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dubiousintent

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Everything posted by dubiousintent

  1. Congrats! Now, would you mind telling future readers who stumble across this thread just HOW you fixed it? Pointing towards resources that helped you understand the problem if nothing else? -Dubious-
  2. We are responding on the basis that you: 1. Regenerated LOD files in the GECK. 2. Those files appear now as "textureless" or "blue". This is usually the result of a bad path to the texture file. 3. "Distance" in LOD files is the result of different sized versions of the image within the "mipmap", which is an optional part of the texture file, being displayed in the fore/middle/background. 4. Objects (buildings, towers, etc.) placed in the background are broadly categorized as "VWD" (View While Distant), while the terrain and landscape features are categorized as "LOD" (Level Of Detail). These are stored in different files that get combined in the displayed image, so you can have issues with part of the background (e.g. objects = VWD) and not with another (e.g. terrain = LOD). This leads us to conclude you accidentally messed up your texture file. Of course we might be wrong, but that is our best guess from the description. Note that the GECK is notorious for accidentally introducing "dirty edits" and breaking things. Which is why you are advised to work in small chunks and save frequently to new working copies. M48A5 does asset artwork. I don't, but have learned some things in general in self-defense against the game's peculiarities and in working on the wiki. Where our advice conflicts, please go with his. -Dubious-
  3. Please see the "Issue - Body Replacer - Custom Body Types" and related "Body Replacer" issues as well as "Issue - Textures randomly change only on particular items" in the "Graphics" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. If the mod has a BSA, that will have the same filename as the ESP file. -Dubious-
  4. Finally something to go on. Thank you for reporting your conflict (though worth noting that mod is not in the OPs list, so it can't be the only one). Hopefully others will report specifics if they resolve this same problem. Note that the author of "Simply Uncut" suggests (in the comments thread): "I'm pretty sure you have to approach from the road at the Nipton Road [Pit] stop for Oliver to spawn, then walk down that road that curves off into the Crucifixion road for Vulpes to spawn." (That is, approach Nipton from the West. Further commented that they did edit Oliver Swanick but works for them and did not touch Vulpes. Others report that Vulpes does spawn as normal on The Strip.) Anyone having this problem should report that they have tried this first. Added "Issue - MAIN - Nipton - Neither Vulpes Inculta nor Oliver Swanick appear" to the "Misc" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Always remember that a conflict may result from a specific combination of mods affecting the same area or actors. -Dubious-
  5. You can't delete posts, though you can ask (PM) a moderator to do so. But it would be more helpful to others to share the solution you found instead. For those looking for a solution, please see the "Issue - Authority Glasses worn weirdly" entry under the "Graphics" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. If you have found a different solution, do let us know so we can update the wiki as well. -Dubious-
  6. Suggest you use a "borderless window" app such as "OneTweak for FNV" (which does require NVSE). You configure the game to run in windowed mode but the app causes it to be displayed as if "full screen" and you still get the <Alt+Tab> (etc.) features of windowed mode. Works flawlessly for me for years. Your "4:3 on 16:9" monitor is an "aspect ratio" problem. Unless you are running on an analog monitor (very rare these days) your digital monitor has a fixed "native aspect ratio". Anything other than that ratio is going to leave you with either "black borders" or "cutoff edges". Stick with the monitor's "native ratio" and display size for best results. -Dubious-
  7. We need more data than a simple description of symptoms in order to help. But first question when someone reports an issue around "The Strip" or Freeside is: Are you using the mod "Freeside Open"? Please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the "FNV 4GB Patcher", "xNVSE" and it's related plugins, "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)"; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots of the "load order" don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture. * See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags", etc.. "LOOT" already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post. I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide". I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide". -Dubious-
  8. Yes, you have to run the 4GB Patcher to get the benefit. Also, make sure you do NOT install the game to the default location Steam picks. (See "Installing Games on Windows Vista+".) You can get a "crash free" game, but it takes a fair amount of patient setup to do so. Which is what the "FNV General Mod Use Advice" article is about. -Dubious-
  9. You will have to unpack any mesh or texture you want to change from the BSA into the same folder path under "Data". Do not attempt to "repack" them into the BSA, as the game uses "ArchiveInvalidation" to determine there are "loose files" it is supposed to use instead. The "texture path" is present in the "mesh/model" NIF file, and can examined using "NifSkope"" (freeware). (For help with NifSkope, please see those entries under "Image Tools" in the "Programs and Tools" section and the "NifSkope Mesh Editor" section in the wiki "Getting started creating mods using GECK" article.) Please see the description of the mod "FNVLODGen" for a list of the folders where the LOD files are located. -Dubious-
