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About listenwater4

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The only thing I can think of is that you have a mod that requires the original New Vegas YUP. If you disable New Vegas YUP (there is both an ESP and ESM) you will see a red triangle next to any plugins that require YUP on the right pane in Mod Organizer (leave YUPTTW.esm enabled, TTW comes with this plugin by default) If there are any mods that have this error you should be able to find versions of them that are compatable with TTW. Without using the correct YUP for TTW you can expect to see many bugs throughout your game so I definitely recommend fixing it. Example of a plugin missing a master: As for learning Xedit, it just takes time and patience. You will figure it all out eventually if you stick with it. It's also not essential with a short mod list but to answer your op; Xedit is the only way to have confidence in your own mod load order. You can use other peoples load orders to avoid this worry or you can use wabbajack
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1. The plugin was missing a required master file which provides needed references. If you were able to get into the game; you found and enabled the required master successfully. 2. TTW has its own version of YUP: "As of TTW 3.2, it has its own version of YUP maintained separately from this on the TTW site which you should use only." 3. I wouldnt recommend doing this until you do what I mention in 4: 4. The best advice I can give is to learn to use FNVedit: https://www.nexusmods.com/newvegas/mods/34703/ In particular its ability to show conflicts but also to create conflict resolution patches. It has a bit of a steep learning curve but a couple youtube videos and some messing with the software and you will have confidence in your load order that will carry over to other games like FO4 and Skyrim as well. Another thing that helps with this is The Method: https://tes5edit.github.io/docs/6-themethod.html You don't need to do "the method" although I recommend it, whats important is reading through what it is and understanding how plugins are overwriting eachother and how BSAs are overwritten by loose files. Once you learn Xedit / FNVedit and have an understanding of "the method" you will know exactly what is going into your game and which plugins should be placed after others.
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All mods off except TTW and YUPTTW and this still happens. Only happened in Dead Money so far. System requirements vastly higher than the games requirements. I can pass through them just fine, Just cant see through them. After spending a few hours searching the internet the only other instance I could find of someone having this bug was related to "interior lighting overhaul" which I dont use and never have. Any ideas how I can fix/remove this?
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The Viva New Vegas guide keeps the game vanilla while fixing bugs and adding a minimal amount of content. This guide is just as organized/refined and yet brings alot more to the table. After looking through this guide and going back and looking through Viva New Vegas again, Both guides are good but this one seems like its bringing New Vegas closer to the ultimate vanilla experience instead of just polished vanilla like VNV. I haven't tested either guide and build my own modlists using the method but from what I have seen so far, If I was going to recommend a guide for modding new vegas in 2023 this would be the one I recommended.
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Armor won't unequip
listenwater4 replied to Trooper0311's topic in Fallout New Vegas's GECK and Modders
I know this is a bit old but I have the solution to this problem. After searching everywhere for the solution myself, I have been unable to find any information on it or why it happens. To fix this issue: - Open the nif in nifskope - Select the NiTriShape block - Expand the Material Data category in the block details - Change the value of "Active Material" from -1 to 0 - Repeat for all NiTriShape that have this set to -1 I have no idea what Active Material is doing or why it gets set to -1 sometimes on export, even after searching everywhere. If anyone has more info on this I'd appreciate it. -
Physics based system - at length
listenwater4 replied to Zulkiers's topic in Fallout New Vegas's Mod Ideas
Yes. The more options and diversity the better. The fallout universe could definitely use a creature/animal expansion. More like Skyrim or even RDR2 and its hundred+ animals with many being anatomically correct. Hunting would make alot of sense in fallout. Plus weapons like the varmint rifle with night vision scope are already in game. There are already NPC hunters ingame as well. An actual hunting system intertwined with survival and crafting would be awesome. (food scarcity and hardcore mode would be needed) Breeding animals and creatures could lead to having friendly companion/creature mounts and also hybridization but seems like it would be a complex system to set up vs the potential gameplay bonuses. Humans, animals and creatures should always be anatomically correct. The game is rated M we dont need "ken doll" npcs and creatures but any sex related stuff would need to be separate from this mod and forum I would imagine... You have some good ideas, I would nix the sexual things from your post. There is a different website for that category. There is alot of untapped potential in the creature/animal side of FO. I really like the ideas on having to care for individual organs with different effects from each being damaged. I feel like this would also be a good fit for fallout with the amount of chems, dismemberment, and other DR. related items and features ingame. (permanent dismemberment, cybernetic limbs, needing to actually use and wear a medical brace, wheelchairs, ect) (a heart or kidney shot is lethal like a headshot) A medical expansion could work out really well and drastically change the gameplay. -
Anyone tried Pynifly?
