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nyrb

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  1. Will the NMM have support for something like PFPs, like Kaburke's, Gopher's or mine, to add install scripts to mods which aren't released with them? If they can be used in the NMM, will the automatic updates be possible with PFPs?
  2. Just started encountering the same problem. In this case, the wandering Omerta Thug was first encountered in the Strip, outside of Gomorrah; later on he came up again upon leaving the Thorn. Going back to the ravenmodding page associated with the Compiled Patch, it seems that this is a problem caused by version 0.3.1 of the Compiled Patch, which should hopefully be fixed in 0.3.2.
  3. That is probably ADAM, but the rounds you can add in ADAM are .308 rather than .50MG so it may be another mod.
  4. Bit of a long request here: I'm trying to figure out what has added a strange dialogue option to Arcade. I know it is due to a mod, as removing all mods also removed the option - this was also hinted at by the lack of voices for most of the branch. I did not think I had used any mods to add dialogue to Arcade so the appearance of this option is confusing. Arcade has been recruited for some time, though For Auld Lang Syne hasn't been started yet as I'm not far enough in the main quests. Mystery dialogue (screenshots): At this point, the player's only option is to say: Arcade is unsurprisingly not pleased by this response. He replies with voiced dialogue, saying he's not sure why the player would expect a Follower to support the Legion. (The voiced dialogue must have been repurposed from another branch in the vanilla game). I can't find this dialogue branch in the GECK, although I may be looking in the wrong places. I didn't think any of my mods might add this, but one of them must. Load order: Active Mod Files: I'd like to find the mod which is adding this, so I can figure out what has broken this dialogue branch and what it's supposed to be. I've searched Google, the Bethesda forums, and here, but not had any luck finding mention of this. That may be because I was not searching with the right terms, since I think it's likely that it's discussed somewhere in the comments thread of whichever mod added it. I've also opened up the GECK and checked the only mods I have which I know do anything to arcade (only adding a sandbox mode and idle animations), and also looked in FNVEdit. No success in any of these cases. Anyone recognise this dialogue branch? :(
  5. This is really good news! What will the client do with Premade FOMOD Packs such as those Kaburke made for Fallout 3, or the PFPs made by me or Gopher for New Vegas? (Replace "FOMOD" with something else if FOMODs are being replaced with a new type of file.) Will they become obsolete, except for inactive authors, when the new Mod Packaging GUI is added? If they don't become obsolete, how will the client handle updates for mods installed using a PFP? An automatic update through the client could overwrite features of the PFP, like install scripts. (Potentially, if a mod has been installed using a PFP, and the mod and PFP are both updated, could the client find the new version of the PFP and update the mod using that PFP?)
  6. You log in to your Nexus account so that FOMM can check you have up-to-date versions of your FOMOD files in the Package Manager. Unfortunately, with the changes to the Nexus, this feature doesn't do anything anymore. dlundell is working on a fixed version which will restore this feature. To stop FOMM doing this, click 'Settings' and turn off 'Check for new FOMod versions' and possibly 'Add missing info to FOMods'. FOMM won't need to have your login details after that, so hopefully it won't ask for them... I'm not sure why FOMM would have this problem, though.
  7. Fake Fullscreen works fine with the NVSE edition of the 4gb loader (get that from the NVSE page). You don't need to use it any differently.
  8. Yes, I found out about that already and this was the problem. Thank you though. (I had believed I hadn't exceeded the plugin limit)
  9. I believe the error is due to hitting the mod limit. Disabling several mods which didn't really affect a lot caused the error to disappear. I'm now going to reinstall Enhanced Shaders and reactivate ILO-RI, since it may instead be these mods causing the problem.
  10. Something quite strange has started happening after reinstalling and updating mods - unfortunately, I updated a lot at once, so I'm not sure which ones, specifically, have changed. A short time after loading a game, a fairly strong pink/purple overlay will be applied over the game, like this. This frequently happens when opening the pip-boy. At the same time, the pause menu will stop working (nothing appears when escape is pressed) and other menus will also stop working. This seems to be accompanied by black textures in some places. The pink textures sometimes start immediately on load, other times a short time after. They seem to be triggered by loading content from a new cell by walking along, and opening the pip-boy after running the game for a short amount of time. I haven't been able to find anyone with a very similar problem. This is not the same as the 'pink screen of death' which apparently appears for some people when starting the game. I encountered a similar problem a while ago, which I think was caused by the Ambient Temperature patch for Nevada Skies being out of date. This time, however, disabling Nevada Skies does not fix the problem. Load order: (a lot of unselected plugins have been merged into the bashed patch) Total esp/esm files: 150 I also use Enhanced Shaders Lite with a sunstare pallet. I'm launching from the NVSE 4GB loader. So far tried, without success... Creating a clean save without Nevada Skies Moving Nevada Skies around Disabling Nevada Skies DLC plugins Disabling Nevada Skies entirely Rebuilding bashed patch Disabling ILO-RI Disabling Dynavision, Imaginator and the Director's Chair Reinstalling Enhanced Shaders Lite Removing Enhanced Shaders Lite Updating my graphics card drivers Launching NVSE through FOMM instead of using the 4GB patch Re-running the Unified HUD Project Reinstalling the Mod Configuration Menu Loading from an earlier save Disabling and re-enabling archive invalidation in FOMM Partial sucess was achieved by running without NVSE, which avoided the pink overlay (at least for the few minutes that I played) but broke a lot of other mods which use NVSE. This also did not prevent the texture glitches. Still, this suggests that the problem may be (at least partly) caused by an NVSE-using mod. I would have assumed the most likely candidates are the Director's Chair and the mods it depends on, but removing them did not fix the problem. All of my mods are in FOMODs, so if it is necessary, a complete reinstall would be easier than it might be otherwise. I would prefer not to do this if it's not necessary, so I'm asking here before I go and try that. Anyone have any idea what might cause this problem? :)
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