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luthienanarion

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Everything posted by luthienanarion

  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. Windows f*#@ing Update. This was fixed in WDDM months ago.
  11. 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.
  12. 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.
  13. 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.
  14. If you're playing at an extremely high or non-standard (ten years ago) resolution, stop.
  15. 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.
  16. SetPersistent simply sets or unsets flag 1024, so you could do that without any NVSE plugins.
  17. I must have missed Get/SetFlagsLow/High when 4.6.3 was released; probably too excited about strings, arrays, and events! If you're going to use it as a reference for the flags with Get/SetFormFlag or Get/SetRefFlag, ignore the page for GetFlagsHigh.
  18. All scripts must begin with the ScriptName command. Scripts cannot be saved without a name, as the name is used as the EditorID in the GECK. http://geck.bethsoft.com/index.php?title=Scriptname Your script compiles fine, otherwise.
  19. Do note that writing to a file on disk is one of the slowest things a program can do, and enabling logs will hurt performance in a small way. If you're not going to dig through those logs or understand their contents, you're better off leaving them disabled.
  20. Did you recompile NoiseScript? Open the ESP in the GECK (loaded by NVSE), open the script, and click save. Then save the plugin.
  21. When items are picked up by the player, the "deleted" (removed from ESP) flag is set on them and their 3D data is set to NULL. (Your saved game is actually an ESP that loads last, and it "saves" changes to forms/refs by overriding them the same way an ESP would.) You can make a "taken" reference re-appear by removing that flag and then updating the object's 3D data: someRef.SetRefFlag 32 0 ; flag 32 (0x20) is the "deleted" flag someRef.Update3D
  22. Controller user can also install LutanaNVSE, which modifies IsControlPressed to work with controller inputs.
  23. I didn't know about this. Thanks for the link.
  24. Here are some tutorials: http://www.nexusmods.com/newvegas/mods/44914/
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