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Everything posted by sdfgsdjfasdjk
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rep system gone? second best thing after getting rid of negative endorsements. many of the posters make valid points; and i agree in an ideal world having rep system would be nice. in an ideal world communism works too. 1st rule of anything with anonymous/unrestricted access - if there is system implemented which can be abused, it will be abused no matter how good its original intention was.
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Dark Souls? Meh. Only one poorly converted console port I have nerves to play is Skyrim.
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i can't pretty much download anything uploaded in last 24 hours getting the annoying misspelled message about propogating (sic) on mods far older than only 1 hour and to top off the middle finger this message symbolizes to me i can see the slowly growing numbers of downloads right next to the file name i can't download. only venting, not complaining - i get stuff from here for free hence i understand i can't expect 100% service. though update on the state of things wouldn't go amiss, i'm sure.
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hello, i haven;t been playing much recently, but decided to play more since LR came out so i started a new char and i;ve noticed strange lightining issues in few interiors regardless of its mod added (awop firetooth caverns) or interior from base game (repconn basement) to see what i mean please see this picture: http://img691.imageshack.us/img691/3881/screenshot264.png it's like half of the textures got correct lightning and half not and it keep blinking when i turn around. has anyone encountered this or see any mod on the list that could cause it ? my mod list: http://pastebin.com/raw.php?i=3sbcFwe3 i tried to disable the obvious suspects, but it wastn any of: Nskies, EVE, NVInteriors, Electrocity, dustydistance before you start making comments about the amount of mods, most of them are merged into bashed patch; active mods are under 100 and with mods like wme project nevada more perks wme pmt etc which each consist of 5-10 esps the real number is somewhere around 50. on top of that i finished the game and all dlc's prior to LR with this load order at least twice without any major hiccups. however unchecking LR and and loading the savegame produces same distorted ligtning issue. thanks for any suggestion!
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nvnexus used to be place i often visited to check new pictures, see updated mods in a glance, browse new mods and generally a place i enjoyed spending time at. this new design made it into a fail blog i only check once a day and even then it's a pain because the tracking centre became a place which hides the most important info which is action log. i understand it's your site and you're free to blogify it all you want but i don't think i'm alone who since the change only comes here to d/l new files instead to spend time on the site and in the community. for me nexus has an usability of ftp server now and i'm thankful even for that however in my opinion the whole redesign was a backward move. i could care less about better scripting behind pages honestly when the page looks like this. hopefully i'll manage to set up rss feed for updated files which will save me even more visits.
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Nexus redesign finalised, launching next week
sdfgsdjfasdjk replied to Dark0ne's topic in Site Updates
personally i don't like the new designs at all, but i understand you cant make them look so that everyone will like them. i guess change is sign of progress. i'll adapt - as long as the content is the same i can live with any site design. -
Hi, I use 2 sticks of OCZ 800 Mhz Sli Ready Dual Channel memory (both Memtested alone for 12+ hours without any error) in Asus P5N-T Deluxe mainboard (nvidia 780i chispet). Also on boot, the screen says something along the lines of Dual Channel memory active. As noted earlier, when I used to play Fallout 3 I clearly remember it using over 2gigabytes of memory, however it seems to have problem to do that with FNV. thanks for the suggestion though, keep em comin' :)
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Nope not using Enhanced shaders either. Basically whats in my Fallout New Vegas folder is: the stuff you get after clean install nvse2b9 fake fulscreen exe nvse4gb I really am at loss what could cause this. Only other way to be sure it's not SW related would be to do a clean install of whole system, as in, format C (I only keep system on C, I even call it / not C to spite M$), reinstall Win7, reinstall FNV and see if the issue still persists. However I am lazy to do that, and even if it solved FNV problem I'm not quite ready to have to set up the bazillion apps I use again just because Bethesda/Obsidian/"whoever is responsible for the release of the great game in prehistoric dysfunct crap of an engine" didn't bother to fix their **** :) regards
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thats really strange, you must have some sort of internal hw incompatibility/conflict. I tried the said Game Companion and game ran as smooth as with Fake Fulscreen from same author and seeing as I dont need any other function it provides I'll stay with Fake Fulscreen only. On a totally side note Fallout/Gamebryo/Crapthesda etc really gets under my skin lately and im kinda sick of doing developers job (making the game stable and thus playable) for them. I reinstalled Dragon Age and have a blast in it even though i already completed it 3 times (not DA:2 mind you, that was worst game sequel in game history and someone in EA should be fired over the crapiness of the sequel to one of greatest rpg titles) and am contemplating just deleting fallout, forgetting all about it and wait for Skyrim, then go set Bethesda HQ on fire if they dare to botch Skyrim. The bloody Fallout I spent more hours trying to get it run without crashes than actually playing it. I'm close to just shout ENOUGH and press delete key. And the nvse 4gb thingy wont use more ram no matter what, I'm off to Ferelden... regards
