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Everything posted by theobeau
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The cleaner look is appreciated...Will have a look around to check out the rest of the upgrade.
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Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
theobeau replied to Dark0ne's topic in Site Updates
An interesting post that does a large way in explaining the difficulties and challenges in running and paying for the Nexus service. I can see the logic in incentivising but not forcing users to turn off ad blocking software. Finally, have you considered other ways of encouraging the non modding user (whom I presume make up a large majority of Nexus users) to endorse mods? While it may be difficult to implement fairly (the Steam example being an excellent one) a running tab of user endorsements or having it count to something minor status related may be worth considering. -
Great article about crowd sourced funding and the potential it has in re-invigorating PC gaming. Also hope your article helps Sui Generis in its final push to reach what looks like a fund raising goal that is going to be just a little too much though I really hope I an wrong!
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BLOG PIECE: Nexus moderation system overhaul, etiquette and ethos
theobeau replied to Dark0ne's topic in Site Updates
As a player who likes his cRPGs but is totally inept at creating custom content, Nexus' series of sites is a godsend. However, this post and several others that Dark0ne has posted has made it clear how much thought and effort has gone into supporting and updating the infrastructure of Nexus. The move towards greater transparency is much appreciated. -
BLOG PIECE: Nexus development and expansion philosophy
theobeau replied to Dark0ne's topic in Site Updates
Hello there, Thank you for the detailed discussion on the philosophy behind Nexus. While corporate and financial metrics are obviously important, it is heartening to see that what drives Nexus is a sense of whether the game and Nexus match each other and what each party can bring to the relationship. As an aside, I'm pleased to see that cRPGs still play such a prominent role in Nexus. The news that Nexus is supporting Obsidian's Project Eternity was a small but definite part of my decision to back their Kickstarter campaign. It will be interesting to see what comes of that one! Cheers. -
@bjd955, If you still haven't solved the problem, try the mod mentioned earlier in this thread. http://newvegas.nexusmods.com/mods/43813 Worked much better for me than fiddling around with slave collars and trying to work out which mods use them as bases, which seemed to be an underlying reason for the error. I hope this helps you.
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Quick update and for those searching for similar threads in the future: Jim_UK's suggestion was sound and also was the solution as listed on the Steam forums: Installed a clean version of Steam, Did an initial load up of steam on the new machine Moved the contents of \steamapps from the old to new machine. Made sure that FNV loaded via steam (for some reason Steam decided to re-DL all the master ESM files from FNV and all the DLCs; all 9GB of them! Saved the old FOMM load lists, FNV Configurator profiles, copies of the three FNV *ini files, transferred their contents to the new computer, Tweaked the FNV Configurator profile for the newer PC's improved GPU Crossed my fingers Ran FOMM Much to my relief it then proceeded to run my game as per the old machine through quicker and with improved graphics. Hopefully this thread might be of use to someone in the future who has the same problem. Cheers!
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After good service of almost 4 years, my Windows XP Quad Core machine is giving up the ghost. That and ME3 have led me to get a new wizz- bang machine with Win 7, SSD, i7 CPU, fancy GPU. The only game I want to transfer to the new machine in the current operational state is FNV as I'm keen to see how pretty it can look with GPU settings turned up to high and as I was in the middle of playing around with a new Courier. I use the unofficially patched FOMM (v0.13.21) to load some 144 mods, mostly direct from Nexus but about 20% have been tweaked with FNVPlugin. I also use FNV Configurator to tweak the game. I was planning to try the the following approach: 1) Back up onto a USB drive from the old computer the the save games and all the contents of the \data folder (esps, meshes, textures, etc....); from FOMM back-up the load order; back-up my preferred FNVConfigurator settings and backup the following ini files fallout, fallout_Default, falloutPrefs from both the steam\etc... folder and the my games\falloutNV folder 2) install (retail in my case) FNV and Steam and then re-DL all purchased DLCs 3) run the new vanilla game once (I think I need to do this to allow steam to re-validate the game) 4) install FNV configutator and re-install preferred settings (after adjusting for new GPU!) 5) transfer in their entirety all old saves and the contents of the \data folder to the new computer to their appropriate locations 6) re-install FOMM, patch it to v 0.13.21 and reload the old load order of esms and esps 7) check that the new ini files so that archive invalidation is turned back on 8) Cross my fingers, run the game via FOMM and play with old saves and mods intact! My question to this forum is to ask for advice and comments about whether this approach is the right one to take and to ask for the experiences and advice from forum members who have successfully transferred their game to the new machines. Any advice offered much appreciated
