-
Posts
42 -
Joined
-
Last visited
Everything posted by KnightBlade2
-
Keys Suddenly Stop Working
KnightBlade2 replied to KnightBlade2's topic in Fallout New Vegas's Mod Troubleshooting
FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm FNVToolkit.esm Advanced Recon Tech.esm Caliber.esm CFWNV.esm decwithreg.esm AWorldOfPain(Preview).esm Sortomatic.esm SpeedyResources.esm TAC-SHOP.esm Tales from the Burning Sands.esm War Never Changes.esm Psiclones.esm WMVM.esm D.E.I.M.O.S..esm DS_WH40K.esm Decorations.esm DLM_QuestItemsFix_1.4.esp DarNifiedUINV.esp CASM.esp Bobblehunt.esp DuggelzMenuFix.esp FairyRadar.esp Readius_NV.esp Sortomatic_1-22Hotfix.esp The Mod Configuration Menu.esp Area 51.esp Area 51 - Project Roswell.esp HideoutVault.esp Liberty Loft.esp Silverpeak Bunker.esp TAC-SHOP.esp The New Bison Steve Hotel.esp Sortomatic - Safehouses.esp Sortomatic - Victor's Shack.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-Brighter Lighting.esp UWHNV-Core.esp UWHNV-Addon-DLC.esp YangtzeBunkerPlayerHomeV1_5.esp NewVegasStrip&FreesideMarkers_v2.esp High Roller Suite.esp novac.esp Tau Ammo Vendor.esp PerkEveryLevel.esp GalensInventoryManager.esp Bobbleheads - Not Hidden_v1.2.esp Continue After End.esp Dog_City3.esp Identity Crisis Part I - Silent Struggle V2.esp Identity Crisis Part 2 - Long Night.esp NewVegasBounties.esp NewVegasBountiesII.esp PowerAmor.esp War Never Changes.esp War Never Changes - Seven.esp Mobile_Vault.esp Action for Men NV.esp Paradise Lost.esp The Rising Sun.esp Auto Loot Enhanced.esp BAN - Dupe This.esp BoostedSkills.esp iAssist.esp MoreContainers.esp More or Less Mess NV.esp Unique Items & Collectables.esp Vinyl Collection Bonus Pack.esp WMVM-DM.esp WMVM-OWB.esp Tactical Transportalponder.esp Self-Replicating Vending Machines.esp MannequinNV.esp SnowglobeDisplay.esp RecallDevice.esp SCAMP - Scrapping Clutter And Making Parts.esp SelectiveCrafting.esp Advanced Recon Gear.esp Advanced Recon Tech.esp FO3WeaponsRestoration.esp Kaya47NordicWeapons.esp Minimissilelauncher.esp StripperEN.esp MagicThize WCF Weapons System.esp Hedszot's Weapon Pack.esp All Unique Weapons.esp shogo_laser_katana.esp Melee.esp Rifles.esp Pistols.esp Tau Pulse Weapons.esp alienguns.esp Advanced Recon Armor.esp Colossus NV.esp Colossus T49.esp DXProject.esp Ghost Variants Safe.esp NAPA-NV 0.1.esp Realistic Power Armor.esp Clothing.esp Rikai's_Ghost_Conversion.esp Crysis Nano Suit.esp Crysis Nano Armor V2.esp AR_Ghost_Marines.esp AWOP-LowNPCSWastelandOnly.esp AWOPCFWWeaponPatch.esp AWOPCaliberXAmmoPatch.esp Sortomatic-AWOP.esp Karma-Less Petty Crime NV.esp Feng Shui NV.esp Max Level 100.esp Dynamic Quantity Prompt.esp GrenadeHotkey.esp NoDegredation.esp NukaVend.esp Casino Bypass.esp keepcompanionperks.esp Armor block 100.esp More Loot.esp WeaponModsExpanded.esp WMX-AWOP Patch.esp WeaponModsExpanded_FO3WeaponsRestoration.esp WMR_WMX_S.esp WMX-ModernWeapons.esp WMX-DeadMoney.esp WMX-HonestHearts.esp WMX-OldWorldBlues.esp WMVM-WMX.esp WMVM-WMX-DM.esp WMVM-WMX-HH.esp WMVM-WMX-MW.esp WMVM-WMX-OWB.esp WMVM-WMX-FO3.esp Imp's Timescale Adjuster.esp Bashed Patch, 0.esp Total active plugins: 140 Total plugins: 147 -
Keys Suddenly Stop Working
KnightBlade2 replied to KnightBlade2's topic in Fallout New Vegas's Mod Troubleshooting
Is there a way to edit the 4gb extender to use 6 or more gb? -
I'm having a problem that I'm hoping someone can suggest a fix too. When I enter some exterior cells, my escape key suddenly stops working (so no saves). Usually, me "E' (activate) key doesn't work for some things either. Often, I can open a door but not a container. It's also common to begin losing models that I know are normally there, such as my equipped weapon. All in all, the game behaves like I suddenly ran low on memory. Generally, the exterior cells I have problems with are from mods, like the new 'Psiclones' which have a lot of actors, models, items etc. Basically, they are 'busy' cells. On the other hand, I have 8gb RAM, 3 SLI video cards and a high end system. I'm also using the 4gb extender, so I really shouldn't be low on memory. So, any suggestions as to what might be causing this and how to fix it?