listenwater4 replied to DogTownMassacre's topic in Fallout New Vegas's GECK and Modders
I've been able to modify bodies and armors, weight paint them, then export with properly set shaders very successfully using Blender 3.6 and the niftools plugin for New Vegas. https://github.com/niftools/blender_niftools_addon Sometimes you will get a "polygons not attached to body part" error when exporting from niftools. To fix this you need to apply "face sets" to the polygons, not vertex weights. Basically anything I have tried to do it has worked, there are options for the materials to have the proper shader flags set. I would also recommend double checking the exported file with nifskope until you get the hang of everything, making sure everything is set properly compared to the original nif. For Skyrim SE I have had better luck importing with niftools, exporting as obj then copying bone weights and partitions from the original in Outfit Studio. Always with the latest Blender. -
Companion map markers
listenwater4 replied to listenwater4's topic in Fallout New Vegas's Discussion
That makes sense. Yeah I think when the FO3 main story ends the OG Sentinel Lyons is deleted by Broken Steel and replaced with the one in a coma. I cant load an older save unfortunately, I cycle through the same 5 or so saves as I play. Guess it's probably not possible to remove it without the original Lyons reference, I tried pretty much everything. Still interested in how the companion map markers work though and if they can be removed from the map in xedit. I have noticed some companion mods have them and some do not so I assumed it was its own separate thing instead of just being the fact an npc is flagged as a follower. I think this all happened because Fawkes pushed her into the airlock at project purity at the end game. Not sure what else could have caused it, i'm not using many mods -
Companion map markers
listenwater4 replied to listenwater4's topic in Fallout New Vegas's Discussion
It has the same small triangle and name on the map as the companion markers though, Looks exactly the same as my Fawkes companion marker. It is also present on the local map of every interior cell, even DLC. Setting all the quests relating to Sentinel Lyons to complete also didn't fix the issue. -
Companion map markers
listenwater4 replied to listenwater4's topic in Fallout New Vegas's Discussion
Sentinel Lyons is no longer in the game though. Trying moveto player with her reference ID wont work. If i use player.placeatme a new one will spawn but setplayerteammate 0 on her doesn't work. "If you want to jump through a lot of hoops to remove map markers from the game, knock yourself out." This is exactly what I want to do. It's why I made this thread and what I've been trying to accomplish. Not just ordinary map markers though, thats easy. There is no information on companion markers that I could find anywhere so I thought it would be good to have some information on them for modders making followers and people experiencing bugs with them. People will be able to find this thread searching for companion markers. (is why I posted a solution above) Hopefully we can get some information here on how they are added, what they are called, how to remove them, ect. Also there seems to be more to it than that because this companion marker appeared from a quest, and Sentinel Lyons AI package trumped any companion commands. There was also no wheel or any of the normal companion dialog. -
Companion map markers
listenwater4 replied to listenwater4's topic in Fallout New Vegas's Discussion
Hey thanks for the reply. I tried setplayerteammate 0 before but it didnt work. I dont think its happening because she is a teammate/companion. I think it was from during the main quest. (Take it back quest is when she has the marker on her) I tried setting this and all the quests related to her to complete but it didnt work. (also she got pushed into the airlock at project purity by Fawkes at the end of the main quest, which I thought was hilarious. This might have affected it too) In all exterior cells the marker is located at the Citadel. Inside the Citadel the marker leads me to where she was in a coma. All other interior cells show the marker in a random place. I can have a follower with a companion marker and Sentinel Lyons companion marker is still on the map, giving me 2 of them. If I talk to the BoS Sentinel Lyons, she has only normal dialog. If I try to move the base game Sentinel Lyons to my player with moveto player 0X01d430 , she no longer exists in the game and the console gives an error. This is the one that I rename and the text on the map goes away. This is actually how I ended up fixing the problem, I renamed the base game Sentinel Lyons to a space so it's invisible. Then I deleted the triangle marker from the \textures\interface\interfaceshared0.dds file, leaving it as alpha channel. This has the added bonus of hiding discovered and undiscovered locations on the compass since it uses the same triangle, which I wanted to find a mod for anyways. The Sentinel Lyons thats still in the game is a different one from BoS so she still has her real name, Other companions still show on the map albeit without the triangle which is fine. I would still like to know how to modify these follower markers and actually fix this bug, I see some follower mods add them so I know it can be done. If anyone has any info on this I'd appreciate it. -
Does anyone know how to remove/edit a companions map marker? I'm having a bug in TTW where Sentinel Lyons is permanently on my pipboy map (interior and exterior, main quest is completed, broken steel is completed) Even after killing lyons, zapping her, removing her from the game in every way, nothing works. I searched in xedit for mapmarkers, xmarkerheading ect and forwarded all related edits to a patch with it all removed but no change. I can change the name of the text on the pipboy map if I change her name in xedit but thats about the limit. Searched everywhere online I could find but it seems im the only one who has ever had this issue. Cant find any information on companion map markers at all. Tried reverse engineering follower mods that add them but its hopeless without some kind of information. Is there any possible way to remove companion map markers from the map?