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Grimwol

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  1. Whelp, I tried loading the New Vegas master, OWB and FCO at the same time. Lo and behold it works now. I never tried activating the FCO master in the GECK before because I wasn't trying to draw assets from it and didn't think it was required just to load the main game.
  2. Well, I tried using a different ENB without the ENBinjector in the directory and it seems to work fine with the GECK now. FCO still doesn't want to cooperate though. I did find a similar issue, which makes note of a file called eyebrowm.nif that is replaced by FCO, however, the GECK still crashes with this file removed. I figured a crash would always occur anywhere a human NPC is present (since that's what the mod changes), but there were a couple interiors that had NPCs where that didn't happen, so I'm not sure where the conflict lies.
  3. I checked and apparently I do have this update. While I haven't had any problems with NVSE, the ENB has been very selective on when it wants to work. I've never tried using one before, so I don't know if this is a regular occurrence or not. Anyway, I did mess around with Windows Defender Exploit Guard and followed the instructions for both New Vegas and the Geck, but it didn't seem to help. I had it using 4GB already but tried this anyway. Sadly no luck.
  4. I tried opening the GECK today after a month of not using it. Long story short, I found out it doesn't like that I have ENB files in my New Vegas folder and gives me an application error (0xc000001d) unless I remove them. Not only that, but it crashes when I try to load an area of the map while having the Fallout Character Overhaul mod installed. I tried using the NTCore 4GB Patch on it, but that didn't seem to help. I guess my question is: Is there a way to use the GECK without having to remove these, such as a patch or messing with configuration files? Worst case scenario, I'll just uninstall FCO and make a notepad of the ENB files I need to remove, then put them back when I want to play.
  5. I suppose if you needed to, you could always pull the "alternate reality/past" card to fit more things in, like the Fallout games have done.
  6. Wow this sounds like a pretty ambitious mod. Is there a specific time period this is supposed to be set or are you going with a western feel in general? Seeing as the Legion would be turned into the Confederacy it would be set around 1861-65 and certain weapons wouldn't be around yet like pump/lever-action shotguns and dynamite.
  7. There are a few mods that can help with performance. Assuming you already use 4GB Fallout New Vegas and New Vegas Script Extender, some that you might want to look into would be New Vegas Anti Crash, New Vegas Stutter Remover, New Vegas Enhanced Content, and/or Mission Mohave. The mods stated in the post above are probably your best bet if it's horror and realism you want. Some other mods that are a bit smaller in scale are House of Horrors, Hell on Earth, and Monster Mod. Mods that make the wasteland darker at night might also be what you're looking for.
  8. I've been trying to solve this for a while now and I'm at a complete loss how to fix this. Basically I want to know how to implement the companion wheel onto a creature that can talk to you through dialogue. So far I've made three companion wheels (using two different tutorials) involving a human, a deathclaw and a brahmin. The human works fine, but the other two have broken dialogue that only occurs when the wheel is involved. What happens is, after hiring the creature, any dialogue spoken by them will only appear for a few frames. I looked into Rex's dialogue for some insight, but he isn't quite set up the same way. I haven't been able to find anyone else with this issue and any tutorials I find are only for human NPCs. I assume either I screwed something up in the scripting, or there's a more advanced way of getting around this. I am relatively new to the GECK, but I understand the basic idea of how scripts and conditions work and what not. Any help would be much appreciated.
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