Your description page doesn't mention the Sortomatic requirement - at least not along with the original mod and ILO, which is where I'd expect to see it listed. Which version of Sortomatic? The current version (1.3) is not backwards compatible.
Is there some way you could get the light switches independent of ILO itself? I see I'm not the only one who has a problem with ILO.
Endorsed! Nicely enhances the base mod The New Bison Steve Hotel and Lucky Casino, and actually finally made me install the awesome Interior Lighting Overhaul As for the Sortomatic, I don't care. It's a requirement for some other stuff anyway...
You might consider releasing a version of this work without the light switches. "Interior Lighting Overhaul" is a stiff requirement. It's a fairly extensive overhaul mod, problematic for some, and its lighting changes won't appeal to everyone. Making an independent version would likely increase the downloads of your mod, which seems under-used considering the success of the New Bison Steve mod and the overall good changes in your work. Alternatively, perhaps Sarge198 would allow you to distribute the essential switch components with your work.
The interior lighting is the main reason I can't use this. I am using TTW Interiors (combo of New Vegas Interiors and Fallout 3 Interiors mods) which overhauls the homes and a lot of other places, and ILO leads to severe errors and flickering, with no compatibility patch, and the mod not having been updated in almost a year.
Seeing everything you changed I'm not very tempted to even use the original Bison Steve.
Well, if the ILO requirement can't be removed, could we at least get a list of which assets from it are required so we can pull them out of ILO ourselves and not have to use the whole thing?
Those are the only 4 records in "Interior Lighting Overhaul - Core.esm" referenced by "New New Bison Steve.esp". All other records can be removed from "Interior Lighting Overhaul - Core.esm".
After that, I just used MO2 to hide every other plugin in ILO. The BSA can be left active, I looked inside and none of the files in it seem to override any vanilla records, so leave it working so if the above 4 records need any of those assets, they can find them.
Now have I tested this? No, not yet, I haven't advanced far enough in my current game to have the refurbished Bison Steve up and running yet. I hope I'll be able to get there before too long. But, theoretically, it should work. If someone wants to try it, and it works (or doesn't), please share the results.
It's almost 3 years too late to ask, but is there any way to ditch Sortomatic as a requirement for compatibility sake? Would love to do this myself, but I need a little guidance. Mostly in terms of records that I should be especially aware of/change in tools other than FNVEdit/etc. Cause I bet cleaning masters without tinkering would do nothing :V
Half of the counters in the upper floor of Buck's place (the room with the infirmary) are missing, the objects that are on top kind of just float there, but interacting with them makes them fall to the ground.
if it requires Interior Lighting Overhaul by Sarge198wouldn't this do the same? ELECTRO-CITY - Relighting the Wasteland by MyGoodEye this is what I have installed
Apples and oranges; Interior Lighting Overhaul covers (...wait for it...) interiors, Electro-City covers exteriors by adding streetlights, among other things. They are not interchangeable.
I've found a odd bug within the game, when I go into the Vicky and Vance Museum their are two Steve Bison. One whom is fully voiced and one whom is only dialogue. The thing however is that they both created the quest thous making it a tad difficult to continue. Had no problem getting them both the blueprints. However it's currently not possible with going inside Ana building. As the door is still locked even after I unlocked it in the terminal
Are you using the .ESM/Sortomatic version of Bison Steve, as listed in the requirements for this one? And I can't help but wonder if NMM is at least part of the problem; not every NV mod works with it, but Mike didn't say anything about using the NMM one way or the other.
That said, I suspect that your problem goes back to Bison Steve and not this one, tbh. All I can suggest is, since you're still right at the beginning of Bison Steve is to uninstall both of them, then launch the game (say yes when it warns you about missing content), then save and quit. Now manually download a fresh copy of Bison Steve and let the NMM install from that, then reset archive invalidation. Start the game and the quest and see if you get twin Steves again. If not and everything seems fine, then manually download this mod and install as before.
Well turns out installing the mod manually is the better choice. As when I installed it this way, the mod worked perfectly. No double Steve Bison, the door unlocked.Thanks for the help.
General suggestion, then...always do manual downloads; it's known that the NMM can't always handle big downloads thru the download with manager function.
39 comments
Is there some way you could get the light switches independent of ILO itself? I see I'm not the only one who has a problem with ILO.
Thanks.
Seeing everything you changed I'm not very tempted to even use the original Bison Steve.
The only records you need in the ILO - Core.esm plugin are:
Activator:
xx000B5F4 - ILOUsonianSwitchOLD01
xx00BCCC - ILOUsonianSwitchOLD02
xx0151221 - ILOUsonianSwitchOLD05
Script:
xx00A428 - ILOLightSwitchScript.
Those are the only 4 records in "Interior Lighting Overhaul - Core.esm" referenced by "New New Bison Steve.esp". All other records can be removed from "Interior Lighting Overhaul - Core.esm".
After that, I just used MO2 to hide every other plugin in ILO. The BSA can be left active, I looked inside and none of the files in it seem to override any vanilla records, so leave it working so if the above 4 records need any of those assets, they can find them.
Now have I tested this? No, not yet, I haven't advanced far enough in my current game to have the refurbished Bison Steve up and running yet. I hope I'll be able to get there before too long. But, theoretically, it should work. If someone wants to try it, and it works (or doesn't), please share the results.
That said, I suspect that your problem goes back to Bison Steve and not this one, tbh. All I can suggest is, since you're still right at the beginning of Bison Steve is to uninstall both of them, then launch the game (say yes when it warns you about missing content), then save and quit. Now manually download a fresh copy of Bison Steve and let the NMM install from that, then reset archive invalidation. Start the game and the quest and see if you get twin Steves again. If not and everything seems fine, then manually download this mod and install as before.
Did any of that fix it?
And happy to help.
Just finish the quest and its very well done.
Thanks for a great mod.