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Nope i never used that file, never really had any problems people who used it described and i had FNV the day it released - umodded pure vanilla first release ran stable 50-60fps 1920x1080 when i exited docs house. At the time I played it on 512mb geforce 9800gt and without the so called "fix", now i use ATI HD5670 in fresh install of FNV - so we can rule out the d3d9.dll. That's consequently the main reason why I did clean reinstall of the game and the mods, to rule out mod conflicts, leftover data and such. For those wondering, all my system drivers, audio drivers, video card drivers, any other kind of driver you can think of, directx, Virtual C runtimes, windows updates, SP1, etc... are of the latest possible release, I have an OCD thing about stuff like this and often check for updates to all my apps/drivers/mods more than just several times per day. Thanks for giving my problem a thought, hopefully we can get to the bottom of this. regards
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Isn't the fact that it will prevent the infamous CTD on Alt-Tab haunting all gamebryo games since oblivion increasing stability enough for you? For more info on its inner workings i'd suggest you contact the author. Meanwhile, go and see if your FalloutNV.4gb ever gets over 1400meg in Task Manager. regards
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hello, you can circumvent that and even (im my own experience) gain additional stability/performance using the fake fullscreen mode found here: nexus link. Also on completely unrelated note, I remember in one thread you mentioned your game always crashes/hangs on exiting. then in another thread you posted your nv configator screens and i noticed you have Multithreaded Audio on. This is in my experience a no no, causes no performance gain and causes instabilities. also it coincidentally makes your game srash at exit :) regards
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hi, i forgot to mention these settings, but i already have the cell buffers at 12/144 (int/ext) and the preload size at 223mb. even if i max out the interior cell setting in nv configator (48) it yields no noticeable gain/loss of performance and the memory usage still never goes over 1400meg. Just out of curiosity, can you confirm your FalloutNV.4gb process is able to use more than 1400meg of memory in Task Manager? Cheers
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Hello, i use FNV + DM + HH + OWB, updated to latest patch. NVSE 2b9 and the NVSE 4GB loader form nvse homepage. However even using texture pack (Poco Bueno, Ojo is too much unless you play through microscope) I noticed the FalloutNV.4gb (thats the process name after being launched via fnv4gb.exe) never uses more than ~1400 Megabytes of memory. thats pretty much as the normal FallouNV.exe uses. I've tried going into heavy populated areas, AWOP rumble zones, even instaled Warzones - no matter what I do the 4GB loader on my system never uses more memory. This all is while i have roughly 1Gb - 1.3Gb of free memory. What am I doing wrong, I mean there's 1gig of free memory sitting right there why doesnt the loader use it ? I use Win7 x64 Ultimate, 4Gb RAM, 3GHz Quad Core Intel, Ati HD5670 1GB For any insight into the problem I shall be thankful.
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Unable to finish Old World Blues
sdfgsdjfasdjk replied to sdfgsdjfasdjk's topic in Fallout New Vegas's Mod Troubleshooting
Well, after I decided I#ll give it yet another shot, and after good 20minutes of running in circles between the 2 doors and the game finally decided it had tortured me enough. Without changing as much as a single thing from original post, on the n-th passing thru the door I lost player controls but this time the end credits properly fired up. Now If you excuse me I have to go and scream my ammased rage and hatred towards gamebryo to my dome of hatred. -
Hello, i think the title says it all. The quest is the main quest of OWB, I did all optionals and every other quest. I resolved the last 2 stages both peacefully/violently but the end result is the same. When I'm on the very last objectiove of the quest (Leave the Think Tank) the quest pointer points both to the door to The Sink and The Big MT. No matter to which I go it ends up pointing back to Think Tank and then to the 2 doors etc. If i console and movetoqt it teleports me to the door to The Sink. After mucking about with it for like 20minutes saving reloading trying different solutions to the end quest only thing I managed to get was a disabling of player controls upon leaving Think Tank via The Sink door. I'm pretty sure the OWB end credits were supposed to fire up after that but they didn't. I rather enjoyed this dlc, it's been much longer and challenging than DM (ew) or HH (meh), and I would find it satisfying to see the end slides and get back into Mojave again. I know I can coc to Goodsprings and pretend all is finished, but I'd like to do it the right way. for reference this is my actual load order (not getting any crashes or stuff, just occasional post 1.3 freeze on loading wheel thank you Obsidian a lot for that "patch". http://pastebin.com/raw.php?i=4ZsQ7k5F any meaningful help/suggestion welcome.
