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Everything posted by Thenryb
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Really looking forward to this. If beta testers are ever wanted, please keep me in mind.
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If this has been asked earlier, apologies, but will this mod have completion of the Civil War as a requirement?
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One which allows you to skip through all dialogues in the game, including the Daedra (especially Hermeaus Mora), Arngier.
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Thread necromancy. Having same questions as you did. When I saw this in Google I thought finally I would get an answer only to find you had gotten no responses. My Skyrim install and intaller folder is set up the same as yours except no "Games" folder. Your comments about trying to figure out the default ini are spot on.
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I am aware that it is possible to skip through certain dialogue with NPCs by using the tab key, but there is certain kinds of dialogue which you cannot skip and these are the most tedious dialogues in the game, such as Hermeus Mora, the Augur of Dunlain, Dagon, Arngier. As one who has played through the game more times than I care to admit and who is always starting new characters, I would really like to skip through this stuff which I already know. I have seen other earlier threads wherein players have expressed the idea for such a mod. I periodically continue to search for such a mod but all I come up with are the same old threads. It may be simply impossible to make such a mod or one would have been made by know. I already have most of the Bethesda Annoyance Removing Mods which I have found such as most of those by Krypptopyr, CD Cooley and Arthmoor but I would dearly love a mod which would allow me to quickly get through the painfully slow and annoying speeches of the Deadras and Arngier, (I managed to skip the annoying Augur of Dunlain with the console without even visiting him. Not so with the others.)
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Mine came back to normal beginning today as well. The issue only affected one of my two computers.
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On one of my computers, which still has XP as its OS, I am unable to log into the Nexus Mods websites and see anything but a text outline. No images are displayed. This has occurred since the latest maintenance. Any suggestions (other than get a new computer) to remove this annoyance?
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Mysterious Broadcast is missing.
Thenryb replied to Deleted8664835User's topic in Fallout New Vegas's Discussion
What are all of those "correctif" and DLCRP plugins? -
New vegas mod issues with Russell and NVB3
Thenryb replied to Quantras's topic in Fallout New Vegas's Mod Troubleshooting
He is using JSawyer which has master dependencies on the packs, so deleting them will make his game crash on startup. That is a good reason to ignore my suggestion. I am surprised that jsawyer made his mod dependent on those. -
New vegas mod issues with Russell and NVB3
Thenryb replied to Quantras's topic in Fallout New Vegas's Mod Troubleshooting
If you are looking for plugins to delete, you may consider deleting those "crap packs". IMO they add very little useful stuff and take up 4 plug in slots. -
Possible to use MMUE, NVEC, YUP together?
Thenryb replied to SamuelCooke's topic in Fallout New Vegas's Discussion
If you play or want to play the Someguy series of mods, you will want to avoid NVEC which has outdated versions of Bounties I and II packed in. I do not use global mods (other than Performance of the Gods) but from what I have read YUP is likely the least intrusive. -
I recently ran across a mod which suppressed companion comments made when you get too close like "huh". Now I cannot find that mod. I should have made better note when I first saw it. I would appreciate any help in locating it. I have most of the other mods which suppress the inane banter of NPCs which Bethesda's Vice President in Charge of Annoyances likes to create and would like to add this one as well. Edit: Found the mod I was looking for. It is called No More Standing too Close to NPCs.
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"missing master! check mod load order"
Thenryb replied to WuTangsKillaBee's topic in Fallout New Vegas's Mod Troubleshooting
@EatmyNijas-I can see at least one missing master. You have the ttw edition of Nevada Skies installed but it requires TTW as a master, which you do not have. I also note that you have both "Almost perfect" mods installed. You should only have the one installed where you have Old World Blues.- 37 replies
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Is there a mod which eliminates a lot of the in game messages which are so repetitive? For example, when playing through a dungeon which has mostly draugr while using a silver weapon, I really do not need to be reminded incessantly that the skeevers or spiders which are likely also in the same dungeon are resistant to silvered.
