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Teratoid

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Everything posted by Teratoid

  1. Yeah, the concept has been explored before: http://www.nexusmods.com/newvegas/mods/54569/?
  2. Red highlights indicate the values that are being modified by multiple mods. Those are conflicts. So if you have a lot of those, it would be worth making a merged patch through FNVEdit, to improve compatibility. Are you checking the right tab in the LOOT report? Because there are two tabs on the report page; you have to click the "Details" tab on the top left of the report page to actually see the log. If you can, post that log; it might shed light on what's irking your set up. In the mean time, you can try uninstalling all the mods you've installed since your last stable load order, and then enable them one by one to see which of them is causing the CTD.
  3. as in the bungalow that you get at novac when using the willow companion :D The boldened part being a prerequisite I've not fulfilled :tongue:
  4. Well, have you looked into RobCo Certified? It gives you exactly what you seem to be looking for, though the robot voices are not fully implemented. Plus it has a host of cool features.
  5. Crash on start-up usually indicates missing masters. If the BOSS/LOOT log isn't telling you anything, try running your load order through FNVEdit. That will tell you if you've got load-order errors and missing masters. EDIT: I thought it might've been AWOP, but it looks like you've got the master active.
  6. I'm not familiar with this "Willow bungalow", but if you want a home with a simple sorting system, I'd recommend looking into The Courier's Cache. It gives you access to the "Wasteland Survivor's Home" (I think that's what its called, anyway), which is about the most well designed custom player home I've seen. Small, cozy, and has everything you really need. The sorting system isn't dependent on Sortomatic.
  7. Hmm, the tutorial doesn't seem to mention that under BSShaderPPLightingProperty, in "Shader Flags" you have to make sure that "SF_Shadow_Map" is selected. Without that, armour stays invisible in game, and perhaps shows up that way in GECK previews too. Sorry, but I'm not entirely familiar with 3DSMax, so that's all I can spot as a potential error at the moment.
  8. Awesome, definitely looking forward to this. Can help with testing too, if you like.
  9. Here's Gopher's tutorial on how to create merged patches using FNVEdit. This is a slightly old but still accurate tutorial on how to merge mods with WryeBash for Skyrim. Video also brings up using BOSS to figure out errors (if there are any), so it is rather useful. The procedure is basically the same for WryeFlashNV.
  10. Well firstly, if you're running WMX-Areonvalis textures compatibility patch, I don't believe you need to have the 357 retex esp active. They'd conflict with each other. As to what is causing the crash: Can you post your BOSS or LOOT log please? Also, I'd suggest running FNVEdit to detect errors. I suspect NVEC and YUP might be in conflict with one another, but I can't say that for certain. Hence the FNVEdit suggestion. BTW: If there are mods you don't use, don't just deactivate them; remove the esp/esms entirely.
  11. I doubt there's conflict between NV Uncut and any of those mods, beyond perhaps altering race/face records here and there (for example, FCO's Rotface would be overwritten by the NVUncut's Rotface, but this would be a purely aesthetic conflict, not a game-breaking one. And it can be fixed with a merged patch). Mission Mojave Plus actually incorporates four of the uncut mods, so you don't have to install those independently. Hope the compass problem was fixed!
  12. Head over to this thread: http://forums.nexusmods.com/index.php?/topic/269957-post-here-if-you-need-voice-actors-for-mods-or-if-youd-offer-your-voice/
  13. Oh, hello again. Older versions of Darn's UI can cause this problem when used in tandem with One HuD. Make sure you're using the latest version: https://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/
  14. You're welcome :happy: It's true, Ojo/Poco Bueno conflict with NMC's textures. But NMC's pack is far more comprehensive, and modifies nearly ALL environment textures: tapioks' textures are less expansive, but equally good (better, in some cases) in terms of quality. So I install NMC first, and then overwrite it with Bueno textures. You get the best of both worlds that way. I'd also recommend Ewi's Rocks. MTUI is NOT compatible with DarnUI. They modify the same files. If MTUI installed over DarnUI messes up the HUD completely. Further, MTUI is rather outdated now, so I'd recommend avoiding it in general. However, DarnUI contains modifications very similar to MTUI; the dialogue and game settings menus are not quite as large, but the overall UI enhancement is far superior, IMO.