-
System Limitations on Mods
KnightBlade2 replied to KnightBlade2's topic in Fallout New Vegas's Discussion
Bump. I'm hoping to generate some interest in this. -
While there are a lot of troubleshooting posts, I haven't seen any general discussions on how game engine or hardware limit the type and number of mods, so here we are. I believe that the maximum number of mods the game will recognize is 256. OK, it makes sense that there's an upper limit and I can always combine mods if needed. What is more murky is how stability and game performance are affected by the number and types of the mods. Late last year, I bought a high end system, with 8 gb ram and three high-end SLI graphics cards. After playing Fallout 3 on an older computer, I couldn't wait to play New Vegas and a machine capable of running everything maxed out... or so I thought. Even with a high end machine, I find that I actually start having troubles with mods when their numbers reach the 120+ range. Now, many of these are small "tweak" mods but there are some large mods that add a good deal of material into the game- Classic Fallout Weapons, AWOP, etc. So, I'm playing on a high end machine and am far from the 256 mod limit, yet the mods still make the game very unstable. FNVEdit, the 4gb extender, merged patches and bashed patches help but they don't eliminate the trouble. One problem area I've noticed is Goodsprings. AWOP ads a store there and a couple of other quest mods add buildings and NPCs. Often, when I enter the Goodsprings cell, I find that my escape key ceases to function, I get random texture and model drops, quicksave fails, etc. My guess is that the game engine just can't handle so many buildings, NPCs and changes in one cell. What confuses me and what I'd like to discuss is the general impact of the number and type of mods on your game play. I have personally tried to avoid mods which make extensive changes to the game. While I have a few, like AWOP, I see the load orders of other players with mods like Nevada Skies, the Book of Earache, FOOK, etc. and wonder how their systems perform. Please share your experiences with system performance and stability. How many mods were you running before you began having issues (if you do). What types of mods do you run? Small mods that add individual weapons or equipment? Large overhaul mods? Aside from crashes, what weird things have happened to your gameplay due to this?
-
I'm trying to load Theko's "Mobile Vault" mod to add some map markers. I'm using GECK Powerup NV 1.4. I get a few errors, then an error window about a couple of wilderness navmeshes having an edge in common. I click "yes to all", then GECK just crashes. I can't open the mod. Any suggestions?
-
Exactly. That's what I'm trying to do but it doesn't seem to save in the house mod. Can you give step by step instructions? Here's exactly what I did. I found the sword stand under "containers" in the object tree and drug it to my object palette. I then placed it in my house from the object palette and saved the .esp. The sword stand isn't there when I loaded the house, though, and when I reloaded the .esp in GECK, it didn't seem to save. I must be doing it wrong.
-
I appreciate the reply but have some questions. First, when you say "rename the files and place them on your mod", are you talking about creating a whole new item? If so, that seems complicated. My goal is to use the original meshes and textures in their normal location, so I don't see a need to rename everything. Remember, this is for my own use, not to redistribute. Let me give you an example of one item I want to use. One of the sword mods contains a sword stand that I'd like to have in my player home. In the original mod, it's a container. I already have the meshes and textures installed. Now, I just want to put a copy of the stand (container) in my home mod. I honestly don't think I need to touch the meshes and textures, I just need the container copied. When I try that in FNVEdit, though, the program wants to make the sword .esp a master of the house mod.
-
I'm using GECK to add some decorations to a house mod for personal use (it's a bit bare). I'd like to use some items from other mods, moving them into the house .esp and then placing them with GECK. I can't seem to find a simple way to do this, however. I tried using GECK, with the house mod set as the active file and the other mod open too. This allows me to place items from the original mod but I don't think that actually copies the item data to the house mod. This means I'd have to load the original mod, probably loading it first. I tried using FNVEdit. When I attempt to copy the item into the house mod as a new record or as an override, it seems to insist on making the original mod a master. I just want the item and don't want to have to load the original mod, so this isn't what I want. I'd appreciate help figuring this out. I just want to grab an item here and there and copy them into my house mod so that I can decorate with them. I don't want to have to load the original mods when I'm done. Thanks in advance for any advice.
-
Thanks for the info. In a mod that adds a home, where is the type of icon marker to use actually coded?
-
I have several homes/hideouts in New Vegas and am wanting to create a mod that alters their Pipboy icons to stand out more. I use the standard, monochrome Pipboy and am envisioning a mod that will change all of their icons to a specific, colored one. Is this possible? If so, a few tips pointing me in the right direction will be greatly appreciated. Thanks!
-
Anyone have a more productive answer?
-
I am trying to edit a cell with GECK but keep getting errors about missing textures. When I search the folder, they are indeed missing. One of the textures is: textures\Characters\head\earshuman.dds I'm not finding the file in the Fallout - Textures.bsa either. Any suggestions?
-
Is this going to be back up anytime soon?