Jump to content

Thenryb

Supporter
  • Posts

    201
  • Joined

  • Last visited

Everything posted by Thenryb

  1. Yes, that is correct. As well as in other conversations, such as with Virgil when you arrive in Frosthill and with Randall in his shack.
  2. Well, crap. I'll have to look into it. As I indicated in my edit, the problem may be that I did not have the latest version of Someguy.esm. I just finished a play-through with another character using the proper version of Someguy.esm. All the dialogue options relating to Sweet Revenge appeared, I killed him with Sweet Revenge and got the appropriate perk. I am generally pretty meticulous about keeping your mods up to date so I do not know why I had an old version installed. Anyway, I think it is a non-issue as long as you have the latest version of NVB1 and the latest version of Someguy.esm. . Those who are playing with versions packaged in NVEC will probably have problems with this and other issues.
  3. Well, crap. I'll have to look into it. As I indicated in my edit, the problem may be that I did not have the latest version of Someguy.esm.
  4. I definitely have the latest version of NVB1 and killed Marko with Sweet Revenge, but did not receive the "Avenged" perk-only the "Scarred" perk which affects all weapons. Running the mod through FNVEdit, I saw the following warning message with respect to the Avenged perk: 24<Warning:variableIndex not found in "Someguy MasterQuestScript". What this means I have no clue. Also, for what it may be worth, I have NVBIII loaded before NVB1. Oddly enough, I recall getting that perk when I played the Alpha. After posting the above, I downloaded the latest version of Someguy.esm which I thought I already had, but apparently did not since the latest esm is larger than the one I had installed. After running the mod through FNVEdit again, I did not get the above message relating to the Avenged Perk.
  5. Apparently no one responded to your request. I would really like such a mod as well. That helmet is god-awful-a bucket on the head. I have seen no mods which are enough of an improvement to justify having another plug-in.
  6. I do not think anyone needs a herald to stalk Someguy's comings and goings and clutter this thread any further than it already is.
  7. Here is a post by Matoreternal, a very knowledgeable player, made by him in thread pertaining to his script for merging plugins. This relates to Skyrim but applies to Fallout games as well. You are going to have nothing but grief if you expect NMM and LOOT to do everything for you. You must understand the mods you install and how they relate to each other. Not knowing what mods you are using or anything about your rig, it is still pretty clear you are pushing the envelope insofar as the number of plug-ins you have. Here is his very insightful post: I've gone over this before. LOOT doesn't created load order, it creates load disorder. The approach of LOOT is highly flawed and results in load orders that are extremely specific and illogical, all for no reason. It doesn't actually read plugin content, it just makes arbitrary assumptions based on the file header and a single integer value. I've never used LOOT, or BOSS (which came before LOOT), because they're both totally unnecessary. The number of valid, error-free load orders with a given set of plugins is absolutely massive, and if you follow a few very basic tenets you can easily create a valid, error-free load order without using LOOT or any other tool. You sort your mods by category, putting certain categories that change things on a larger scale first. You make sure plugins that serve as masters for other plugins load before the plugins they are masters for, and create a highly intuitive, easy to merge, and error-free load order. It's extremely simple. Now, the usage of certain plugins (i.e. heavily scripted poorly implemented mods like Frostfall) will make managing your load order harder because of the nature of those plugins, but you can also just choose not to use such mods, or just figure things out. I think you'll find it is A LOT easier than you think it is. There's an absurd amount of exaggeration and fear around load orders which (as far as my experience has shown) is completely false. From the day I started modding Skyrim (which was the first bethesda game I ever modded), I have managed my load order manually and have only ever run into extremely minor temporary problems such as loading plugins before their masters on a few rare ocassions, all of which happened more than several years ago. Anywho, thank you for your support. I hope you will consider manual load order management because it will make your experience merging plugins (and modding Skyrim) much better as a whole. It's what most experienced modders do, and is (in my opinion) the only way to manage your load order currently. Maybe at some point in time we'll get a tool which can actually sort load orders in a way that is less illogical and arbitrary. :smile:
  8. That is so true. I wish someone would be motivated to redo her dialogue, but I do not blame you for not wanting to. I do not like her either. I generally do her quest just for the sake of "completion" and then send her packing to the Lucky 38.
  9. Yeah, I am sort of surprised too. However, there has not been a useful or even interesting post in this thread in a long time (including this one).
  10. There are a number of non-quest lunchboxes around, particularly where the broken compass is found.
  11. Why not both? Whats the difference between scotch and whiskey See this. Scotch is a kind of whiskey-made in Scotland. http://mentalfloss.com/article/30278/what%E2%80%99s-difference-between-scotch-whiskey-and-bourbon
  12. Yes, you are right . You have mentioned this activity before in an earlier post. So, what is your point?
  13. Melissa Lewis is worth looking into if you want a Legion playthrough. (or even if you do not)
  14. You are likely missing a master file needed by the mod or NMM has simply not installed it properly.
  15. Count me among those given the annoying, boring, and buggy Bethesda products. The game world will be nice and mods will be required to remove bugs and annoyances present in all Bethesda games (forced greets, forced quests, inane repetitive babble by npcs and a poorly written storyline).
  16. Thanks, Devin, I will give that a try. Oddly enough, bAllowScriptedAutosave is the only one of the above lines which are even in my my falloutprefs.ini file and it is set to 0. I have disabled the save on travel, wait and rest options in the game menu. Edit: actually, I had the interiorexteriorsave line set to 1. Maybe just changing that to zero will work.
  17. There are three places it happens in my game even with bAllowScriptedAutosave=0:Vault 22, every time you take the elevator, Nellis, whenever Raquel takes you to see Mother Pearl, and McCarran, whenever you open the tower to eavesdrop on Curtis.
  18. CASM does not do it. I had CASM configured to where it almost does no autosaves. This is some sort of hardcoded autosave which apparently one can do nothing about. Anyway thanks for the suggestion.
  19. My ini files are already set as you suggested. I still get those autosaves in the areas mentioned.
  20. I disable all autosaves in my game and rely on saves using CASM with MCM, but there are certain times when the game creates an autosave anyway, such as when you first meet Pearl at Nellis, when you eavesdrop on Curtis at Camp McCarran, and every time you change floors in Vault 22. Honest Hearts creates autosaves every time you complete any quest no matter how menial (finding the broken compass). I suspect it is not possible but I would love to see a mod which did away with all such autosaves.
×
×
  • Create New...