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I cannot answer the question you posed about what happens to your stuff after merging plugins with the java enabled FNVPlugin mod. I have used that mod, but have had better success merging mods using the Skyrim tool developed by Matortheeternal. Although, FNV is not supported by him, this tool works very well with FNVEdit, assuming you have the latest version. It can be found at this address along with good instructions as well as a video on how to use it. http://www.nexusmods.com/skyrim/mods/37981/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D37981%26preview%3D&pUp=1 He also has a "standalone version" but I have not tried to use that. I have merged a lot of mods using this tool and have never lost any gear as you have described.
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CTDs outta' the blue.
Thenryb replied to Wo0dGlue's topic in Fallout New Vegas's Mod Troubleshooting
Those sound like good tips, but ... 1) Don't you mean NVSR (Stutter Remover) for the heap size and algorithm? (Instructions in the INI file under "Data\NVSE\Plugins" as well as on the download page.) I couldn't find anything about the heap in the NVSE docs. (Just one letter off ... so close :devil: ) 2) Are you referring to the Fallout.INI file "[backgroundLoad]" section "bSelectivePurgeUnusedOnFastTravel=0" to "=1", or the "[General]" section "bCheckPurgedTextureList=0" to "=1", or both, or something else as cell purge options? -Dubious- No I believe Roy means NVSE and is referring to the "Sheeson memory patch" explained here: http://forum.step-project.com/topic/4490-memory-patch-has-been-ported-to-nvse/ As to the other question, both purge cell options. -
FOMM Crashing on Open
Thenryb replied to shadowsbro00's topic in Fallout New Vegas's Mod Troubleshooting
You may get better help if you post question on TTW forum. Which version of FOMM do you have? You should have the FOMM fork version. Also, make sure your temporary folder is cleaned out before trying to use FOMM to install TTW. Also, even if task manager shows FOMM as unresponsive, do not close it. Just be patient. -
Game Crashes After Bethesda Logo.
Thenryb replied to Deleted5199727User's topic in Fallout New Vegas's Mod Troubleshooting
From everything I have read, FNV goes wonky if you have more than 139 plugins-which you have discovered. Perhaps you could merge some plugins to reduce the number. The crap packs alone take up 4 (I wonder why anyone bothers with them). -
If you can stand her.
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Trail Carbine no Attachments?
Thenryb replied to MoutainSplitter's topic in Fallout New Vegas's Mod Troubleshooting
Yes. That is what I did with the Ferguson Rifle (from New Vegas Bounties I) to get the weapon mod menu to recognize that it could be equipped with a scope. For it to work with all trail carbines, you would have to save your change as an additional plug in. Alternatively, if you just wanted to equip a vanilla trail carbine with a scope, you could disable weapon mod menu, attach the scope and then re-enable the mod. -
Trail Carbine no Attachments?
Thenryb replied to MoutainSplitter's topic in Fallout New Vegas's Mod Troubleshooting
If you attempt to add a mod to a trail carbine and get a message that it cannot be modified, it is probably because you are using Weapon Mod Manager. The author of that mod is aware of the issue but has never fixed it. I will try to explain the problem-if you look at the trail carbine in the GECK you will see that the only available mod is the scope. There are three "slots" for potential mods. For some reason, for the trail carbine, the first "slot" is blank and the scope is shown in the second "slot". Weapon Mod Manager is configured so that it checks only the first "slot". If that slot is blank, it concludes that the weapon cannot be modified. -
Same problem here which I posted about earlier today.
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Companion's "Purity" Quest doesn't show up
Thenryb replied to Itamar310's topic in Skyrim's Skyrim LE
Same issue here recently. I just get endless "Dragon Seeker" quests which I do not want and no purity quests. I am wondering if it is because the witches heads became non-quest items after the first one was cast into the flames to free Kodlak from his beast spirit and that neither Farkas or Vilkas recognize them as being in my inventory.At one time, those heads remained quest items and weightless until all quests requiring them were completed. Now they weigh 4 lbs each and are worthless things to lug around. Perhaps it has to do with latest unofficial (non-legendary) patch.