Jump to content
ℹ️ Download History temporarily unavailable ×

dubiousintent

Premium Member
  • Posts

    8257
  • Joined

  • Last visited

Everything posted by dubiousintent

  1. Answered "here" where you originally asked under "Technical Support". (The usual turnaround in an older game forum is 24 hours. Please wait at least that long before asking in another sub-forum to avoid "spamming".) If you did not resolve the issue with the initial proposed solution, please provide more details (such as what you tried and any new messages or situations seen) in that thread. -Dubious-
  2. Please see "TIP Quest Advancement", "TIP Quest Delay timer", "TIP Quest Stopping within its own script", and "TIP Timers" in the "Scripting" section of the wiki "Getting started creating mods using GECK" article. Assuming your "dance" is an "idle animation" and not a BIK video, you would use the "PlayIdle" or "PlayIdleEx" function. Checkout your options for stopping the idle listed at the bottom of the page under "See also". -Dubious-
  3. Please see "TIP Animation Sounds" under the "Animation" section of the wiki "Getting started creating mods using GECK" article. You may also need to see the "Music and Sounds" section information as well. -Dubious-
  4. Please see: Issue - Lag or microstutters even with New Vegas Stutter Remover installed or notIssue - Mouse sensitivity reducedand the several "mouse" entries under the "Solutions to Control problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious-
  5. There are at least two "vulpine race" mods on the Nexus, and that is only assuming you got it here. A general description is not a "link". The latter tells us exactly which mod you are talking about, regardless of site. * See "How to markup images (etc) in forum posts and comments" article for how to use "Link tags", etc.. -Dubious-
  6. "User Interface (UI)" problems indicate you have changed XML files. This is often caused by an "install order" problem with more than one mod replacing or editing the same XML file. Please see the wiki "HUD-UI-Menu issues" article. (This takes some interpretation as applies to your situation. There are too many permutations for an "if A then B" type of guide. If you haven't encountered XML files before then the "TL;DR" section is not going to help by itself.) "Disabling" mods is not enough to restore things to "vanilla" if they overwrote any files. UI mods definitely do this, and can make "edits" to other existing XML files. You have to "verify local files" to restore the originals, and still may need to delete the "loose files" so those vanilla versions get used from the BSA files. Then correct the sequence in which you install those UI affecting mods. Please see the 'Restoring to "Vanilla"' entry of the wiki "FNV General Mod Use Advice" article. "VUI+" has pretty strict requirements about being "last" of the UI mods. Be sure to check the "Articles" as well as the "Comments" tabs for that mod. -Dubious-
  7. Just in case the above (good!) advice does not resolve the issue, here are some more general things to try. * The game has "memory leaks", primarily linked to the audio system due to the version of the Ogg Vorbis Libraries used by Bethesda. Getting 2-3 hours before a CTD is pretty good. The audio problem is fixed by using the updated "Ogg Vorbis Libraries" posted by Kane Wright. You might also want to try using the tool "CleanMem", which periodically (you can set the interval; default is every 15 minutes) tells the OS to perform it's built-in "clean up" of memory. It has a "mini-monitor" that displays memory usage. Doesn't seem to hurt and might help. * 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. * You can also get "out of memory" errors from the graphics system (which is separate from exhausting system memory), even with the game 4GB enabled. The video pipeline is known to have "memory leaks", and these occur faster with "beautification mods". Here the cause is a combination of larger image sizes ("higher resolutions", aka "hi-rez"), hi-rez texture packs for skin, hair, clothes, weapons, and landscape; along with mods that increase the number of NPCs in a given cell. (All those hi-rez texture "personal accessories" get multiplied by the number of Actors.) Please see the wiki "Display resolution versus Image Size" article. While "ENBoost" can help, you may need to switch to lower resolution/ smaller sized images or even lower quality in your game graphics configuration. Please see the 'Vanilla Load Order' entry in the '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. 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. 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. The "Strip Open" mod moves "the strip" from it's own worldspace cell into the Mojave Wilderness cell. The spawning in mid-air is probably due to a "height map" difference between the two cells. My guess is the "Strip Walls Restored" mod is based upon the original, separate cell world and would need a patch to work with "Strip Open". Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example with three "master" plugins for the patch. -Dubious-