  10. You mean like when you holster your weapon? Why won't that work? (Not pointing your weapon where you are looking is a very good way to lose the fight if you feel the need to be "weapon ready" anyway.) -Dubious-
  11. Please note the date of the previous post, and see the Nexus "Terms of Service" about not resurrecting old threads. The primary reason is that the original thread participants are seldom still around, and it is unlikely that you have exactly the same setup. Details matter. Unsolved problems are usually due to vague descriptions of symptoms without any underlying details. And unless you are providing a definitive solution or significant new solid leads towards such a solution, it does not justify resurrecting an old thread. Even in the latter case you are better off starting your own thread and providing all the details requested in the wiki "How to ask for help" article. Have you tried the "mod conflict isolation" technique as described? -Dubious-
  12. You can't do anything except "edit" a post once it is on the forum. It is "acceptable" to edit out a duplicate post and leave a line such as "deleted duplicate" instead. Otherwise you have to send a Private Message (PM) to a moderator on the "Contact Us" link at the bottom of the forum page asking them to move it to a more appropriate sub-forum. Easier all around to just edit the post. -Dubious-
  13. Red flag: "all the files have been cleaned". That is really not recommended for this game. First, it will definitely cause problems if you clean the main game and DLC files. Second, only the mod author should clean their own files, as they are the ones who know if that ITM is really required or not. Most are well aware of such issues these days. Only if you cannot contact the mod author of an old mod should you attempt it yourself, being aware that "success" may still leave things broken. Be sure to keep backups. -Dubious-
  14. First, when you say "vanilla", did you just disable mods, or start a "new game" without any mods? If you haven't yet, try the latter. And did you then include "the essentials" from 'Towards Game Stability', and the 'Essentials for Getting Started' sections of the wiki "FNV General Mod Use Advice" article with the "vanilla" game? Are you using any "post processors" such as ENB or SweetFX/Reshade? How much VRAM is on that Radeon 590? Then check over the 'Solutions to Performance problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Pay particular attention to the "video" related entries. Note that conflicting settings between the video adapter configuration and the game INI files can cause similar symptoms. If that doesn't resolve the problem, please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the "FNV 4GB Patcher", "xNVSE" and it's related plugins, "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)"; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots of the "load order" don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture. We REALLY need to see a sorted "load order" (such as produced by "LOOT"); to include the main game and DLC files. (Screenshots don't work so well for the purpose.) With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide". -Dubious-
  15. Check the Windows Eventlog. Entries there usually do not "pop up" on screen and record events which the game itself does not get the chance to report. I'm anticipating "Windows Exception code: 0xc0000005". The "Faulting Application" is often the victim of another program rather than the actual culprit, making it virtually impossible for the user to trace the source. In at least one instance it appears to be caused by VWD/LOD files that had not been regenerated (when caught by NVAC as "DISABLED _LOD_ERR"). Any recent update since the last time it was working correctly is suspect, as are viruses even if you have anti-virus (AV) running. Run AV from multiple sources when checking for infections. There are a number of free online scanners on the internet (though they are all going to try to sell you their services after the first time). You may need to exclude FNV from "Data Execution Protection (DEP)" and configure " Windows Defender Exploit Guard (WDEG)" (or Microsoft's "Enhanced Mitigation Experience Toolkit (EMET)" for Win7). Please see "Issue - NVSE - fails to load after update KB4058043 to Win10 FCU v1709" under the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode once you have scanned since the last connection), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering. There are also tools (often called "Game Boosters") to help you determine "unnecessary when offline" Windows services you can temporarily shut down. It is also possible that any recent change to your mods (such as updates) or your existing "load order" (such as additions or removals) has caused a corruption of the current save game file. Try going back to a save game from before the problem started. Often starting a "new game" with a vanilla test character can help confirm if the problem lies in the current load order. -Dubious-
  16. You should always start troubleshooting from any error messages you can see. (They are your best "clue"; and why they exist at all.) We don't expect you to be able to interpret those messages, but reporting such accurately and in detail (i.e. screenshots) is an essential first step. (See "How to markup images (etc) in forum posts and comments" article for how to use "Image tags", etc..) Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because both the game engine and Windows itself was not able to predictably handle the error. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article. These errors need to be dealt with first. A 'freeze" is very similar to a CTD in that the game does not know how to proceed but has not generated a error either it or Windows can react to. Do not expect all events recorded in the Eventlog to generate an "on screen" message. Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located. They generally have the ".log" file extension, or a filename with "_log" in the name and a ".txt" extension. -Dubious-
