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Mission Mojave - Compatibility Thread


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#31
redtrolley

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MMUE is not playing well with ENBSeries. Specifically, the "Adaptation" settings.

I'm running Fallout NV and all of the DLC. All mods are disabled except for the MMUE esp.

When I draw or reload a projectile weapon in an interior space, the screen will often flash to black before slowly resuming normal colour/brightness over a few seconds. The game isn't affected, only the visuals are. The screen flashes to black most times. I'm not sure if it's my imagination, but it seems to happen most often when my character's standing in/aiming through areas lit by daylight coming in through windows. It only happens when drawing or reloading a weapon. It also only happens when standing still; I never had it happen while running and gunning. I couldn't get it to happen on melee or thrown weapons, but I only had starter's gear. Caravan shotgun [when drawing it] and grenade launcher [during reloads] definitely had blackouts.

I can stop the blackouts by either disabling MMUE, or by setting EnableAdaptation=false in enbseries.ini. Playing without Adaptation sucks, but so does playing without MMUE. It seems it's a case of having to choose between the two.

All of my testing was with a new start in Goodsprings, no mods loaded, and mostly in the Prospector Saloon.

I tested this with ENBSeries v173 and v194, the latest. It doesn't matter which shaders I tried, if Adaptation was turned on, there were blackouts.

The relevant settings in enbseries.ini are these:

[EFFECT]
EnableAdaptation=true

[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.5
AdaptationMin=0.1
AdaptationMax=100.0

Setting EnableAdaptation=false turns off adaptation, meaning no more blackouts, but much duller interiors.
Setting AdaptationSensitivity to minimum turns the black out into more of a grey out, toning down the effect. Turning it to max makes the blackout complete.
Setting AdaptationTime to 0.1 or less makes the room lighting flicker constantly. 0.2 makes for a very brief blackout, more of a black flash. Annoying and immersion breaking, but less dangerous in firefights. Cranking it right up makes the blackouts last much longer.

Edited by redtrolley, 26 August 2013 - 01:31 PM.


#32
Luger531

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Hello.
Could you make compatibility patches for Better New Vegas?


Edited by Luger531, 13 July 2014 - 06:32 PM.


#33
geminisama

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I second this request, please make a compatability patch for WMXUE.



#34
dwemer_hero

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Just out of curiosity, why do we have to change the FACEGEN thing from 0 to 1. It fixes a face issue I know, but why does it change anyway?


#35
kelticpete

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this mod alters the cattle prod in such a way that it will not display on the wall of the underground hideout because the item is no longer vanilla. at least, I kbnow that the cattle prod works fine without this mod but with it has FF at the front.



#36
Athelbras

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In response to post #9396601.

Two reasons:

1) Some mods have overrides for named NPCs that are defined in the game's master file (FalloutNV.esm), and those overrides are themselves contained in a master file (.esm). That causes a mismatch in coloring between the head and body and is a rendering engine "bug". To avoid the problem, the NPC overrides should have been placed inside a companion .esp file; .esp file overrides do not cause a color mismatch. Basically, mod author's didn't realize the consequences of having a master file modify a master file NPC record. Note that MMUE does not cause the problem itself because it is an .esp. However, correct rendering can be restored by setting the value of bLoadFaceGenHeadEGTFiles to 1. Which is why 1 is recommended as a "fix" by so many mods. If things had been done correctly to begin with, then the 0 default would continue to work.

2) There are special cases where NPCs are created by modders that have specific non-standard face coloring. It appears that the only way for those faces to show correctly is by setting bLoadFaceGenHeadEGTFiles to 1. "A World of Pain" has one such NPC called Rogan who has a blued face; she has a color mismatch with 0 ... which is the opposite of the issue mentioned in #1 above. I have not yet encountered any other mod that requires that feature, but others likely exist. However, I believe it was #1 above that motivated the "cure all" of 1 as a fix, not this #2 which is uncommon.

Edited by Athelbras, 12 February 2014 - 01:31 AM.


#37
angelothewizard

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Hey, just a quick question: Is anything in this mod going to screw with anything in the CAGE or the Brotherhood House Alliance mods?

#38
quake1800

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Update - Unless I am mistaken, it appears this Mod removes the GRA tags from the weapons (inventory cleaning?). Anyhow, I made saves before and after patching. Hopefully everything is good now. 

 

***************************************************************************************

 

After loading this Mod, all of the GRA weapons disappeared out of my inventory. They no longer appear on the GR Vendor. I used BOSS to verify my build order. I have removed the mod and roll back to a previous save. Hope to get some input on how to resolve this issue. 

 

I have the Steam version -  Fallout: New Vegas Ultimate Edition

Here is my load order in Nexus Mod Manager (v 0.47.1)


Edited by quake1800, 23 February 2014 - 11:27 PM.


#39
DoNotBend

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this mod alters the cattle prod in such a way that it will not display on the wall of the underground hideout because the item is no longer vanilla. at least, I kbnow that the cattle prod works fine without this mod but with it has FF at the front.
 

I second this, have the same problem :(

It's a really small problem and I would change it myself but I don't know anything about modding, nevertheless that missing spot is annoying me to no end! *sigh* in the meantime I'll try to understand how to change it myself.



#40
Jambo11

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The compatibility patch for WMX doesn't work. I'm sure aleviates most of the compatibility problems, but there are still a number of weapons that I simply cannot mod with MMUE enabled.






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