  9. In general, if you haven't changed anything about your game and it suddenly stops working correctly you need to look to other causes: such as software updates to Windows, programming libraries such as ".Net", or hardware drivers. Older games eventually get dropped from product testing. It is also possible you are having problems with your hard drive. It never hurts to run "chkdsk" and an anti-virus scan. FYI: If you recently had a Windows system update, you only have 10 days to revert to the previous version if you decide to choose that option. 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. If that is a "load order" and not just a list of installed mods, it is not sorted correctly. 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. In the meantime, please see the 'Vanilla Load Order' entry in the '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. 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. 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-
  10. The key to getting a stable game is to resolve problems one by one. Because one problem can mask another, you need to "triage" them into which is most fundamental and widely affecting first. If you can't get the basic game into a stable state, why do you think adding mods not designed to fix specific problems is going to make things any better? 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. 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. * Did you install Steam to it's default location? (GOG is not a problem as it places the game correctly.) If so, please see the wiki "Installing Games on Windows Vista+" article for why the original default Steam behavior of installing games to the "C:\Program Files" or "C:\Program Files(x86)" folder tree was bad (they learned better, and don't do that any more but didn't change it for older games); and why "disabling UAC and running as Administrator" is NOT sufficient, with instructions how to move it. Among other things, later versions of Windows (since the game was released) force files in "system protected" folder trees to be "read only" regardless of how you set them manually. It includes instructions on how to correctly move the Steam folders out of that folder path. Don't move it to a folder under "User\Documents" either, as "executable" files are not permitted to run from there for similar "anti-malware" reasons. This is the single most important thing you can do to fix and protect yourself against problems in the future. As much of a PITA as that is, it's never going to be any easier than now. System updates often cause issues with games installed to these folder trees. With the game moved out of the default location you will not need to be running it as an "Administrator Account", which is safer. Please see the 'Restoring to "Vanilla"' section of the wiki "FNV General Mod Use Advice" article as well. 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". 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. -Dubious-
  11. The "proper" people to answer that are the engine delvers like jazzisparis and lStewie and company. As we don't often see them here on the forums, I'll offer up my thinking on the subject. The developers "blackbox" many things in their proprietary libraries of code. As such code is not publicly available, we have no idea what it contains. This is by design to protect their "intellectual property" rights. So we can't always determine how something "works" by what the developers do in the vanilla code we can see because they have access to information we don't. One of those "hidden things" (AFAIK) is the game initialization process up to a certain point. A distinction between "vanilla" and "addons" such as "mods" is what can be assumed to be present and what can't. In the case of variables added by a mod, they cannot be assumed to be "known" by the engine without some mechanism such as "declaration". But when does "declaration" occur? Not automatically because the engine doesn't know about the mod's needs. So the mechanism for informing the game of some of the mod needs at various points is the "quest", and the "Start enabled" option causes that quest to get initialized during the "loading" process (or some time early in the process, but before the quests without that option; not something I have ever looked into). When you ask if the quest can be used as "data", think a little more about what you are meaning by "data" in this context. You are referring to something that can be utilized by your code; in other words "variables". But a variable the engine doesn't know about (that hasn't been "declared") causes a "syntax error". So you have a "chicken or egg" problem. The VR is basically a way to say "the egg comes first". A quest that is never "started" is like a script that is never activated. They can exist, but do nothing useful. But I could be completely off the mark. This is just "logical speculation" on an interesting question. -Dubious-
  12. I hadn't encountered the term either, so I've added it to "TIP Best Practice Sharing Variables between Scripts". -Dubious-
