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b0bulat0r

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Everything posted by b0bulat0r

  1. Hi I'm playing through the depravity mod I noticed both Fallons and the New hotel rexford have plenty of lights on the walls but they are all off for me, wiring power near them in the workshop mode doesn't seem to turn them on either, (upper floors of fallons were fine just the lower ones) I have to run around with my headlamp on to see anything inside the rexford because it is so dark, Is there something obvious I've missed or is there a way to fix this? Had a look on the FAQ for the mod but couldn't find anything related to this. Thanks
  2. Hi It's a vanilla asset from base fallout 4 which is why I assumed a re-install would fix it, but some of my mods don't run unless they installed loose (not BA) so I'm guessing a mod has put a mesh in the path this asset uses without a texture so it can't read it, I guess unpacking the fallout4.esm main and textures would fix it but thats a huge archive to undo, I was hoping someone had access to just that specific texture because I know if you put textures in the path of a vanilla texture it overwrites it, (like some of the comic cover mods and things) so sorry for the confusion its a missing vanilla texture
  3. Hi Everyone I've got a problem, there is a texture missing which is causing big purple circles in several cells of my game, I know what it is its called playerhouse_rug03 https://i.imgur.com/iTjH0Ml.png I've reinstalled fallout 4 several times but one of the mods I'm using must be causing this, I've just gone from an install of 213 mods down to an install of 130 with most of them being different but i've got the same issue, Is anyone able to send me a loose files version of this texture so I can fix it? It's the only one i'm aware of being an issue. Thanks
  4. Thank you <3 I love you!!! that was exactly what I wanted. Hide the layer with the mist (mostly the FX Layer). If you have no layerwindow, open it in the view entry in the menubar.
  5. Hi I'm hoping someone can answer my question I'm trying to edit some cells but the "mist" effects make it impossible to select or move anything without doing it from the objects pane on the right and right clicking to change values in here which is slow and a pane, I know I can drag the mist effects out of the way and put them back later but I'm always concerned about not remembering where they went as there is often so many in a cell and ruining the atmosphere, Is there an easy way to hide these to make cell editing easier to do? I'm sure there is a simple answer here that I'm just too much of a n00b not to know. Thanks
  6. I managed to fix the lucky 38 issues with this mod by removing the edits this mod makes to the lucky38 worldspace in FNVedit, however I still haven't found a way to fix the strip gate issue.
  7. Hi Dubious I have managed to find and fix all 3 problems by following your instructions, I have found the file at fault to be NVR-Version_10.esp disabling this has fixed all 3 issues, but now my strip looks like an absolute mess :S I had these working in unison before (tried turning it back on and loot ordering it) and it broke everything again, I'll look to see if I can find another version of the mod, and what my other options are. Many thanks regards
  8. Hi Thank you for the reply Dubious As you can gather for all that I do know, I'm still a n00b compared to pro's like yourself, I tried the game with almost no mods installed (cut 2/3 out of the load order) and still had the issue, literally cut it down to just the ESM's and my 2 companion mods and still had the issue, I'm aware of the rule of one and hoped that by putting the lucky 38 mods at the bottom of the load order it would fix the issues. I'll have a thorough look at the links you've provided and try again in the morrow, Thanks for taking the time to support. I will let you know if I find the fix.
  9. Hi Guys, hoping you can help, I thought I'd start a new playthrough and I managed to get as far as to vegas itself with no issues, however this is where my trouble starts. At the strip gate the securitron greeter approaches me and does the credit check, but the gates won't load the strip, I press E and it just does nothing, annoying and immersion breaking but not the end of the world however so I COC'ed myself into the strip, however doing this meant victor didn't spawn to invite me into the lucky 38, I thought oh well again no biggie, so I went and talked to Swank and did the quest to kill benny, then i walked into the lucky 38 and it let me talk to house with his "I was worried when you didn't accept my invitation but..." dialogue. However I've got 3 major issues, 1) The strip gate still doesn't work for me, if I approach it nothing happens, if I travel away and rest and then come back I get the securitron dialogue again with the check, but nothing happens, 2) Inside the lucky 38 I am trying to run the "run the lucky 38" mod but the elevator doesn't work it says this https://i.imgur.com/xriA1RD.png instead of loading the elevator cell, as a result I've woken up the robots from storage but I can't get any further, Talking to victor allows me a limited choice of floors (the presidential suite, the penthouse, the cocktail bar or the basement) but none of these when taken give me the proper elevator to continue the run the 38 mod, 3) Going to the basement all the securitrons down there are still redfaced and continously fire against the targets, the elevator does nothing so I cannot leave without using COC to another cell. I'm running the lucky 38 mod https://www.nexusmods.com/newvegas/mods/40531?tab=posts AND the suite reloaded https://www.nexusmods.com/newvegas/mods/66087 However two notes here 1) the suite reloaded says its compatible now with run the lucky 38 2) my previous playthroughs had ZERO issues with both of these mods running. Please help >.