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Everything posted by CliffSedge
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A lot of my mods have no icons under content, or they are missing ones they should have. In particular, I have a lot of mods that load plugins, but they don't have the plugin icon in their content. Is there a way to flag the plugin files so that the correct content icon shows up?
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Why do Vortex keep rearranging my mod load order for no reason?
CliffSedge replied to 4POINT4's topic in Mod Troubleshooting
Three and a half months later and still no answer? After sorting load order - and turning off auto-sort by LOOT - Vortex still resets loadorder to an incorrect state. I need to sort using Wrye Bash every time before starting the game (Fallout: New Vegas in my case). -
So far, no one has answered the question . . . Regardless of how things get sorted, how load order is determined, or even if any of it matters -- How/Why does Vortex determine Deploy Order and can this order be changed?
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So it is really just turn off and then back on immediately after - no waiting for mod redeployment? Archive Invalidation Invalidated is no longer used because Vortex now has its own AI mod created through settings/workarounds called BSA Redirection. Apparently turning on BSA Redirection in settings creates the Archive Invalidation mod that can then be enabled disabled just like other installed mods. I'm guessing (hoping) that all I need to do is disable that mod and then re-enable it and not have to turn off BSA Redirection in settings to accomplish the same goal. I am still skeptical, though, because I have tried exactly that (and other combinations of possible solution steps) and whether or not something works seems random / due to luck. It would be great if there was a reliable method that fixed the problems without so much screwing around.
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Yes, that's the same quote I see everywhere too, and I find it unhelpful. Again, when exactly do I deactivate Archive Invalidation and when exactly do I reactivate it? Is disabling the Archive Invalidation mod the same as flipping the BSA Redirection switch in settings? Should I do it one way or the other? Does it matter / make a difference? Do I need to deactivate/reactivate AI every time before starting the game? Do I need to do it before or after installing or enabling any mods or only certain ones? I am really hoping for details here - like obnoxiously, point-by-point, step 1 - step 2 - step 3, "first click this with your mouse, and then click this with your mouse" details. I am going to ignore this. It does nothing to answer my question. I am using Vortex. It works fine for everything I want it to do, and I am not going to switch to a different mod manager. It will either work or it won't. I have installed hundreds of mods with it, and the only problem I've had is some textures look messed up sometimes. When I looked up how to solve that problem, I saw many recommendations to use Archive Invalidation, but no one says anything other than "turn it off and then back on again." That does not solve my problem - especially when I don't know when or why to do that. Please only reply if you are going to lay out a step-by-step detailed list of instructions of exactly what to do and why to do it.
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IStewieAI MODS NOT WORKING
CliffSedge replied to Rosfield's topic in Fallout New Vegas's Mod Troubleshooting
I find that for most of them, you need to quit the game and restart for them to take effect. -
I have no idea how Archive Invalidation / BSA Redirection works. Apparently it is used to overwrite old files with new ones and is especially important for texture mods, but the only thing I see regarding how to use it is "turn it off and then back on again." Okay, when? Do I turn off AI, enable a new mod, and then re-enable AI? Do I install and enable the new texture mod, and then turn-off/turn-on AI? Do I deploy mods after every disable/enable step or do I flip the switch back and forth before deploying all changes? I'm a modding newbie and I have no idea how any of this works. Walk me through it mouse-click by mouse-click like I'm an idiot.
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BSA Redirection no longer working
CliffSedge replied to Qaerixxszhara's topic in Fallout New Vegas's Mod Troubleshooting
How can you tell if it is working or not? All I see about Archive Invalidation / BSA Redirection is "turn it off then back on again if installing new textures," but I never know if that actually works. The texture problems don't go away, and I don't really know when I'm supposed to turn-off/turn-on. Do I turn off AI before enabling the new mod and then turn it back on, or do I install and enable the new mod and then go off-on? How does it actually work? And I do I know if it is doing what it is supposed to or not - how do I check that? -
One of the Stewie Tweaks is "Fast Travel Costs Nuka Cola Bottles." Apparently, the item can be changed from Nuka Cola bottles to other items, but I don't know how to do that. If I put in the form id of a different item, the id number is for that one specific instance of that item and not for all items with the same name. For example, if I want Fast Travel to cost one pre-war parkstroller outfit (for example) I can open console and click on the outfit that I dropped on the ground to get an item id number, but there is a different id number for each copy of the outfit in my inventory. Is there a way to find the formlist id for a type of item, so it will spend any one of the copies I have in inventory?
