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michel92

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Everything posted by michel92

  1. You might as well try to merge your small mods to save some space and improve stability. Search for FNV Plugin Utility.
  2. Also, if you run FOOK and PN's Equipment module, you're asking for trouble. Even more without merged patch, what happens when you try to create a merged patch? I think that, even with the merged, you'd have problems running both of these, so I'd recommend dropping one of them out.
  3. Yeah, your version really should be the 1.4. If I was in this situation, I'd delete the FalloutNV.exe, FalloutNV.esm and any DLC/pre-order pack .esm. Then I would let steam update it and see what I get. Edit: Also, steam have this function, Verify integrity of game cache. I think you have to right click the game in library, properties, one of those tabs, verify integrity of game cache. You can also try this.
  4. Why it doesn't work like a normal FOMOD? You can download the main file, intall it, then the update, then the aliens and terminator thingy. What's is happening that you can't install it?
  5. -FNVEdit is located here (http://www.newvegasnexus.com/downloads/file.php?id=34703). Download it and run the program. You can run it from anywhere, but run both .exe together (I mean, in the same place). -For a better understanding of FNVEdit and it's functions, refer to the FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413).
  6. Alright, here I go: For that, use the FNVPlugin Utility (http://www.newvegasn...le.php?id=39655). Download the file and follow the steps in the ReadMe carefully. The "too many mods" problem only counts towards plugins, so texture packs shouldn't be a problem. At least for that matter. It appears that having too many plugins can cause those issues, but it can be bad installation as well. Always make sure to install mods with FOMM for uninstallation ease, ESPECIALLY replacers. As you do already, FNVEdit looks if you have missing masters. For proper load order, use BOSS (http://www.newvegasn...le.php?id=35999). FOMM also has BOSS built in. Don't forget to read what mod authors say about where to load their mods as well. A lot of small mods can be placed pretty much anywhere in the load order w/o problems. Firtsly, as a general rule, don't use mods that attempt to do the same thing. Right of the bat I saw that you are using FOOK and PN's equipment module. Even with a merged patch, which you're not using (and it's HIGHLY recommended, especially with that many mods), I guess that would only be possible with a major compability patch. So I would recommend dropping one of those out, for instance. For the others, it's pretty much up to you, as everyone know which mods you can't do without, and which are not so essencial.
  7. For your first problem, if you have Fallout New Vegas latest patch, and downloaded the latest NVSE version at the moment, your NVSE probably isn't the problem. Try lauching FNVEdit and see if both of these plugins are conflicting between them or other mods you may have. As for the 4GB enabler, there's a version compatible with NVSE on NVSE Author's website.
  8. Voted no. I once thought that NVSE brought problems to my game, but it wasn't NVSE actually. How much hassle there is in putting some files inside the game folder and, if not using FOMM, create a shortcut for it? Awesome mods are capable only by using NVSE, and it hasn't been proven that it causes problems, so, why not? I don't like to stop progress. Edit: ofc, there are people who simply can't run it. And, if a mod is not too dependant on NVSE, I'm sure most modders would make a version that do not require it. Peace and Love.
  9. I'm compelled to agree, the Texture/Models folder is there for a reason. Weapon section should only be the place for new weapons, at least I think so.
  10. You can always try BOSS (http://www.newvegasnexus.com/downloads/file.php?id=35999) out. It re-arranges your load order with a single double-click. Some of the mods it'll not recognize, but then again the biggest ones, the ones that have the major conflict chance are most likely covered. Keep in mind that load order isn't everything, there are times that even with the best load order conflicts will happen, making things weird or breaking the purpose of a given mod. For that, compability patches are needed, and with them you can run pretty much any mod together. You can learn to do one if a given compability patch wasn't made by anyone yet, read this awesome guide: FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413). Peace and Love.