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Redownloading from steam
theobeau replied to Daveyofdownunder's topic in Fallout New Vegas's Mod Troubleshooting
Hi Daveyofdownunder, For some reason it keeps on resetting every so often. I now make it a habit of making sure auto download is turned off everytime I reboot the machine and restart steam. Something that I've done is to keep a backup of the main BSA and ESM files; there are times that something happens, the files get chewed up and disappear which happened to me when I had problems with the GECK. You can fairly easily work out which file is missing and it is far easier to paste back in your copy of the original that have Steam waste bandwidth and time. Hope this saves you some pain. Cheers! -
ArchiveInvalidation
theobeau replied to AzureDrak's topic in Fallout New Vegas's Mod Troubleshooting
Hi AzureDrak, I deleted a few mods to bring the total number of active to below 140 and it worked quite smoothly for a day. No texture problems in Goodsprings and around the Mojave. However, I foolishly decided to have a go a making a custom race and installed GECK for the first time; needless to say something stuffed up though it was my fault rather than anything else. I hope the thread offers something use. Cheers! -
ArchiveInvalidation
theobeau replied to AzureDrak's topic in Fallout New Vegas's Mod Troubleshooting
@AzureDark, I've done a bit of searching to see if others have had the issue. It has been reported before and may have something to do with the number of active mods. When I checked, I found I have over 150 mods installed and active. There is a detailed Beth forums thread that outlines the issue. Hope this helps. Cheers! http://forums.bethsoft.com/index.php?/topic/1223160-some-weird-issues-too-many-mods/page__view__findpost__p__18391001 -
ArchiveInvalidation Invalidated problem
theobeau replied to Rainmaker91's topic in Fallout New Vegas's Mod Troubleshooting
@Rainmaker91, I think I am experiencing a similar error to yourself; after starting the game, the esc menu may not work, textures don't load up or change colour; large red ! appear instead of items. I've done a bit of research and it may have to do with the number of mods running via FOMM. I may not be explaining it well but there is a link to a beth forum thread that outlines the issue well. http://forums.bethsoft.com/index.php?/topic/1223160-some-weird-issues-too-many-mods/page__view__findpost__p__18391001 Cheers! -
Redownloading from steam
theobeau replied to Daveyofdownunder's topic in Fallout New Vegas's Mod Troubleshooting
@Daveyofdownunder, Good to hear that you are at least saving bandwidth. Best wishes -
Redownloading from steam
theobeau replied to Daveyofdownunder's topic in Fallout New Vegas's Mod Troubleshooting
@ Daveyofdownunder, Hope the instructions switched off the Gbs of downloads replacing the BSA and ESM files. Cheers! -
ArchiveInvalidation
theobeau replied to AzureDrak's topic in Fallout New Vegas's Mod Troubleshooting
@n0t0ryczny, Thanks for the info on what Steam was actually doing with 18+GB of my bandwidth. I spent a little bit of time on the Steam forums and google trying to work out was going on without any success. It was particularly strange as I am running is an up to date patched version of the game. What I can't work out is if this has anything to do with the strange mesh and texture errors. I removed the Type 6 body mod and am going through the numerous previously installed mods to see if any are the culprit; even though it was all working fine 2 weeks ago pre- T6 body mod. -
Redownloading from steam
theobeau replied to Daveyofdownunder's topic in Fallout New Vegas's Mod Troubleshooting
Hello there, I've had a similar problem after mucking about the contents of my D:\Games\Steam\SteamApps\common\fallout new vegas\Data directory in trying to get some customised Body mods working. Steam has at least twice downloaded ~9GBs of content which appears to consist of the main BSA and ESM files for NV and any DLC. This auto update feature can be turned off by selecting library from the Steam menu; R clicking the game "Fallout New Vegas" and choosing Properties->updates-> and turn turning off auto updates. You should do it only after it completes its update cycle or you might end up with corrupted BSA or ESM files, which is what happened to me when I didn't follow my own advice. As to why it is happening, I can't explain. I can say that my game works fine EXCEPT I am experiencing a strange loss of textures and meshes whenever I use my PIPBOY in Goodsprings. Who knows if or how the two are related. Hope this helps. -
ArchiveInvalidation
theobeau replied to AzureDrak's topic in Fallout New Vegas's Mod Troubleshooting
