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Everything posted by GeneralVarusII
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Red UI Elements On Game Start
GeneralVarusII replied to GeneralVarusII's topic in Fallout New Vegas's Mod Troubleshooting
I feel like an idiot for not even considering load order bloat. That fixed it right up; I just tried it out and there were no issues well after the minute mark. Thanks! :thumbsup: -
My old save file got corrupt; I was about to finish Lonesome Road when models started bugging out and I had the red diamond/white exclamation point missing models everywhere. After closing the game and restarting, all of my old saves were now corrupt so I deleted them all. Now, whenever I try to start a new game, I'll get outside Doc Mitchell's house and everything will run as normal for about 30 seconds to a minute. After that point, my UI elements like text box backgrounds, the crosshair/cursor, and the MCM logo will turn red. Additionally, I can't use the E button to interact with anything; the game knows I'm trying to interact but it'll play the sound as though I was pressing E over empty space. Things like doors, containers, workbenches do not let me use them. Examples can be found here: https://imgur.com/ygy8oFY https://imgur.com/69QErHQ https://imgur.com/Kp2KDtX So far, I have: Verified the game files integrity in Steam. 3 files were redownloaded the first time, then 2 the second time Reinstalled UIO Re-run FNV 4GB Patcher Updated my graphics card drivers Restarted my PC My load order is below: Has anyone else run into this before? Any ideas on how to fix it?
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I haven't tweaked my ENB settings in nearly a year, but I checked my enblocal.ini for that line and it wasn't there. Just to clarify: The black screen bug started when I was working in the GECK, then, when I quit the GECK and launched the game, it was also happening in the game. Nobody has any idea what could be causing this?
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Hey everyone, I could use some help with a major problem I've been encountering recently with Midhrastic ENB 2.0 with the added .esp file. I've been running the game with FOSE and 100+ mods with no difficulty, when today, while working in the GECK, I stepped away from the computer for a bit, came back and saw the ENB options window open over my render window. Not a big deal, that happens sometimes when I alt+tab to Skype or something, but I noticed that the render window was completely black. I used shift+F12 to go to non-ENB and found that everything was working correctly, but I could not get the ENB to not display black in the GECK's render window. So, I got on Fallout 3 a little later, found that the same thing was happening. Recently, within the last couple of weeks, I updated my Nvidia drivers for my graphics card, so I checked there to see if there was a conflict. I disabled all antistropic filtering, all antialiasing, and updated my Fallout.ini and Falloutprefs.ini with the proper lines for ENB usage. Still nothing. I've uninstalled the Nvidia Experience program, too. I don't understand what changed, but I was running everything, the Nvidia Experience, the antialiasing enabled in the Nvidia Preferences program, the missing/wrong lines in the Fallout.ini files, just fine earlier today, and now, all of a sudden, the screen is black, with my HUD displayed. Anyone know what's going on here, or how to fix it?