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Mods Conflicting w/ Eachother
sdfgsdjfasdjk replied to nickkourpias's topic in Fallout New Vegas's Mod Troubleshooting
IWS-AS-EnableDebugInfo.esp - don;t use this ever IWS-AS-HighSpawns.esp - use only one of high/med/low not all three IWS-AS-LowSpawns.esp - use only one of high/med/low not all three IWS-AS-MedSpawns.esp - use only one of high/med/low not all three IWS-AS-NoInteriorSpawns.esp - personal prference/don;t use if you do want to know why, read IWS mod description on nexus also, to sort the remainder of your mods i suggest you use BOSS (its here on nexus too) -
Blood around dead bodies
sdfgsdjfasdjk replied to sdfgsdjfasdjk's topic in Fallout New Vegas's Mod Ideas
That is all from close distance, but shoot the same enemy with same weapon from 5-10times the distance and you'll find only dismembered body, blood chunks and no blood splatter. I am already using Enhanced Blood Textures with More Gore module, gonna give the other mod you linked a try. peace out edit: i installed Bloody Mess mod and while game became pleasantly more gory, issue still persists. i just screenshotted the perfect examples: img1: bodies around my char were killed with the survivalist's rifle form close distance. now notice the group of dead fiends at the end of the road far from me. they were killed with same weapon form about where the screenshot was taken. http://img69.imageshack.us/img69/9690/screenshot375j.png img2: what you actually find when you reach the end of road: dismembered bodies devoid of blood. evil invisible bloodsuckers :< http://img12.imageshack.us/img12/239/screenshot376.png -
Blood around dead bodies
sdfgsdjfasdjk replied to sdfgsdjfasdjk's topic in Fallout New Vegas's Mod Ideas
to further clarify as there is zero feedback to this obvious issue. img1: all the enemies were killed from mid range with automatic rifle, you can clearly see few dismembered parts, during the fight there were blood wounds seen in bullet entry points, yet there is no single drop of blood on floor under the bodies. http://img571.imageshack.us/img571/5597/screenshot287.jpg img2: enemies defeated at close range with same automatic rifle - the carnage is clearly visible. http://img228.imageshack.us/img228/525/screenshot365a.png i would very much like to find similar splatter under each dead body as the bloodless enemies break immersion and the psychotic killer in me goes into corner and cries. im a bit baffled why there isn;t a mod like this seeing as the pursuers of realism made million of mods to make guns louder so that when you fire it your speaker membrane would burst, or darker nights, more/less dismemberment etc, but noone seems to find bloodless dismembered bodies lying on the spanking cleean texture strange. -
I always found it strange that after emptying full clip into an enemy who stands in open, all i'd found after approaching his body would be his body and absolutely no blood. Only exception is fighting indoors where splatters get drawn on walls and floor as you shoot from close distance. I would love a mod which would "proc" a blood splatter under each enemy upon death, so that when you come loot him the body would be lying in pool of blood. I tend to shoot the dead body few times from distance which has the desired effect however breaks immersion and wastes ammo :) As i have no real experience in geck apart form changing some values I have no idea if this is possible.
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Hello, I recently re-installed Oblivion, pimped it out with few mods and all runs surprisingly well with no CTD's (so far) but i have this one strange issue where distand land under certain amera angle turns to a bright glowy blob of most often red or green or purple color. please see this image as its kinda hard to explain :) green glowy blob of wtf on the image the green blob is where castle wall should be and which is indeed there and visible had i moved my mouse a bit. point is it's driving me crazy, i tried recreating distand lod with tes4lodgen, deactivang, deactivating and reactivating all distant lod related mods in obmm (RAEVWD), rebuilding my bashed patch -- yet the issue still persist. if anyone perhaps encountered similar "feature" and found a solution i;d be most grateful attached is a txt file with my mod load order.