  15. Actually, that sounds like a fairly well-known issues. You've likely hit your game's mod limit. How many mods do you have installed? The game engine can theoretically handle 255 mods (ESM + ESPs, that is: texture/meshes replacers don't count for this), but the practical limit varies for across system. People have reported their setups can push 150+ mods, but I generally start bugging out around the 140-145 mark. Your best bet is to cut down on the number of mods you have active. The higher the number of active mods, the more unstable the game becomes, even if you are below your mod limit. Learning how to merge mods is also always useful, so I'd suggest looking into WryeFlashNV. If mod ceiling isn't the issue, then post your load order; having a look at that is always helpful in determining any conflicts.
  16. Okay, what race are you trying to get the textures to work with? Keep in mind that New Vegas head meshes are different from Oblivion head meshes, so simply saving the textures into F:NV folders will not work at all. If this "Seraphim" race uses the Throttlekitty's Head06 resource, then those textures will likely only work with NV races that also happen to use Head06 (the the Moonshadow mod, for example). If, however, the "Seraphim" race uses vanilla Oblivion assets, then you'd have to learn how to transfer texture components into New Vegas textures. That is, copy tattoos, eye shadows, whatever from the "Seraphim" race textures into the textures of any of F:NV's vanilla/downloadable races.
  17. Pipboy 2500 is a really good Pipboy mod, the only non-3000 related Pipboy I'd recommend. Works with every other mod (unless, of course, that other mod modifies Pipboy files too.) With regards to NMC's pack, I really hope you have a powerful PC: the large pack is seriously resource intensive. These are some other mods that are I personally love. They all work well with the mods you've listed (dunno about Project Weaponry, however.) New Vegas Stutter RemoverEssential Visuals Enhanced Weapon Mods Expanded A World of Pain Weapon Retexture Project AG's Supplementary Uniques Darnified UI The Weapon Mod Menu someguy2000's quest mods Ojo Bueno or Poco Bueno Wasteland Flora Overhaul More Perks Weapon Animation Replacer (Gopher's also uploaded a helpful FOMOD conversion file) Fallout Character Overhaul Mission Mojave Yukichigai Unofficial Patch Interior Lighting Overhaul ELECTRO-CITY Mojave Nights Dynavision 3 One HUD Unified HUD Spice of Life Wasteland Clothing Retexture The Courier's Cache - Most of dragbody's mods are worth checking out, actually, but this one is particularly amusing. RobCo Certified Powered Power Armour - This one is no longer maintained, unfortunately, and has a few rather irritating conflicts with Project Nevada, and the patch to fix this isn't updated either. However, if you're good with FNVEdit and GECK, you can sort out the conflicts. Basically; treat with caution. There are many other awesome mods, but can't really list them all at the moment. For ENBs, just peruse the section on the main site, and go for whatever looks good to you.
  18. Cache clearing is a good idea. One way to do it is to open up the console, type pcb, and hit enter. But that's the manual way to do it; I'd recommend using "Zan AutoPurge Crash Protector". It basically does it for you automatically, and has a few other neat little features that help improve performance. However, I doubt AWOP is the cause of any of your problems; it doesn't modify the Mojave worldspace or exterior spawns all that much; where it does, it usually adds tech raider outposts and such. In my experience, the mod is fairly stable, and doesn't conflict much with other mods. Your system is definitely powerful enough to run a thoroughly modded F:NV, so that's not an issue. This has to be something game/settings related. Try launching the game without the overlay modifier. Also, "Game Companion" is a more stable choice than "Borderless Windowed Mode". I'd also suggest looking into NVStutter Remover; modifying the "bReplaceHeap" and "iHeapSize" settings has a huge and notable impact on game performance, as long as you modify it with correct values (the read-me explains all of it). Again, it would be useful to know which mods you installed last. FOMOD installations or improperly compatible mods can mess things up, so please look over your download history and list your recently installed mods.
  19. G.E.C.K = Garden of Eden Creation Kit. Head to the wiki for documentation/tutorials on modding. As for a "revamp" of your game, what exactly do you mean by that? Do you want advice on what mods to install, how to install them, etc?
  20. Which mods did you install last, just before the crashing started to occur. Helps narrow down possible culprits. Also, are you using New Vegas Anti-Crash?
  21. These kind of questions is what the New Vegas Mod Detectives thread is for. Anyway, that's the "Die Hard Bag" from The Courier's Cache.
  22. Just to confirm, are you following these steps? Drop ENB Injector files into New Vegas directory. Place the Apocalypse ENB files into the same directory, overwriting any files that need to be overwritten. Open up enbinjector.ini, going to "ProcessName0=FalloutNVLauncher.exe", and changing the value to "fnv4gb.exe". Launch ENBInjector.exe Launch fnv4gb.exe
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