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Arkngt

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Posts posted by Arkngt

  1. Obviously late to this, but in my case the solution was to clean the DLC's and make a merged patch with FNVEdit. On my current install, I got these out of memory crashes even with 4GB patching, using NVAC and tweaking ini-files etc. I was a bit surprised as I'm not even using texture replacers this time. But I haven't had a single crash since cleaning the DLC's and creating a merged patch.

  2.  

    It is a bit ridiculous that my 240GB SSD has only Skyrim, Fallout 3 & New Vegas, and their respective mods installed and it's capacity is at 198GB.

     

    A setting to disable the Virtual Install would be greatly appreciated.

    I second that. Until then I'm going back to the last version that didn't have virtual install.

     

     

    The problem is that you need post-virtual install versions for Fallout 4 support.

  3. I'd also like this. I'll never use it (i.e different profiles) so it's just problematic for me (takes longer to install/uninstall, huge virtual install folder etc.). Honestly, NMM was rock solid for me up until the big update to a virtual install version - after that I've had issues with all versions.

  4. I'm using the latest NMM build and my Skyrim mod directory has gotten messed up.

     

    First, it took forever to open up NMM with Skyrim and with forever I mean +10 minutes. So I force shut down NMM and started over.

     

    Now it opened after a long time (5 minutes or so), but the Skyrim mod directory is messed up as basically all mods suddenly are lumped together in the unassigned category.

     

    I've tried rolling back to the backed up InstallLog.xml versions from before having the issue, but I still get the issue with all mods lumped together in the unassigned category.

     

    So not sure how to fix it.

  5. In response to post #33332225. #33343595, #33345565, #33399980, #33405770 are all replies on the same post.


    Teo265 wrote: The changelog is indeed quite impressive. I'll hold out of the beta patch but will certainly enjoy the changes once the stable patch rolls out.
    RaffTheSweetling wrote: Same with me. Seems like some great changes, but nothing major, and no fix for the invisible weapon bug makes it hardly worth-while for me at all. Will wait for the Official patch.
    Lyrael07 wrote: The invisible weapon bug is indeed quite annoying...
    Jessymut wrote: Entering VATS fixes the invisible weapon for me.
    MindfulDroid wrote: what specs do you have, for the weapon bug?

    I got low specs and I thought that was the reason, as in it just taking time to load the weapons...


    It seems to be connected to the framerate somehow. First, I don't have the issue at all if using the iFPSClamp=61 (or 60 or 59) tweak, but I get other issues with it so that's no solution. Also, I get it much more often outdoors with lower framerates than indoors where I have higher framerates. But it's not just that it takes a little bit longer - it can take 20-30 seconds, the weapon is invisible and can't be used.
  6. In response to post #33339385. #33349315 is also a reply to the same post.


    Arkngt wrote: Works fine for me, but, alas, it doesn't fix my main issue with the game, namely that I often get bugged out (invisible, non-working) weapons when switching, so that was a minus. I also get much longer load times than before. On the plus side, HBAO+ looks nice and I seem to can afford it FPS-wise.
    mm137 wrote: I've been getting that one too. Have to switch to 3rd person and back to fix it.


    Actually, the weapon switching issue is almost completely gone. It's not perfect as I still can get a longer delay when switching than it should be, but much better. So seems the patch fixed my most annoying issue with the game. The only downside is the longer load times,
  7. Works fine for me, but, alas, it doesn't fix my main issue with the game, namely that I often get bugged out (invisible, non-working) weapons when switching, so that was a minus. I also get much longer load times than before. On the plus side, HBAO+ looks nice and I seem to can afford it FPS-wise.
  8. The update didn't fix this issue with Fallout 4:

     

    1. If you open NMM to check something and closes it w/o doing anything

    2. Or download and install mods w/o plugins, i.e. texture replacers etc.

     

    NMM will not turn on write protection for plugins.txt when closing the app, which means you have to do it manually.

  9. Just about the only thing I can think of is that Archive Invalidation changes bInvalidateOlderFiles from 0 to 1 in the ini's - and bInvalidateOlderFiles=1 can crash the game for some. The thing is that I think the game will crash on startup in that case. So the only thing that seems to explain it in your case is that one of your mods have a bugged mesh that the game tries to load with that save. When you turn off Archive Invalidation, it doesn't try to load that mesh. So I'd try to figure out which mod(s) you have that affect the cell the save tries to load - and then remove them and see if it works then.

  10. I've had an odd issue with loading the main Fallout 3 page since the changes last weekend, namely that it won't load if I use a direct bookmark link to it. Instead I get a ERR_NAME_NOT_RESOLVED message. This in Chrome on both my stationary rig and my laptop. It's no problem with the other game sites - and I can navigate to Fallout 3 fine if I go through the Games list on those pages.

     

    I removed the cookies for Nexus and then it was fine for a while, but now I have the issue again. Weird one that I've never had previously.

  11. In response to post #26414039. #26419559 is also a reply to the same post.


    Sergio1992 wrote: hi,
    with this change, I doubt I will find a reason anymore to follow the forums.

    The great thing about the nexus community was that I could enter the forums, go inside the section *'game's name* uploaded files' and simply read the discussion topics for every mod out there.

    I admit that I would not even met many mods if it wasn't for that section. Add to that it was simply a pleasure to read feedbacks, users queries, different questions related to the mod themselves.

    You simply removed what made the Nexus special and made it a generic forum; from now on I will just track a few mods and be done with it.
    Arkngt wrote: I also miss the uploaded files categories.


    An alternative solution would be to add a "Last commented" filter to the Browse files section.
  12. In response to post #26414039.


    Sergio1992 wrote: hi,
    with this change, I doubt I will find a reason anymore to follow the forums.

    The great thing about the nexus community was that I could enter the forums, go inside the section *'game's name* uploaded files' and simply read the discussion topics for every mod out there.

    I admit that I would not even met many mods if it wasn't for that section. Add to that it was simply a pleasure to read feedbacks, users queries, different questions related to the mod themselves.

    You simply removed what made the Nexus special and made it a generic forum; from now on I will just track a few mods and be done with it.


    I also miss the uploaded files categories.
  13. Found this googling Fast travel is currently unavailable from this location:

     

    @DanTheMAN0- Are you using Wasteland Travellers? If so, clean save it out of your load order and put it back in. Fast travel gets disabled when you take an escort mission and if any of your travelers wander off, fast travel will remain disabled until they die.

  14. I was thinking if it is somehow possible to see which mods cause changes in Tanleytown/Friendship station interior. (Same way as it is to see what mods edit certain values in FO3 Edit). I do not know how to find Tanleytown/Friendship station in FO3 Edit though.

     

    You'll find Tenleytown/Friendship Station under Cell > Block 4 > Sub-Block 4

     

    You can use the Cell ID in FO3Edit, to quickly find the correct cell.

  15. Yes, is there a comprehensive guide for creating a manual Merged Patch? When I played a year ago, you needed to edit A LOT in the automatically created Merged Patch, so I gave up at that point. The current FO3Edit (using 3.1.1) seems better at automatically creating one, but on the other hand it doesn't contain much, so after checking it I decided to skip it now as well. So I guess you should create a Merged Patch manually via an applied filter with conflicts. But I haven't found a step by step guide on how to do it. Most guides just show how to create the automatic one. I guess Miaxs_Tome_of_FO3Edit_Noir_v1.1 could be used, but that's on the other hand too in depth and not really a step by step guide. I mean, if I'm going to create a manual Merged Patch by making an override for each and every conflicting record, it would take me hours.

     

    In short, is there a step by step guide for creating a manual Merged Patch?

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