  11. Well, there's always Project Nevada rebalance module (http://newvegasnexus.com/downloads/file.php?id=40040). If you want balanced deadlier combat, give it a shot. One mod that I like a whole bunch is Game Settings Tuner (http://newvegasnexus.com/downloads/file.php?id=39157). It gives you the opportunity to fine tune lots of game settings, including combat ones, to your liking. It also has some presets, and let you save some presets as well. Very handy. And, at last but not least, I'll have to advertise my own mod, Bodypart Data Mod (http://www.newvegasnexus.com/downloads/file.php?id=37424). It'll bring combat to extreme levels of danger and chaos. =) The changes also applies to you, so you will die just as easily as your enemies. It makes armor much more important, and melee weapons will be difficult to use, but you always can rely on the "flavors" or a combination of other mods to reduce ammo/make enemies use ammo, etc. Peace and Love.
  12. If I recall correctly, Monster Mod plugin is an .esm file, which has to be taken out of the data folder in order to not to load it. The .esm files always load, no matter they are checked or not. Keep that in mind for other mods as well. Also, I think MoMod uses a BSA file instead of meshes/textures folder, so, in that case, it'll be easy to uninstall. Remember that installing mods with FOMM saves you from a lot of troubles when you want to unisntall them. Peace and Love.
  13. This is a good question, and I'll share my experience with it. Back in the time when I was a young mod user and FO3 was at it's golden age, I used FOMM just to sort load orders, not to install anything. My only knowledge of FO3Edit was creating a merged patch. I had about 175 plugins installed, and it became hell. Textures were messed up, everything was. I had to do a clean install, cause I didn't had backups of the Data folders. I've been growing up in knowledge about fallout modding since then, and now I know my way around FNVEdit, I only install mods with FOMM and I even have a few mods uploaded on nexus. That being said, I saw your post here and I came up with an idea: test how much fallout can really handle. I took one of my plugins, which has absolutely 0 conflicts/NULL references, and copied it over and over in the data folder. 254 plugins including FallouNV.esm and the caravan pack. As you may know, fallout without mods launches pretty fast, but as you gather more and more mods, the launching time can increase a bit. Well, with this setup, it loaded just like it had no mods, but a weird thing happened. There was no background menu music! And all my save files were corrupt! Alright, then I dropped about 50 plugins, which, according to popular belief, would still cause issues. Well, everything normal, loaded fast, background music playing. Fired up a save game and played smoothly for a couple of minutes. Conclusion: This study of mine was solely based on numbers of plugins, as all of the plugins did the same thing. But putting only the number of plugins into account lead me to believe that, only this, can't make the game have issues, if you don't push it to the engine limit, ofc. So, what I recommend: -Get along with FNVEdit, here's an awesome guide: http://www.newvegasnexus.com/downloads/file.php?id=38413. This will not only teach you how to create a merged patch, but to solve all conflits between your mods as well, by creating your own patches (the famous compability patches, that a lot of good souls release on the nexus, to save people's lifes). -Only install mods with FOMM, ESPECIALLY those that have resource files (meshes, textures, sounds, etc). This makes your life much easier, as you don't need to rely on backups, FOMM does the hard work for you: http://www.newvegasnexus.com/downloads/file.php?id=36901. And keep an eye for the Nexus Client, not yet released, but that will surpass FOMM and make our lifes even easier. I hope it helped. Peace and Love.
  14. @Natterforme I'm pretty sure that eventually, even if at last, it will work with Morrowind, since Dark0ne stated the "whole Nexus". Most certainly, as the FOMM already includes it, and you can use BOSS separetaly as well. It wouldn't surprise me if BOSS came inside the pack. Well, let's see how Skyrim will come out, as it uses a different engine. Hope I helped. Boy, I can't wait for this. I'm tracking a whole bunch of mods, I think I'll only install them when this come out. Until then, I'll play Dead Island, that will be released tomorrow =D
  15. When I saw kaburke's statement about he working on something a lot better, I got very curious. Now I can't wait to test this beauty, thanks for your work guys.
  16. Job well done Dark0ne, well done indeed...
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