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Need Help with New Worldspace
GeneralVarusII replied to GeneralVarusII's topic in Fallout New Vegas's GECK and Modders
Hello, Nimboss. I wasn't aware of using wireframe to look at the cells, or that there were gaps. I saw gaps in-game, but I figured it was one more graphical problem. If the heightmap editing tool is accessed by pressing "H" and it has both texture sprays and land raise/lower increments, then yes, that's what I used. I'm not quite sure what you mean by "Did you know it not only often but also sooner introduce errors after small fixes?" but I did "fix" the freighter area by using the heightmap editor to remove the textures that had been put there already and raise/lower the land from what it was before. Unfortunately, it seems like any cell I use the heightmap tool in somehow has invisible water; the cells I haven't touched with the editing tool have visible water, but the land isn't aligned with my edited cells (probably the source of the gaps between cell landscapes) and it's got a lot of landscapes raised up already with textures. I suspect that there may be a reason for this; when I was making this worldspace, I basically looked at the Point Lookout worldspace, encompassing all of the DLC area, and I used some of the same settings for my worldspace. I did not, however, check the option for "Parent Worldspace". This gave me a water-filled land without any extra textures, just the default dirt texture for the land, and no extraneous landmasses/gaps between cells. It was a clean worldspace, just cells and cells of water with flat land underneath. I went ahead and built my buildings, used the heightmap editing tool to raise the land up, then textured that land. Even at that point, my water was invisible and I was seeing the "snow" in my edited cells. I may have checked the option for "Parent Worldspace" and chose Point Lookout's worldspace, which was probably a really, really bad mistake. Considering that I see Point Lookout landscape textures on my extraneous landmasses and can make out certain parts of the coast around Calvert Mansion, vaguely, in some of my cells, I believe I probably ended up filling those unused cells from before with Point Lookout's heightmap. The water was still invisible after I checked the option, so at this point, I'm willing to make a new worldspace to avoid the extraneous landmasses/textures and gaps between cells. What I don't understand is why my water is invisible, or why I'm seeing this "snow" in my edited cells.- 6 replies
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Need Help with New Worldspace
GeneralVarusII replied to GeneralVarusII's topic in Fallout New Vegas's GECK and Modders
Apologies for not replying sooner; the day after I posted my topic, my computer died and I've only just gotten it back up and running with all my data recovered. The mod is for Fallout 3 and I haven't made my .esp file into an .esm, but I know how to use MasterUpdate to do so. As far as reading the GECK wiki, I know how to do a fair amount when it comes to making interiors, scripting, less so with quests and NPCs but I can figure some stuff out. Worldspaces, however, are a new subject for me and I made the one which is having problems almost entirely without a tutorial, so I guess I should be thankful that more isn't wrong with it. :rolleyes: As for sharing the .esp, at the present time, I can't actually share it on the Nexus Forums; it far exceeds the 250kb file size limit as I've been working on this one for quite a while and this worldspace is but a small part of it. Thank you for the advice, and hopefully, I can get this sorted out; I wasn't aware of the problems in the worldspace creation process, and I'm very thankful that I've stuck to interiors up 'til now. :P Edit: This is the link the .esp file; it requires the latest version of FOSE and all 5 DLCs to run, and while the description in the mod menu/FOMM will say it requires "Additional resources", those aren't needed to look at the worldspace. The worldspace itself is called "ArborWorld" and the two cells needing work/help are named "Wrecked Freighter" and "Lighthouse" http://www.filedropper.com/arbor- 6 replies
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Hello, all; I'm in need of some assistance with a new worldspace. The worldspace I'm creating is supposed to be a region in the mid-Atlantic, so most of the cells are nothing but water; the two islands I have designed and put things on are apart, but with a high enough render distance, it's possible that someone might see large things on the other island. I will be using collision boundaries/"invisible walls" to keep players from going into the water around the islands for various, plot-related reasons. So far, I have both islands made in the worldspace, surrounded by water, land texture has been put down, and buildings have been placed. My issue is that the water surrounding these cells, and any other cell which I've modified, is completely invisible. I can see other cells in the distance which I haven't touched, and they have water; the LOD water stops at my modified cells, although the water around those cells is still there, I still swim in it, the only problem (and a large problem in my book) is that the water can't be seen. Additionally, I will sometimes see what looks to be snow floating in the air on my islands. Since I'm running Project Reality, I'm not sure if this is snow related to that (in which case, I'd need to fix that as well), or an entirely different thing related to my water being invisible. I have checked the water noise textures for the worldspace and they are there; I have also found that some of my unmodified cells have, for some reason, land textures and what appears to be plateaus on them. Quite honestly, I feel like I've royally borked something building this worldspace with no prior experience with doing so; if there's a way to fix this without having to make a new, fresh exterior and move all of my buildings, items, and so on into that one, I'd really, really appreciate any help with that. Edit: Due to shoddy internet connection right now, I'm having to edit this post and add that I have taken screenshots of the water being invisible (as well as the sky showing through the ground between the unmodified, water-containing cells, and my modified cells? Not sure what that's all about), the "snow" I captured, and one screenshot taken with TLB to give a clearer view of those problems and the plateau. Due to file size constraints, I'm only uploading the clear screenshot taken with litebrite. I will gladly upload the other screenshots if they would help, in subsequent posts. For now, I think this one would suffice to show what's going on, with the added benefit of being visible, thanks to my taking these at night in the game.