  13. You have two issues here: dealing with the "unconscious" state, and starting the dialog. The latter is relatively easy: just set a condition "flag" on the "Topic" that only gets set in your script dealing with the "unconscious state", call "StopCombat" on the Actor and use "EVP" to cause it's packages to be re-evaluated. Please check out the "Category:Actor State Functions". Off the top of my head: An Actor with a health of zero is normally "dead" unless they are marked as "essential" (which you dealt with). But a fatigue of zero will also make them unconscious. The note on GECKWiki for function "GetUnconscious" states: Use "ResurrectActor" in either case to get them back on their feet and functional. You might want to consider using "IsInCombat" and start your dialog when the actor's health drops below a certain percentage. -Dubious-
  14. As stated, you are missing "art asset" files. For the vanilla game (as in Doc's house), those are in the Fallout EXE, ESM, and BSA files. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. 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. Please see the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. Please see the 'Vanilla Load Order' entry in the '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. Please see the "Issue - Recommended Project Nevada master file load order" entry under the "Solutions to Miscellaneous problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Strongly recommend you take ENB out of the picture until you have a stable game. Deal with one problem at a time. 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". If you still need help, 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 FNV4GB Patch, NVSE and it's related plugins; 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. -Dubious-
  16. Then check for key remapping. There are programs linked to help with that in the references adjacent to the "Issue" link I posted earlier. In particular check what is actually being passed when you press the "~" key. -Dubious-
  17. "Quest stages" indicate progression through the quest. As such they might enable a specific dialog topic, but are not likely to affect a "check" such as"speech". I suppose it is theoretically possible, but have never heard of an instance. (But that doesn't really mean much as there are many specific things I don't know about this game and haven't looked at the script for this quest.) Generally attempts to reset the stage number back to an earlier one are "dicey" at best. Suggest you try to reset the quest to the beginning (probably stage "10" but haven't checked) and try again. If Dr Henry (not you, but probably what you meant) did do the experiment already, then you missed your chance. From what I can tell, you only get that check opportunity at that point in the quest. -Dubious-
  18. Thank you for the explanation. Added as "Issue - ENB Interior windows are off-color" to the 'Solutions to Post-Processor ENB or SweetFX et al problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious-
  19. "Downloaded" is not the same as "installed". If the file "Project Nevada - Rebalance.esp" is not in your "Data" folder, then you haven't installed the mod. How you install depends upon your "mod manager", but most of the recent ones (NMM and later) require you to add them to the "current profile" you are using to play the game. -Dubious-
  20. No idea except perhaps you missed an option. Use the "Contact us" link at the bottom of the page to ask the staff directly. -Dubious-
  21. Make sure you are using the version of 4GB Patcher I linked earlier. Versions prior to that one were not compatible with GOG. Make sure you are launching by running the "FalloutNV.EXE" file and not the "NVSE_Loader" file ("all it does is inject the dll into the process and terminates after doing so"). You are getting that "cannot inject" error when you attempt to run the game outside of Vortex? If so, I would ask Roy on the comments page of the 4GB Patcher mod. -Dubious-
  22. Depending upon where you live (which determines which regional version of the game you have installed) and how your keyboard layout is configured, the default "~" key may not be mapped for that purpose. Also check you do not have a "game controller" connected. Please see the "Issue - Console - in-game console default key does not work" and adjacent entries under the 'Solutions to Control problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious-
  23. From the Nukapedia wiki article: Otherwise you need to look for a "mod conflict". (The lack of other reports is an indication the problem is specific to your setup or steps through the quest.) Please see the 'Mod Conflict Isolation' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious-
  24. There are virtually zero mod creators working on XCom/EW these days. (There are barely any questions from players posted each month.) They all moved on to XCom2 years ago. If you want a mod for THIS game you will need to learn how to do it yourself. The starting point is the XCom wiki. But I caution you that this game was never designed to be modded. It has to be "hacked" in hex code. Tools like "UPKUtils/PatcherGUI" and the older "XCOM ToolBoks" were developed by modders as an easier way to implement such "hacks". -Dubious-
×
×
  • Create New...