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quicksilverva

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Posts posted by quicksilverva

  1. well, the red ! of doom means missing meshes, not textures. if it was a texture issue, the readius would match whatever texture is close by and your companions would be purple, or something. usually something like that happens when your have too many mods running, and the engine cant render it all. post your load order, and we could probably help sort it. also, try creating a merged patch via NVEdit or a bashed patch via Wyre Flash
  2. in FO3, the autosave and quicksave features were quite buggy and high chance of corrupting saves when used frequently (CASM or any autosave manager avoids this issue since they use a script to force save, ignoring the default save system all together). apparently the same bugs have been brought over to FNV

     

    but i agree, .esps also seem to corrupt game saves.

  3. your current game save is probably corrupted. go to you game saves folder, normally Documents\My Games\FalloutNV\Saves, and see if theres any files with the extension .tmp

     

     

    if this is the case, you can a) start a new game, or b) find an earlier save that is not corrupted and will save

     

     

    once you do either of the above, download and use these following plugins/utilities:

     

     

    CASM- Cipscis Auto Save Manager (any auto save manager should work)

     

    FNVEdit Training Manual- tutorial on how to use FNVEdit

     

    FNVEdit - New Vegas version of ElminsterAUs FO3Edit (run the master update function to help eliminate game save corruption)

     

     

     

     

    hope this helps

  4. This fix comes highly recommended - http://www.newvegasn...le.php?id=34832 - but I haven't tried it yet because it says to create a NVSE folder with a sub-folder for this tweak. I don't have a NVSE folder which presumably would contain the NVSE files and I'm hesitant to create one because I launch through fn4gb with a NVSE hook that works fine now and I don't want to risk dorking that up.

     

    [if someone could just pat me on the head and say "Don't worry, everything will be all right..."]

     

     

     

    if you have NVSE and it works fine, even using the 4gbenabler, you have nothing to worry about. the folder and sub-folder is there to hold the necessary .dll that NVSE will call on to help reduce stuttering. its basically a mod for NVSE

  5. Nor can I. Was hoping there would be some threads on the famous nexus with some answers, but I seem to be misinformed.

     

     

    With an attitude like that, who would want to help you.

     

     

     

     

    @OP

     

    if you have NV up to date like you claim, Ie: update for dead money, then your copy of NVSE is outdated. Try getting 1.7 and see if that works

  6. the geck ini file is in documents\my games\falloutnv

     

     

    the file you are looking for is GECKCustom

     

     

    once you have the file open, do ctrl-f, type in bAllowMultipleMasterLoads

     

     

    change it from bAllowMultipleMasterLoads=0 to bAllowMultipleMasterLoads=1

     

    save

  7. the big red/white ! is because the game is trying to load something thats not there. the file you downloaded shouldve had the following files/folders: meshes, textures, sound (if not using vanilla), .esm (master file) or .esp (plugin).

     

     

    place the meshes, textures, sound files into the same directory, usually steam\steamapps\common\fallout new vegas\data, and overwrite if prompted. the game will see the mesh and subsequently load it in game, getting rid of the !.

     

     

    as for archive invalidation, in FOMM (using latest release 0.13.21 i think) by quarn/timeslip, go to tools, archive invalidation. when it asks to apply archive invalidation, click yes. archive invalidation will have been applied. to double check, go to your data folder, and look for "Fallout - AI!".

  8. ok. well, thanks for the help ladies and gents, but after NV not recognizing the formIDs of any the test rifles i put in to debug the p.o.s., im puttin it out to pasture. will probably try again at a later date. maybe itll work next time, who knows?
  9. FMJ - yes

    AP - no

    HP - no

     

    Are you running CaliberX or another mod that might affect ammo? Check your FMJ/AP/HP entries and see if any have integrated projectile data in their entry. I'm guessing that your FMJ is being given one by a mod you have installed and the others are keeping their default entry of nothing. One way to fix this, if it is the case is specify projectile data for the other ammo types or on the weapon entry itself. There's also the JSP ammo type in that caliber, which should also be included in the ID list.

     

     

     

     

    no. all testing was done using a new game, with this test file as the only mod in load order and active other than DLCs. Checked it in NVEdit, and everything was identical to FNV, with the exception of id, name, and model. lol

     

    forgot bout the JSP, but it didnt work either

     

     

     

     

     

    -edit on OP-

    model is NOT from Einherjrar's 19th and 20th Century Weapons Pack

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