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I'm currently reading an anthology of Dashiell Hammett's crime stories, with Whittaker Chambers' Witness on my ninth or tenth time reading it when I'm not in a detective/film noir sort of mood. Hoping to get to another anthology of Hammett, this one containing his full-length novels, and Ralph Ellison's Invisible Man after that for inspiration on a novel I'm writing.
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I watched D. W. Griffith's Intolerance: A Sun Play for the Ages again a couple of days ago. It's my favorite movie of all time, and even though I know it well enough to be able to write out some of the intertitles verbatim, the experience always moves me deeply. Highly recommend it if you happen to have an interest in silent films or melodrama.
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My apologies for not checking this thread sooner; real life has a nasty habit of piling up on one, and I've been chipping away at construction and other scripts in the mod. But, I'll definitely see if I can't work in the hacking option that viennacalling mentioned and take your script, Gribbleshnibit8, and get to testing them this week. Again, my apologies for not getting back to the both of you on this sooner!
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Greetings, modders. I'm working on a new mod that, among other things, will feature functioning vending machines a la Bioshock. So far, I've compiled a Nuka-Cola vending machine script built off of the HD01NukaVendingMachineScript, or the Megaton house's Pristine Nuka-Cola Vending Machine, and a script based off of that for the automat/Eat'o'tronic 3000. I'll attach .txt files of both scripts to this post, but the basic feature of each is as follows: Player activates the vending machine, the amount of pre-War money in his inventory is checked, and if he has 1 or more, he's given the option to use the machine. Otherwise, he can either hack the machine (access inventory on Nuka-Cola machine or open the automat) if he passes a Repair skill check or leave it alone. If he has money in his inventory, he can either have 1, 3, or 5 money removed in return for the equivalent amount of Nuka-Cola through a menu on the vending machine, or he can trade 1 money for 1 pre-War food item from a menu at the automat. The automat's displayed items are all referenced in the script attached to it (which I will customize for each automat in the mod) so that way, every time you make a transaction, another displayed item is disabled and the machine's "VendCount" is raised by 1. When the items are all gone, and the VendCount reflects that, trying to transact with the automat will show the message that the machine is depleted. I have not yet implemented a VendCount system for the Nuka-Cola machine. My problem is that I cannot get the script to trigger upon activation. I have the scripts made, the messages written, the items in the automat named for their RefIDs, and the objects placed in the world and associated with the scripts. Still, though, in all my playthroughs, I can find the vending machines, try to use them, and nothing happens. I need help with getting my script to actually activate, and so far, nothing I've tried has fixed this. I've tried removing the " if ( ActionRef Player == 1 )" line from the script, I've tried making the machine and the playerref a linkedref, and I've tried giving both vending machines their own RefIDs. Any and all help with getting this script to run will be greatly appreciated, and if you would like, I will credit anyone that can help me fix this on my mod's page when it is complete.
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It's done people, everything is coming up roses. Turns out it was DisplayedAmmoWeight.esp that caused the problems. But I'll be the first to say that it was not OnmyojiOmn's fault, as it clearly states in the download tab for the file description that it is supported for vanilla FO3 only. As it usually is with computer problems, the cause for all the ruckus was the component between the chair and the keyboard, heh. Thanks again Jeoshua, I was at my wit's end trying to figure this one out!