@n0t0ryczny, Had to deactivate and re-activate AI in getting the new-ish Type 6 Body mod to work. I haven't had to touch it since I got installed the game and put in my preferred body mod in late 2010. AI itself works fine but this odd and new error is something I had not ever encountered during this year's worth of game play. The other thing is that as I've been experiencing the problem, Steam has at least twice done a large update of ~9Gbs rebuilding supposed missing files. From what I can work out, Steam has re-downloaded the textures, meshes, voices, sound BSA files and the esps for NV and the DLCs despite these not having been altered by myself. I can't work out what has happened but as mentioned in the earlier post, the error seems to only trigger in GoodSprings. I will have a closer look at the various GS mods and try de-activating and reactivating them to see if I can resolve the problem. -
ArchiveInvalidation
theobeau replied to AzureDrak's topic in Fallout New Vegas's Mod Troubleshooting
Hello there, Like to add that I've encountered the same problem since I mucked around with archiveinvalidation trying to get the Type 6 Body Mod to work. For me, it seems to only glitch around GoodSprings (well more accurately it hasn't glitched up my current game through Lonesome Road with occasional trips back to the Strip to sell junk). Like AzureDark, I have also encountered Courier weapons changing into the Red !, delays in the ESC and container menus starting and texture problems upon changing outfits. Previously I've had no problems with using a Archive Invalidation mod http://www.newvegasnexus.com/downloads/file.php?id=35935 and because of this problem, I've tried using FOMM's default AI without resolving the mesh/texture glitch. For me the obvious short term work around is to avoid GS but any other brighter suggestions would be appreciated. FYi My Fallout_default, Fallout and Fallout_Prefs .ini files are synced as [Archive] SInvalidationFile= iRetainFilenameOffsetTable=1 iRetainFilenameStringTable=1 iRetainDirectoryStringTable=1 bCheckRuntimeCollisions=0 bInvalidateOlderFiles=1 bUseArchives=1 SArchiveList=Fallout - ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa -
Hello there, This topic was previously covered in another thread. Some of the thread may be useful or of interest. http://www.thenexusforums.com/index.php?/topic/374481-head-exploding/ While the Nexus mod seems to fix the problem for many (which is obviously great), part of the underlying problem seems to relate to items using the slave collar as its base. Unfortunately quite a few mods use it which can mean more BOOM... no more head. Best wishes
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I've just come back to Nexus after several weeks away from gaming due to a holiday and work commitments. I like the look of the re-designed nexus and have no problems DL a few mods and files. The upcoming Nexus mod manager is a particularly exciting unexpected development. The whole makeover project gets a thumbs up from this member, who is also happy that he is finally is a position to monetise his support of Nexus.
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@Killtron5000 Sorry about the late reply, I only saw your message when wandering back to this thread for another reason. My Couriers had either Good or Very Good karmas when they experienced the exploding head bug. Strange that you are experiencing the explosions despite not having the DM DLC or any collar items. As an aside, could it be at all related to the Hidden Valley/ BoS quest line?
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@Sgt, Glad to hear that your Courier's head has managed to stay on and that you seem to confirm the collar as the culprit! For future reference: It looks like if you want to stop your Courier's head from exploding, remove any worn slave or explosive collars and don't carry any items that use the collars as their base. Hope this helps people in the future.
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To answer the above post; from memory all the head explosions occurred during in-game evening conditions. I had completed the DLC DM some time ago before getting my first head explosions, which is why I think my problems were mod-related. As another aside, I did not get a single head explosion when my Courier was in Zion for the HH DLC, where my Courier had no explosive collar items and where there were none in the game.
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Sad to see that this issue is still causing problems for some of us. I've mostly resolved the problem, which wasn't as initially bad as what others have reported. I didn't have to re-install my game but I removed the most offending mods (night vision specs and night vision implants which seemed to always trigger a head explosion) which cut down the explosions by 90%. Subsequently, by making sure my Courier doesn't have any gear that uses the exploding collar template, including ditching a modded ED-E's controller, the popular companion mod Willow's necklace and one and two pieces of modded jewellery that uses the collar, I haven't had a head explosion for the last week. I also tracked down and installed a no-explosion collar mod from FNV nexus (look for dree74's mods) though I'm unsure whether it made any difference. As an aside, posting this problem on Beth's forums wasn't very helpful; the advice here in NEXUS was far more detailed and the posters (i.e. Sgt) obviously more familiar with mods and the issue, even if the problem remains intractable. Hope this little bit of advice helps someone.