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I'm not a big fan of either, but in the early game before I get to Novac, I prefer the cowboy repeater. I like the look and feel of the service rifle, the faster fire rate, and larger magazine are all great, but it's just not fun to shoot. It seems like the bullets go all over the place and don't do much damage when they do hit. I am more of a sneak-attack sniper than a many-shot shooter anyway, so I overall prefer the higher one-shot damage of the repeater. I might keep one or both as a backup weapon until I get Ratslayer, and then I give the service rifle to Veronica until I find her a good condition plasma rifle or tri-beam; and I give the cowboy repeater to Cass as a backup in case she runs out of 12-gauge. That Gun and Ratslayer both use 5.56, so I don't need to worry about other ammo types. I give Boone a sniper rifle and all the .308 I find. Cass takes all the .357 for the cowboy repeater, and Raul gets 44 cal for trail carbine and .45-70 for brush gun. Only other weapons I need are Hyperbreeder Alpha and a shishkebab or proton axe (+ some grenades and mines too).
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What mods do you think are required for good play?
CliffSedge replied to Ophiucus68's topic in Fallout New Vegas's Discussion
I've been trying out the Canteen Autosave, and it works great. I have the animated ingestibles mod, so every five minutes I can see my courier sip from canteen and that lets me know my game just saved. Thanks, that's good to know. I just started playing New Vegas on PC with mods this week, so I am very new to how all this works. -
What mods do you think are required for good play?
CliffSedge replied to Ophiucus68's topic in Fallout New Vegas's Discussion
The Viva New Vegas (VNV) Guide - https://vivanewvegas.moddinglinked.com/intro.html - and the New Vegas Rebuilt (NVR) Guide - https://newvegasrebuilt.github.io/index.html - are quite thorough with anything you might need for a solid FNV game. There are a few others I like that I don't think are in either, but it's hard to tell, because the VNV guide includes around 120 mods, and the NVR guide has almost 500. NVAC - New Vegas Anti-Crash is conspicuously missing from both. Is it obsolete now? CASM - Automatic Save Manager. Defaults to autosaving every 5 minutes, so you don't have to use quicksave so often. Spice of Life - Variety of Armor and Clothing (accommodates Type 3 and Type 4 bodies). Novac Motel Radio Fix Better Bleed Me Dry AnhNVSE. Useful for other mods like MAPMO - Main and Pause Menu Overhauls, GLO - General Lighting Overhaul, and one I just found that might replace CASM for me: the Vault 13 Canteen Autosave SD Radiant Infinium. Adds job posting boards in various locations to add extra little side quests. -
I've been trying to compare and contrast Viva New Vegas and New Vegas Rebuilt. I made separate profiles in Vortex, and have followed each guide separately to test them out. I first used VNV in the default profile, testing after each batch - utilities, bug fixes, UI, gameplay, etc. and it all worked very well. I then went a little crazy and added hundreds of more mods until my game wouldn't work anymore. Instead of starting over with VNV, I decided to try NVRebuilt. It suggested the multiple profiles for testing, which I thought was a good idea. I have a "Vanilla Virgin" profile, untouched by mods; a "NVR Essentials" profile, which only uses the first two collections; a "NVR Core" profile for the recommended collections 1-4 and 7; and am now working on the "NVR Enhanced" profile for collections 1-7 and 9 (I'm going to ignore FPGE from 10a for now). Here's my thoughts so far and some questions: 1. I followed the guide on GitHub before I realized the different collections were on Nexus. It looks like the mods listed in the guide collections are very different from the Nexus collections. The Nexus Collections look a lot bigger. Is this because the guide was written after creating the collections on Nexus, and many of the mods were removed from the guide during editing? Which would be better to use - the GitHub guide or just download all the NVR Collections from Nexus? 2. I have an old laptop not meant for gaming. It has a 60 Hz monitor, 4GB graphics card, and max 1600by900 resolution. As such, I can't do much to improve the lighting, textures, graphics overall. I want the game to look as good as it can, but I'd rather have smooth gameplay, less lag and freezing and see 8-bit graphics than have 1080p or 4k graphics, but have jerky controls and 5 frames-per-second refresh rate. Are there general recommendations which visuals mods to use / not use from each guide? * Following the guide, I noticed that I can't use DXVK with my graphics card, and VUI+ works much better than Darnified anything. 3. There are a lot of mods in collections 3 and 4 - Restored Content and Gameplay - that I'm not sure I need or want. Are there certain mods there that are must haves, and which ones are completely unnecessary? I really don't care about Philip Lem's glasses or if the Lucky 38 has the poster from the intro, for example. 4. Lastly (and probably the question I'm most interested in right now) there is a lot of overlap between the two guides; many of the utilities and bug fixes are the same in both, but there are a lot of differences too. are there mods in VNV that NVR should also have and vice versa? If I wanted to mix-and-match to create my own guide, what are the best mods from each?