the lines, I get this issue, without them it's gone, and I've narrowed it down to a single line. TEXTUREGROUP_APL_512=(MinLODSize=1024,MaxLODSize=4096,LODBias=-1)Without the line, the problem is gone, with it it exsts, even if I change the values for other numbers, that work with the other APL lines. I suspect it's a specific 512 APL texture, that we always are stood on, as the issue moves with the player. I'll try playing without the setting, and see how it looks, as my testing has used the closed laptop on the main menu, as my guide, which is full blacked out when issue is present. The issue needs full testing to confirm this solution, works in all the game.
  19. TexMod is outdated, use ME3Explorer to permanantly install mods in the game. It works for all 3 games. It can look intimidating, as it's mainly a mod creation tool. However, it's also for mod installation, which is much easier and well documented. The ME3Explorer Wiki, is main source, and many mods guides exist It makes using mods with Mass Effect much simpler, and fixes most outdated texture mods, using theAutoFix function of the TPF/DDS tool. Initial setup, can take a few hours, but it's automated, once you confirm the game paths. Texplorer is also used to create the required DLC trees, another simple process.
  20. In response to post #44123950. You know nothing, Bethesda couldn't stop us, even if they actually wanted to. Most modders never use the in game manager, it's rubbish. We just bypass that trash, and use something much better. With old Skyrim that was Mod Organizer, and as it's creator, Tannin, is now the lead dev for a new NMM, we'll have to see what he can do for SE, in the future. Modding is about taking control of the game, and doing exactly what you want. Regardless of what the publisher, or developer says, or tries to stop. They are outnumbered, and no matter what they do, a modder will get round it. Look at how many mods Dragon Age Inquisitionm has, and EA tried to make modding that game impossible, but failed, in the end. BGS actively encourages modding, which means accepting, that each user can control our own games.
  21. NMM is not the only mod manager, and definitely not the best, for any game, it's a very basic Mod Manager. A Jack of All Games, Master of None. Great for beginners, if a game is designed to be modded, but better options exist for every game. Usually the manager made for only that game, when most mods were created. DAI was designed by EA to be impossible to mod, and they patched the game to make it harder, for a while, before they gave up. So it's not easy, though without the DAITools Suite, it was extremely hard. It's too complicated for NMM, even now, requiring repackaging of a patch file, for every addition. If no manager exists for a game, you manually install the mods, it's how things usually are in the early days, and you can always install files that way.
  22. In response to post #43560745. #43602010 is also a reply to the same post. Don't see the relevance of Cosplay, to Screenshots, which are pics of modded games. You no longer mod, so want non modding content, on a site dedicated to mods. Plenty of sites for Cosplay, no need to expand the Nexus, beyond modding. I'd rather they get the modding content right, than spend time on expanding into non modding stuff, of any type.
  23. In response to post #43601240. New Game, new Site, already decided.
  24. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880, #43255025 are all replies on the same post. NMM DOES NOT use a virtual file system. It uses Hard Links/Symbolic Links, to move files in and out, there's nothing Virtual about it,simply naming a folder "Virtual", doesn't make it so The big problem is that NMM needs 100% control, of everything. It simply doesn't work properly with any 3rd party tools (FNIS, Bodyslide, etc), that changes, or adds new files. These can, and will simply replace the links NMM relies on, with standard files The result is, all these altered files remain in the data folder, when you switch profiles. This is why Tannin rejected this linking method for MO, at the start, and went to the fully virtual system. Even then it took MO years to iron out all the issues, that using 3rd party tools introduces. The "Overwrite" mod is not ideal, but it does work. Basically it's not profile specific, which is why manual action is required. Anything file that a 3rd party tool puts in the Data folder, with no mod linked to it, gets put in "Overwrite", for the user to move. That's the big difference, MO works with 3rd party tools, and manual intervention. NMM ignores it, and leaves the resulting mess in the data folder, but it only affects users who use multiple profiles, and the vast majority of multi-profile modders, use MO instead. I've only discovered these issues with non Bethesda games, as MO is my choice for those. Multi-profiles work in NMM, if you only use NMM on the Data folder files, it's a basic system, and not designed for advanced modding. MO is Virtual file system, NMM is Hard/Sym Link file system.
  25. In response to post #43256930. Mator's Merge Plugins, and Mator Smash are the Standalone example to the Bashed Patch, I would use. They both use xEdit at their core, and both work fine with MO. Mator Smash is not fully released, but shows greater promise, in my view. Though Mator has/had put them on the backburner to work on the Mod Picker site, whether as plugins, or standalone, using the current functionality. Then there's the fact you are focusing on older Bethesda games, which are a large part of the Nexus, but eventually, and maybe sooner than later, with the imminent arrival of 64-bit Skyrim, those games will not be the focus. We come back to the difference I mentioned in another post. NMM is a multi-engine manager, and you talk of one, and frankly, since NMM became multi-engine, all Skyrim Development ceased, and only features that work on all engines, has been added, that's incompatible with being advanced, which by it's nature must be engine specific, to be of any use. My general rule is the manager most developed, when the modding is at it's peak, is the most advanced, and I find it telling, that only when the Wrye Bash Team, abandoned the game specific approach, did they lose focus on what makes an advanced manager work. Making it work best for just one game, the more games added, the less advanced it becomes. Examples Morrowind = Wrye Mash Oblivion = Wrye Mash Fallout3/NV = Wrye Flash or FoMM (Fallout Mod Manager) Dragon Age = DAOMM (Dragon Age Origins Mod Manager) Skyrim = Mod Organizer Can NMM be both advanced, and simple, for every game, I doubt it very much, and fear it will stifle the independant managers, from starting. That has been seen with newer games, where NMM is an option, from the start. A few devs have embraced the MO philosophy, of mod isolation (Witcher3, and XCOM 2, for example), and that helps, alleviate that need. I wish you all the best, but see no way, one manager can be advanced for all games/engines, as that requires focvusing on features, only useful to one of them. Sharlikran's post above, does just that, focuses on one, that's the problem, NMM doesn't.
×
×
  • Create New...