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LookoutPoint

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  1. Anyone have an idea why my lod don't disappear when I'm near them? happens just in goodsprings atm. Trees, buildings. And I have 3 warnings in the console output. For example 0606D526. I have searched for that entry via fnvedit with all mods enabled. Entries are in Fallout3.esm and Flora Oberhaul.esp. But nothing is initially disabled. So why does the console tells me they are disabled? Could that be the reason some lod's won't disappear?
  2. First: I have found the broken meshes. Second: How I found them: Without ArchiveInvalidation the error is gone as expected. Renaming the whole meshes folder to someting else also removes the error. So I added half of the meshes folders back and no error occurs. Then I added the other half and the error was back. Again did 50:50 with these folders so long till I had 4 folders left. All folders modified last at the exact same date. Now it was easy to look in NMM which mod was installed at this date. It was a retexture mod (with meshes) called Lil Bits. Some of the clutter meshes are the cause of these NVAC errors. I have no clue about meshes and In Nifskope I don't see anything special. Will write with the mod author about these errors. Maybe he can reproduce and fix them. Thanks for your help and tips Dubious!
  3. Thanks for your answers. I will check the changelog.
  4. So on the good side I have found a location where this error happens reproduceable. It is near North Vegas Square. When I enter a specific area this log entry happens. But there is so much stuff around. Many poeple. I have deactivated all mods (only uncheck not uninstalled) and the error still occurs. Again sounds like nif-related problem. But where should I start? I could disable the npc via seperated *.esp file. Maybe GECK errorlog says something usefull while loading this area. As you said I will start with animations. ArchiveInvalidation is up to date via NMM.
  5. Error still happends :\ No one have an idea? What additional infos should I post?
  6. Hi, is it save for New Vegas to update FNVEdit from v4.0.3 to v4.1.2p (is mentioned in v4.0.3 as an update) or to v4.1.3? Or what is the most recent and stable version? I am a little confused. Just asking me why the nexus pages did not get any updates from github. So long beta stage? Thanks and take care, LookoutPoint
  7. Hi, I get this randomly since I updated some mods (Universal Item Sorter, Ragdolls TTW) and added new mods to my game (Hitman Aniversary Pack and dragbody 10year pack). Never experienced this logentry before. Last time I got this while stuck in 3rd persion view. I can't switch back to 1st person and after 3-5 seconds this entry happens. NewVegasAntiCrash FalloutNV.exe 01145054 0AD90000 07050000 nvac.dll 01145054 _ 0AB20000 05010060 nvse_14.dll 01145054 77470000 0A004A62 ntdll.dll 01145327 h 004F0680 8B118B4D FalloutNV.exe 01145327 h 004F0685 8B420CFF FalloutNV.exe 01145327 n 00000000 004F068A 01145327 r 004F068A 00000000 FalloutNV.exe 01145404 h 004F0680 8B118B4D FalloutNV.exe 01145404 h 004F0685 8B420CFF FalloutNV.exe 01145404 n 00000000 004F068A 01145404 r 004F068A 00000000 FalloutNV.exe 01145759 _ 00400000 00000000 FalloutNV.exeAny idea what could cause this? just a report, no ctd. I talked to lStewieAl and karut in discord and they said "Something nif related, to do with a NiMultiTargetTransformController", "something when trying to free an AnimIdle". So i'm sitting here and don't know how to investigate this any further. :psyduck: Any more infors needed? I can provide anything that might be helpful. Thanks and take care
  8. Just want to say no more crash / freeze with NVTF v6.1. Retested v5 after using v6.1 and v5 still freezes randomly. v6.1 runs very good. Thanks again for the MS-Speak info :)
  9. Hi dubiosintent, thanks for the info with MS speak! That is really interesting. Not much I can do with it but it could be a hint when i get an error. NVTF v6.1 is released and I will test it after writing this post. Lets see, what happens. If there are still the same freezes I will do what you suggest me. I will reply in this topic. Off-topic: You have helped me many times in this forum and I just want to say: Thank you! :blush:
  10. Hi Dubious, i understand that an AI without package / "a plan what to do" will not cause an instant crash. Just never saw this entry in my log. The story is: My fnv setup runs very good almost without crashes (nvac "h" entries "sometimes handled unsuccessfully") are the only rare ones. I often check my nvac.log after a playsession. No errors at all. I updated NV Tick Fix from 3.8.6 to 5.0 and then got freezes/hangs on some fasttravel. Not on all but maybe every 5th or so. I always get this nvac.log then and need to quit via taskmanager: 12232107 _ NewVegasAntiCrash FalloutNV.exe 12232107 _ 0AF60000 07050000 nvac.dll 12232107 _ 0A9F0000 05010040 nvse_1_4.dll 12232107 _ 77650000 0A0047BB ntdll.dll 12233201 f 008C79CB 00000102 FalloutNV.exe 12233221 f 008C79CB 00000102 FalloutNV.exe So the only thing I changed was NVTF Update. Thats why I commented my error on NVTF commentsection. Carxt replies, that exepctions are not anywhere near NVTF and it seems to be an AI releated issue. (Thats is why I said it could be AI related.) Unfortunately I'm not able to read this type of errorcode or know what 008C79CB 00000102 could be. That would be much easier for me and very handy. And because he said it could be AI related I looked up all mods in fnvedit and investigasted my logs. So I came about these errors "AI: is assigned a linked reference and has none for a package". In the meantime I downgrade NVTF to 3.8.6 and had no single crash in my last 6 hours of gameplay. I did many quests, fasttravel etc. I will upgrade to v5 again and see whether the freeze on fasttravel occurs or not. Without knowing the above errorcode I thougt that it could be memory issus (e.g. clean ram on fasttravel, load things into ram) and NVTF interferrs with ENB or such. Greetings
  11. Hi, in my falloutnv_error.log there is an entry: AI: is assigned a linked reference and has none for a package Sometime I get AI related crashes, so this is someting I want to investigate further. Any ideas what this could be? Unfortunately no mod-index named. Greetings
  12. @Mods: Sry, maybe move in "Geck and Modders". Hi dubious and thanks for your reply. I think I now know in theory how this works with your hints. My semi-good workaround for now was to create a creature "RandomSpawnPoint" which is handplaced in the worldspace. This creature "RandomSpawnPoint" has a leveled creature template "RandomSpawn". In this leveled creature all my potentional creatures are listed at level 1. For any "RandomSpawnPoint" a random creature is picked from my "RandomSpawn" leveled creature list. The number of placed creatures is not random because they are handplaced but it is unkown which enemy from the list will spawn. Good enough for my wishe but I will do some tests with activators and scripts. One question about my workaround. All my savegames don't know the new spawn.esp I am working atm. So no old entries in my savegames or anything else regarding this new esp. When I start the game and go to my 4 handplaced "RandomSpawnPoints" I see 4 random creatures. Like intended. Now I load an older savegame and the same 4 random creatures are shown. Same with another savegames. Only when I quit and restart fallout new vegas another 4 random creatures are shown. As if the gamesession remembers the list. And then again the same creatures in all savegames during the whole gamesession. Is this intended? How does these lists in leveled creatures works and the randomness? - FalloutHog
  13. Hi, just have a quick question about the spawn of creatures. I have created 16 different creatures. I want to place spawnpoints in the wasteland where these 16 creatures are spawn with a specific chance. So not all at the same time. I want to set a chance for spawning. Is this possible? How can this be done with the GECK? - FalloutHog
  14. I don't have any news so far but one question. The 2014 version does not have red exclamations on interiors the 2019 version does have them (only in geck). TTW has changed the bsa files and I checked, that I have the sarchivelists from the ttw faq page in my geckcustom.ini. Red Exclamations are missing meshes. But why is geck not showing them? The game itself does not have that problem and will show all meshes correctly. But with the same interior in geck the mesh is missing. For example the 1stPersonPoolCue, the LamplightChandelier, OutfitPrewarSpring2 or the Clock01. They are working ingame but not in geck. is there any archive invalidation just for geck or an ini-setting? The geckcustom.ini seems to be correct, because the 2014 version works (and is using the same geckcustom.ini in the mygames folder). :unsure: EDIT: Ok i think i know why. TTW have changed the bsa and the clock01 is no longer in fallout - meshes.bsa or fallout - meshes2.bsa but in taleoftwowastelands - meshes.bsa Thats why the game loads them because ttw is a loaded plugin and the geck dont show them because the activated mod does not know TTW and the bsa files. EDIT 2: Ok and that seems to be the problem for my crash. The not mentioned ttw.bsa in geckcustom.ini. I just tried opening a few interiors and exteriors and no red exclamations and no ctd while loading. Tested this even with extender 0.19. Will do some tests and report then here. Just curios why the ttw faq don't mentioned it: https://taleoftwowastelands.com/faq#INISettings and why the game itself dont need this entry in any ini-file.
  15. I have looked in fnvedit under factions. the faction with each others are mainly with faction in this mod itself but not with vanilla ones (only animals and playerfaction). I thought of "the 80s" (like raiders) but nothing unusual. I will talk to the author of the mod. Maybe he have a hint for me.
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