  17. It appears you are misunderstanding the role of the "Bashed Patch". If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway. If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again. * "Merge[d] Patch" is a more generic term than "Bashed Patch", which is only produced by the Wrye Bash/Flash program. A Wrye "Bashed Patch" and a xEdit "Merged Patch" are generated from the entire "load order" list of plugins to resolve all "record level conflicts". They are roughly equivalent but use different algorithms. You can use the combination of both a "Bashed Patch" and a "Merged Patch" file (technically an "override" patch as described here), for different complimentary reasons. (What I say regarding "Wrye Bash (WB)" also applies to "Wrye Flash (WF)". "xEdit" is the generic name for "FNVEdit" which is the game specific implementation of that tool.) While both WB and xEdit are creating essentially the same thing, the big difference is that WB automates the "record level conflict" resolution in load order sequence producing a "merged patch" file named explicitly "Bashed Patch, 0.esp". This works fine for most such conflicts where you want the last loading plugin to "win" conflicts, but to also include non-conflicting records of earlier plugins to get around "The Rule of One". The xEdit process does similar but doesn't dictate the resulting file name and lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. By running WB first, and then creating an xEdit "override" patch with just the different winners (hence the difference from a "merged patch" of the entire "load order"), you are reducing the number of manual changes needed. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch(s)" whenever you do so. You may find the "photo gallery" tutorial Editing records in FNVEdit using ''creature alteration'' for the example to be helpful with the basic process. Note that xEdit can "automate" the creation process in a similar manner to WB, but it doesn't (last I knew but things are constantly evolving) make use of "Bash Tags". WB also has built-in "tweaks" to game settings that it incorporates into the patch, as well as merging of "leveled lists". You can also use xEdit to give "unique" results that none of the plugins provide (in effect creating a "new patch plugin" result within the overall patch.) There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details. Having laid out that background, I see two files that appear to be variations of the same: "44SLfix1/2". Make sure both are required. * Move any "inactive/disabled" plugins out of the game "Data" folder. They count against the "plugin cap"(see Smaller Plugin Cap) because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message. If those plugins without the "mod index" numbers are "deactivated" by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch". Please see the wiki "Bashed Patch file with Marked Mergeables" article. * Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version. * "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders, but it is a "crutch". (The "Tale of Two Wastelands" site has A Guide for NOT using LOOT for those interested in learning how to manually manage their "load order" for themselves.) Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and are treated as "compatibility patches" to the base game because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin. * Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW). The reverse also holds true: don't install mods that are not compatible with, or specific to TTW or FNC,etc., if you are playing with them. -Dubious-
  18. "Windows Exception code: 0xc0000005". The "Faulting Application" is often the victim of another program rather than the actual culprit, making it virtually impossible for the user to trace the source. In at least one instance it appears to be caused by VWD/LOD files that had not been regenerated (when caught by NVAC as "DISABLED _LOD_ERR"). Any recent update since the last time it was working correctly is suspect, as are viruses even if you have anti-virus (AV) running. Run AV from multiple sources when checking for infections. There are a number of free online scanners on the internet (though they are all going to try to sell you their services after the first time). You may need to exclude FNV from "Data Execution Protection (DEP)" and configure " Windows Defender Exploit Guard (WDEG)" (or Microsoft's "Enhanced Mitigation Experience Toolkit (EMET)" for Win7). Please see "Issue - NVSE - fails to load after update KB4058043 to Win10 FCU v1709" under the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode once you have scanned since the last connection), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering. There are also tools (often called "Game Boosters") to help you determine "unnecessary when offline" Windows services you can temporarily shut down. It is also possible that any recent change to your mods (such as updates) or your existing "load order" (such as additions or removals) has caused a corruption of the current save game file. Try going back to a save game from before the problem started. Often starting a "new game" with a vanilla test character can help confirm if the problem lies in the current load order. -Dubious-
  19. My guess would be the problem is "different heightmaps". Please read the "Worldspaces" section of the wiki "Getting started creating mods using GECK" article. -Dubious-
