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luthienanarion

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  1. It's crashing in some Havok collision code. Try removing mods related to ragdolls.
  2. I make changes to forms at runtime, not via plugin record overrides or even GECK scripts. If you don't want the Vault 101 kids to remain children, don't play as a child race.
  3. Fix, my ass. Delete that and any other d3d9.dll file you may have installed in your game folder. If hair won't render, it's because the game is selecting a DX8 shader package for your driver which does not support the hair rendering the game uses. Open up <My Documents>\My Games\FalloutNV\RendererInfo.txt and post the contents.
  4. It has nothing to do with the model. You cannot modify the form record for the Sturdy Caravan Shotgun, period. The game engine will not load any record overrides from any plugins for injected records. It loads the record data once and then fails to resolve the FormID each time that an overriding record is loaded from a subsequent plugin. Blame Obsidian for an awful design choice that I'm sure someone thought was clever at the time.
  5. The records in the pre-order pack ESMs cannot be overridden properly because they are injected.
  6. That error means that an object with the "Has TreeLOD" flag was disabled, which crashes the game engine. I'm willing to bet you trusted LOOT and its bad advice to "clean" deleted references from plugins using Edit.
  7. That's a Steam error code. Make sure that Steam is running and that it recognizes FNV as installed.
  8. That's in NVSE 5.1 as ShowLevelUpMenu when it gets released. SetInCharGen was only ever used to keep the player from leveling up before having the chance to re-customize their character before leaving Vault 101.
  9. http://geck.bethsoft.com/index.php?title=SetInChargen
  10. Turning actors invisible is what that shader effect does. It just does it in a fancy, graphical way. Your screenshot is of a different effect.
  11. Auto-purge mods will cause issues (not necessarily those described above) all by themselves and should not be used. The game clears old cell memory when more is needed to load a new cell. If you want the game to clear the cell buffer more aggressively, enable bPreemptivelyUnloadCells and bSelectivePurgeUnusedOnFastTravel in your INI settings. NEVER use the PurgeCellBuffers (PCB) command. It's a debugging tool used for testing cell and reference loading, not a magic fix for memory problems.
  12. There is no way to globally affect actors that are not currently loaded. To kill all NPCs, you would have to call KillAll every time the player changes cells.
  13. If you're playing at an extremely high or non-standard (ten years ago) resolution, stop.
  14. It's not a bug or a glitch; it's by design. ENB disables some effects in menu modes because they look terrible or make text unreadable. The flicker is from the effects being reapplied.
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