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Mods that can cause texture issues

General mod discussion and requests.
TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

tizerist wrote:

Post by TJ » Sat Feb 02, 2013 11:56 pm

[quote=tizerist]


Hmm, so say if I did this to 10 small mods, what about the load order of those 10 mods? Does it take care of that?


Cause I've got 76 mods, (in the NMM plugins list), plus 16 official ESM's. Do they count?


[/quote]


Those ten mods become 1 mod. Place it where you think it should go based on the mods you merged. Also, try it with like 100 small mods, or more.


[quote=cjb135691]


Update: I removed a bunch of mods i could do without. OK not really, but i don't have much choice do i. It appears to have fixed the bad texture loss problem i was having. fast traveling and going through doors no longer causes textures to disappear like before. So i'm good for now.


[/quote]


Take those mods and merge them with FNVplugin as well. Anything with a script will have to have it's scripts recompiled. Pay attention to each mods changes so you don't cause an error in your merged file.


My project Dash is on Kickstarter!



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Ok, i don't know how to

Post by cjb135691 » Sun Feb 03, 2013 12:22 am

Ok, i don't know how to recompile scripts.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

To recompile a script you'll

Post by TJ » Sun Feb 03, 2013 1:40 pm

To recompile a script you'll need to load your merged mod in the geck. Geck PU is better, as it will tell you if the script doesn't recompile whereas the geck just refuses to close the script window. Here's step by step the exact process you should use to make a merged mod:


Open the file you merged in with TESSnip. Click the plus next to the name of the esm/p. If you DON'T see SCPT in the list that appears then that mod is fully merged and you're good to go. If you DO see SCPT click the plus next to it and it will show you the name of the script(s) in question. Boot FNV geck and open your merged superfile as the active file. Skip ahead ten minutes so we don't have to wait. Object Window > Miscellaneous > Script. Once there you can begin typing that script name from earlier into the Filter box until only that script remains on the right side. Will show a little star on that line to denote that it is edited by the active file. Double click, the script opens, click save then close the window. Save the plugin in the main geck window and close out of geck and you're done.


My project Dash is on Kickstarter!



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

I'll take a look at that.

Post by cjb135691 » Mon Feb 04, 2013 1:00 am

I'll take a look at that. Sorry if i miss understood, but when you say use that program to merge the mods i have. Do you mean merge all them into one or merge individual mods and their esm/esps into one. I take it if i do this i should beable to run more mod with no trouble. Particularly big ones.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

cjb135691 wrote:

Post by TJ » Mon Feb 04, 2013 10:46 am

[quote=cjb135691]


I'll take a look at that. Sorry if i miss understood, but when you say use that program to merge the mods i have. Do you mean merge all them into one or merge individual mods and their esm/esps into one. I take it if i do this i should beable to run more mod with no trouble. Particularly big ones.


[/quote]


The goal here is to merge all your micro- to mid sized mods into one mod. Wont allow you to run everything on Nexus as one mod, but should allow you to run your mandatory mods without the texture problem you had before. This will merge the esm/p and the loose files will stay where they are. If there's any bsa's based on these mods you'll need to unpack them, but when you're done you can take Micalov's advice and take all your loose files to make a whatever-you-name-this-esp.bsa.


My project Dash is on Kickstarter!



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