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New and exciting developments! I went through my history and downloads from the last time the game launched successfully and the time I started looking for fixes, and located every mod that added something besides an .esp whether it be menu, texture, sound, etc. I took everything the mods added and moved them from data to a folder on my desktop. I then ran my game with the mods that had worked previously and the newest mods that were only .esps, lo and behold the game ran with FOMM's Archive Invalidation tool! All that remains is finding which mod was the culprit behind it all and making sure the other isolated mods won't interfere with the game crashing. I'll be posting an update here when I have it. Thanks again to Jeoshua for the tip about bad files!
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My apologies in advance for my lack of experience with the subject, but could I use FO3Edit or something like that to diagnose the problem? I ran ProcMon, but frankly all the information baffled me and I didn't know the first thing to do. Also, supposing there was some way to diagnose the problem would it be more time-consuming to do that rather than reinstall everything and test it against AII? Thanks for the response.
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Alright looks like I have fixed some problems, created a new one. After trying out New Vegas (which had been running adequately enough before I reinstalled Fallout 3) and finding the same problem I tried other games and discovered my graphics card drivers were causing incompatibilities. I deleted the drivers, rebooted, and reinstalled said drivers. New Vegas worked, and so did Fallout 3.esm. I tried checking the DLC on and bingo, the game started up too. My mods all checked? No problems. But if I turned on FOMM's Archive Invalidation option or activated AII the game crashed at the test pattern screen. So I guess my next question is, why doesn't AII work this time when it worked swimmingly last time?
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After a year or so of enjoying my copy of Fallout 3 GOTY I felt that I needed to purge the excessive amounts of obsolete mod material from my hard drive and start anew. I installed the game, the DLC, and a few mods (which will be listed shortly) and played around for a while. Roughly three hours after installation, I got a CTD at the Test Pattern/Please Wait screen whenever I tried to launch the game. Since this started just after installing a group of mods I went through my load order and tried to resolve any issues as well as test all of my mods to see if any were the culprit. I disabled everything except the DLC, deleted the Fallout.ini in the My Games\Fallout 3 directory, and installed the latest driver for my video card as well as getting the latest patch. Still a CTD. I disabled everything except Fallout.esm and now I don't even get to the test pattern screen; the screen flickers for a moment or two, then it goes back to the desktop where the game is in a windowed mode, completely black, and the error "Failed to initialize renderer. Unknown error creating the Gamebryo renderer." Here is my load order before testing mods for incompatibilities: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm DCInteriors_ComboEdition.esm RH_IRONSIGHTS.esm IMCN.esm RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_ZetaPlugin.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_PL_NewItems.esp RH_IronSights_RemoveReticule.esp DCInteriors_DLC_Collectables.esp dD - Enhanced Blood Main.esp Springvale Water Tower.esp RWD.esp RWD-ThePitt.esp RWD-PointLookout.esp RWD-MothershipZeta.esp RWD-BrokenSteel.esp Slower Levelling - extremely slow.esp 15day interior resets.esp Ammo Box Respawn.esp medkit and toolbox respawn.esp corrected weights clutter.esp WeightMed.esp no_car_explosions.esp Directional PipLight.esp MrSlackPants-Radiation.esp Imp's More Complex Needs.esp IMCN - 5 DLC Merged.esp DisplayedAmmoWeight.esp WeightAmmo.esp Total active plugins: 39 Total plugins: 39 Here it is after: Fallout3.esm Total active plugins: 1 Total plugins: 39 I didn't have these problems when I installed the game last year, so why it won't work now is a mystery. Thanks to anyone who offers assistance. P.S. I am using ArchiveInvalidationInvalidated (disabling it did nothing), don't use ffdshow or any other interfering audio or video program, patched to the latest version, will give specs if needed.
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I've used the iptest link and my ip address remains constant; I've tried changing my cookie options under internet options, but nothing seems to work getting me logged on. Any ideas on how to fix it?