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Everything posted by ClayboTGW
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Outside areas not loading properly
ClayboTGW replied to adman85's topic in Fallout New Vegas's Mod Troubleshooting
I had the problem with Novac not rendering once it was due to some ini. changes I had made mainly in the uExterior Cell Buffer size I lower it down to the next suggested setting and it corrected the problem. -
there is a mod that resets the ban (Casino_UnBanner) you can select how many days it takes to be un banned... but to get the acheivment you must be banned once at all the casinos on the strip (Gom, Tops and Ultra Luxe)
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Help about NVSE compatibility
ClayboTGW replied to sirburton's topic in Fallout New Vegas's Mod Troubleshooting
as far as I know NVSE will only work with steam. -
This maybe a silly question but are you using the newest release of NVSE 1.6? because since the big patch to the game NVSE 1.5 will not work
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well 1st thing I see is that you have multi esps for the same mod ticked (Depth of View mod) you should only have one of those ticked which ever one looks the best to your eye.
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Now WTF still CTD
ClayboTGW replied to hangman_86's topic in Fallout New Vegas's Mod Troubleshooting
I too was havening a lot of CTDs but between fixing a few steam setttings, and configuring my ini. file to work best with my machine and using a codec resetting mod I'm getting higher framerates and a lot less CTDs I have a lot of mods running as well. all you can do is a lot of trail and error to get the game to run smooth on your system. If you change your ini file be sure to always back up the defualt one that the game created upon install. Try Looking here for ini tweaks thou it says FO3 its the same game engine and ini file. http://www.tweakguides.com/Fallout3_8.html also this mod is very good at reducing crashes http://www.newvegasnexus.com/downloads/file.php?id=35868 Bethseda games like Oblivion. FO3 and FONV have always been prone to CTDs after extended gameplay. -
Swanick and Vulpes not spawning.
ClayboTGW replied to FlyingHigh10000000's topic in Fallout New Vegas's Mod Troubleshooting
I noticed that companion mods tend to cause my game not to spawn certain things I have to disenage them from time to time to get spawns to happen. -
New Vegas crashing
ClayboTGW replied to BadDragoness's topic in Fallout New Vegas's Mod Troubleshooting
an old trick I learned from playing Oblivion which I have about 30 gigs worth of mods running and if you have the hard drive space is backup everything in stages 1st try and make a backup of your unmodded games main data files like shaders, sounds, music etc by copying your bsa files to a backup folder, if using Fomm back up your load order also if your gonna tweak a mod save the esp file b4 changing anything, backup your ini files b4 changing anything this will always give a fall back point if something goes wrong. as for your crashes I know some mods don't like being removed also it could be you removed a mod that has something that archieve vaidation is looking for... if its a mod that doesn't like being removed theres a trick you can use if you can find the mod you make a blank mod by opening just your fallout.esm file in the geck and then save as "Blank.esp" now you can rename the blank esp to the name of the mod that doesn't like being removed engage it fire up your game then do a clean save exit game removed the renamed blank fire up game again and do another clean save. it sounds like what ever mod is making you crash it has something to do with the cells your crashing near this should narrow down your search look for mods that make changes to said areas. -
New Vegas crashing
ClayboTGW replied to BadDragoness's topic in Fallout New Vegas's Mod Troubleshooting
Yeah I really like the mod as well... there are a few other mods that have given some problems but I look at it that the game has just barely been released so a lot of the mods are still in a beta stage so to speak all we can do is give the creators of mods a kindly bug report so they can fix em. -
New Vegas crashing
ClayboTGW replied to BadDragoness's topic in Fallout New Vegas's Mod Troubleshooting
I too was having bad crashes plus unable to save without crashing till I removed 1 mod and I see the same mod in your list try removing Project13 - Populated Wasteland.esp and see if that helps worked wonders for my game -
I noticed 2 more possible things that the new patch has changes 1 The Stutter Remover mod does not reconize the new patch version also for you advanced ini tweakers out there the patch restored your ini files back to there default settings. after redoing my ini tweaks again my game now runs super smooth again.
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I actually lucked out and completed the game twice with very few bug issues say for the stutter bug and the oops I got my load order wrong bug aka (user head gap error)...lol
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I actually use the readius but if you do a temp uninstall of it and use one of the pipboy 3000 mods till NSVE is updated you should be fine ( I just move the redius files into a renamed folder instead of totally deleting them mainly the Characters/_male/_1stperson/locomotion (male and female folders) these are the arm animations for the readius make a temp folder move them there uncheck your readius.esps and you should see your old pipboy again
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The game will run via the normal launcher and should remember your load order but anything that uses a NVSE script say a auto sorter etc will simply not run but you will atleast be able to play
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I managed to launch the game thru the normal launcher.. seems to run ok just none of the NVSE scripts will run plus no mod manager because it wants to fire up the game using NVSE but atleast it will allow you to play until Silverlock releases and updated NVSE
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Yeah the new patch blew my game right out of the water I can not fire it up due to the fact that NVSE does not work with the new patch..
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I just posted on a thread in the general Disscussions on this so I'll repost here too You can create a simple mod or just change a setting in any mod you want in the CS. look in the Gameplay tab in the CS then go to settings once in there scroll down theres alot of stuff in here but look for iNumberActorsAllowedToFollowPlayer Default is 3 change that number to a higher one but be warned on lower end machines the more actors you have following can cause fps problems right now I run 6 to 10 followers with no problems but then again I'm only running a high numberof companions to move them to locations for movie making. Resave the mod or save it as a new mod if you just opened the Oblivion.esm
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You can create a simple mod or just change a setting in any mod you want in the CS. look in the Gameplay tab in the CS then go to settings once in there scroll down theres alot of stuff in here but look for iNumberActorsAllowedToFollowPlayer Default is 3 change that number to a higher one but be warned on lower end machines the more actors you have following can cause fps problems right now I run 6 to 10 followers with no problems. Resave the mod or save it as a new mod if you just opened the Oblivion.esm