  20. If you are just looking for some location in the Mojave to place the "cave teleportal", most any hillside or canyon wall would serve. But obviously you want more than that. Unfortunately your "link" to the PNG file on your local drive is not usable from the Internet or forum. Please see "How to markup images (etc) in forum posts and comments" article for how to use "Image tags", etc.. Without it we are not clear as to why you are having difficulties, but are you aware you can edit/replace the texture used for the "cave entrance" artwork? Once I found the hidden canyon that connects "Jacobstown" (Ref-ID: 000DAF11) with "Red Rock Canyon" (Ref-ID: 000DAE50) I thought it was grossly under utilized and think it would be a good place for something along the lines you are thinking. (It's easiest to find by just heading straight across the road you came in on as you depart JTown.) You can place your replacement RavenRock interior cell anywhere below the surface of the game (underground) in the same cell as the teleport "cave", as long as it doesn't collide with any other interior cell. -Dubious-
  21. Just guessing from the name, but more than likely it's from one of the "sexout mods"? -Dubious-
  22. Move those disabled "Slower Level Rate" ESPs out of the Data folder and try again. If the problem persists, then work through either the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. Please see the 'Towards Game Stability' and the 'Common Game Problems' sections of the wiki "FNV General Mod Use Advice" article. * Please see the paragraph about "auto-saves" under the 'Essentials for Getting Started' section of the wiki "FNV General Mod Use Advice" article. If you have been using the built-in "auto-save" feature and you get the endless "roulette wheel" when loading a save game, then your current save game file is corrupted and you will have to either go back to a save before the corruption occurred (hard to tell) or start over. In the future, please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the "FNV 4GB Patcher", "xNVSE" and it's related plugins, "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)"; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots of the "load order" don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture. * See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags", etc.. "LOOT" already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post. You should always start troubleshooting from any error messages you can see. (They are your best "clue"; and why they exist at all.) We don't expect you to be able to interpret those messages, but reporting such accurately and in detail (i.e. screenshots) is an essential first step. (See "How to markup images (etc) in forum posts and comments" article for how to use "Image tags", etc..) Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because both the game engine and Windows itself was not able to predictably handle the error. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article. These errors need to be dealt with first. A 'freeze" is very similar to a CTD in that the game does not know how to proceed but has not generated a error either it or Windows can react to. Do not expect all events recorded in the Eventlog to generate an "on screen" message. Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located. They generally have the ".log" file extension, or a filename with "_log" in the name and a ".txt" extension. * If you are using the full 4GB of memory, most likely your CTD problem (now or in the future) is the default "heap size" is too small. It's so common you might as well deal with it now. Please see the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu') entry in the 'Solutions to "Crash To Desktop" (CTD) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide". It is not generally considered a "good idea" to combine multiple "major overhaul" mods such as TTW and "The Frontier" even if they are considered "compatible". You have to get a stable FNV setup before you can add TTW (or FNC or any major "overhaul" to the basic FNV game). Then you have to check the respective "overhaul" instructions (e.g. TTW FAQ Forum for both the "Recommended Mods for 3.2.x" and "Mods Incompatible with 3.2+" threads as well as the FAQ page) for known issues with other mods. Even then your machine may have issues. -Dubious-
  23. Replied to your post in the "Mod Talk" sub-forum. Please don't "spam" the forum with multiple posts of the same question in different sub-forums without allowing at least 24 hours for a reply. While it is true that "different sub-forums get different eyeballs", older games like this do not expect to get answers any faster than that. -Dubious-
  24. Okay then, that means (AFAIK) we can treat it like any other regional version. What do you have installed that does not show up in the LO? For instance, the 4GB Patch, NVSE, etc. You may want to check over the recommended mods listed in the 'Essentials for Getting Started' and 'First Timer Advice' section; as well as the 'Towards Game Stability' and the 'Common Game Problems' sections of the wiki "FNV General Mod Use Advice" article. You should always start troubleshooting from any error messages you can see. (They are your best "clue"; and why they exist at all.) We don't expect you to be able to interpret those messages, but reporting such accurately and in detail (i.e. screenshots) is an essential first step. (See "How to markup images (etc) in forum posts and comments" article for how to use "Image tags", etc..) Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because both the game engine and Windows itself was not able to predictably handle the error. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article. These errors need to be dealt with first. Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located. They generally have the ".log" file extension, or a filename with "_log" in the name and a ".txt" extension. I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned" by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author's machine; only "the essentials". It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other "guide". -Dubious-
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