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hello all i;ve been trying to get the perfect fallout 3 setup together and after lots of tinkering i;ve come up with set of mods i enjoy and which are cool yet not immersion breaking. however one issue haunts me - all males in game have their hands "cut off" from the body with visible gap (anywhere from 1-5 pixels wide depending on the pose). see image: http://img98.imageshack.us/img98/2210/screenshot1je.jpg i use breezes body replacer for males, i tried roberts body too with the same result. i didnt try vanilla bodies as i 1) presume they would;ve worked but 2) dont consider that a solution as the whole point is getting rid of them. i checked the body replacer files however only mesh it provides is upperbody.nif, it doesnt replace hand meshes as far as i understand. but i find hard to believe it is suposed to look so / would not get reported so i suspect maybe some other mod i use is at fault. this is my load order: [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] CRAFT.esm [X] CALIBR.esm [X] Project Beauty.esm [X] EVE.esm [X] FO3 Wanderers Edition - Main File.esm [X] Fallout3Tactics.esm [X] Fallout3Tactics Creatures.esm [X] Mart's Mutant Mod.esm [X] DCInteriors_ComboEdition.esm [X] AimInFirst.esp [X] FireLightFix.esp [X] DarNifiedUIF3.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] DynamicCrosshair.esp [X] Overhead3PCamera.esp [X] Faster Dialog Zoom.esp [X] GalaxyNewsRadio100[M].esp [X] Fallout3Tactics VATS.esp [X] FemaleEnclaveSoldiers - Broken Steel.esp [X] bzArmour.esp [X] MTC Wasteland Travellers.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - Alternate Travel.esp [X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp [X] Fallout3Tactics NPCs.esp [X] Fallout3Tactics Wasteland.esp [X] Fallout3Tactics Quests.esp [X] Fallout3Tactics Weapons.esp [X] 7_HolsterForHandGunsV1_1.esp [X] Dogmeat Leather Armor - no crafting.esp [X] TeslaForGirls.esp [X] EVE.esp [X] EVE Operation Anchorage.esp [X] EVE - FWE Master Release (Follower Enhanced).esp [X] EVE Anchorage - FWE DLC Anchorage.esp [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - DLC Anchorage.esp [X] Mart's Mutant Mod - DLC The Pitt.esp [X] Mart's Mutant Mod - DLC Broken Steel.esp [X] Mart's Mutant Mod - DLC Point Lookout.esp [X] Mart's Mutant Mod - DLC Zeta.esp [X] Mart's Mutant Mod - Master Menu Module.esp [X] Mart's Mutant Mod - Project Beauty.esp [X] S.T.A.L.K.E.R. Mutants[addon for MMM].esp [X] FevFKMMM.esp [X] KillableChildren.esp [X] KillableChildren - MMM.esp [X] Mart's Mutant Mod - FWE Master Release + DLCs.esp [X] Mart's Mutant Mod - Project Beauty + FWE.esp [X] 1PipboyPDA.esp [X] DLM_FFOutcastsQuest(FWEEd).esp [X] DLM_FFOutcastsQuest_Override-DLC.esp [X] FWE-COL-Brotherhood-compatibilitypatch.esp [X] FWE-COL-Outcast-compatibilitypatch.esp [X] FeminizedPowerArmor.esp [X] dD - Enhanced Blood Main.esp [X] dD-Less Screen Blood Time.esp [X] FO3 Wanderers Edition - More Gore.esp [X] FO3 Wanderers Edition - More Gore Zeta.esp [X] FO3 Wanderers Edition - More Gore The Pitt.esp [X] FO3 Wanderers Edition - More Gore PointLookout.esp [X] Faster PipBoy Light.esp [X] hackrate.x6.esp [X] URWL.esp [X] NColorDCInteriors.esp [X] Clover DIMONIZED.esp [X] FOTPFWEpatch.esp [X] FOTPFWE + MMM patch.esp [X] FOTPFWE + MMM - DLC BrokenSteel.esp [X] Shady Stormchaser.esp [X] The IMAGINATOR - FO3.esp [X] AAAAAAAAAAAA.esp (merged patch made by FO3Edit) if anyone could point me in the direction of solving this and help me have perfect fallout 3 experience i;d be most grateful :)