< I was enjoying my latest playthrough but this has seriously broken/ruined it for me. ADDITIONAL info: I tried running the game with everything except the ESM's and the Lucky 38 Empire (the ESP for run the lucky 38) obv the game moaned about missing plugins but inside the lucky 38 I still couldn't progress with the run the lucky 38 mod and had the same issues as outlined above, which was my first attempt to try to rule out a mod conflict. When they ARE all loaded I do assume more than 1 mod alters the cell of the lucky 38 because the lights were dim until I moved the "lucky 38 empire esp" to the bottom of the list and then the lights went bright and the casino floor looked cleaner, Load order is below. GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1NVR-Strip.esm=1Vault-HQ1_NV.esm=1Sortomatic.esm=1Afterschool Special.esm=1NVWillow.esp=1RedRockRanch.esm=1SolidProject.esm=1FNVD_Ritas_Cafe.esm=1JokerineStripMall.esm=1wsex.esm=1The Roost.esm=1Lings.esm=1Th3OverseerCore.esm=1JokerineDiner.esm=1UWHNV-Core.esm=1ZionTrail.esm=1Functional Post Game Ending.esm=1SaltLakeStories.esm=1MongoMexResources.esm=1Run the Lucky 38.esm=1VanGraffHostilityFactionFix.esp=1Goodsprings Reborn.esp=1ESMchanges.esp=1JokerinesGasStation.esp=1The Mod Configuration Menu.esp=1NVNovacApartament.esp=1delilah.esp=1TheSinkRemodel.esp=1AradiaKatoArmor.esp=1Clanf_BT.esp=11nivVSLArmors.esp=1ARESproject.esp=1OCD-Cass outfits.esp=1bzArmour.esp=1TG Blackwidow type3.esp=1GoodspringsFarmhouse_v1.2.esp=1Roberts_NewVegas.esp=1Bobsprings Rebuilt.esp=1Lucky38Reloadedv5.esp=1FlashlightNVSE.esp=1UWHNV-Addon-GRA.esp=1UWHNV-Addon-FollowerHome.esp=1UWHNV-Addon-DLC.esp=1Hacking 1x Word (Firmly) NV.esp=1SVD.esp=1NVR-NPCs.esp=1AtomicWrangerEnhanced.esp=1Freeside Food & Supplies.esp=1CornucopiaGroceryStore.esp=1New Vegas Trade Center.esp=1FNVD_Ritas_Cafe_ESM_Helper.esp=1NVR-Version_10.esp=1BushSounds.esp=1JIP MiniMap.esp=1AnT.esp=1KissPill.esp=1CourierRangerArmorV2.esp=1188Veronica.esp=1ExtendedNVRadio.esp=1FNV-Westside Restoration.esp=1FlipOff.esp=1ElReyMotel.esp=1Mojave Wildlife (FO3-Style).esp=1CIB Supermutants.esp=1Willow Damage Reduction.esp=1Primm Reborn.esp=1TulipCassidy.esp=1PerkEveryLevel.esp=1Roostfix.esp=1Portable Tent.esp=1NorthRoad.esp=1Bobstore.esp=1FNVD_Freeside_Hotel.esp=1FNVD_Freeside_Hotel_Exterior.esp=1SecuritronPlayerFaction.esp=1Mountain Fort.esp=1NelisAFB Expanded.esp=1McFlyFarm.esp=1ZionTrail-NV.esp=1No Witnesses.esp=1FreesidePassageHideaway.esp=1NVxAnimatedVendingMachines.esp=1wsexInnuendoNPCs.esp=1MongoMEX.esp=1wsexInnuendoAnims.esp=1Liberty Loft.esp=1MNK-RHINOgaussRevolver.esp=1NiptonRebuilt.esp=1NCR Primm Rebuilt 1.esp=1myHousechanges.esp=1188.esp=1SWBuildings.esp=1Novac Reborn.esp=1Bobbouldercity.esp=1V21Fixes.esp=1NVFR-NVR-NVTC-Version_2.esp=1The Lucky 38 Empire.esp=1 Will give infinite love and thanks to the person who can help me fix it :)
  10. I'm using GECK extender which seems to have been when the problem started. I never had this association issue prior to this, unfortunately the reason I started using this was because my geck would crash whenever I tried to open an exterior cell, and I assume this was because of the memory limitation on the base geck, running GECK extender not only enabled me to edit exterior cells but also improved my GECK load and in application speeds massively. I could try removing this to stop the issue from happening with more plugins, but it won't fix the problem I have with my current mods,
  11. I should also note I recently followed a guide to upgrade the GECK to 4gb mode and support NVSE mode, it has been since this patch update that it has associated any esp together, so It might be behaviour by this update as it never used to do it previously.
  12. About a year ago I edited FNV mods with multiple plugins open and never had this issue before, it's become a recent thing, I've always done it for Skyrim or Fallout 4 as well, say in the CK I open 2 plugins, I copy one cell from one plugin to another, but forget to rename the unique ID's in that cell, and I save it, close the CK and re-open it, I'd expect the plugin to open (without auto opening the other plugin) and for those ID's to be removed as they weren't found, so the cell would just look a little empty. that is the behaviour I'm expecting, but it hasn't happened, worse still I don't have ANY references to the other plugin at all that I can see either in GECK or in FNV edit, it just won't remove, the geck can associate every master file it wants under the sun to the plugin, i don't care if it loads all the dlc masters etc, what I don't want is it having ESP's as masters, as those esp's might not always be there in the load order. it's been driving me crazy for hours. I wish I could just force remove the master with right click remove like you used to be able to, Why can't I do this anymore? https://i.imgur.com/vI1LNdR.png I've tried the "clean masters" trick and this doesn't remove it, yet when you expand all the contents there are no references inside the mod to the other esp its linking to, nothing I can right click and remove etc in order for it to then register as clean, god i wish there was a reference to remove then it would be bloody simple as I'd just remove any "edits" it thinks it's made with the other plugin and then clean it, but there is literally nothing there.
  13. Additional information I just made a new esp in the geck called test and saved it, created a new cell from scratch and saved it again i reloaded it, loading in a couple of other esps as well, loaded my cell, dragged an item into it from the left pane, saved the esp now the test esp is associated with the other ESPs I had open that are now "Masters" to it, despite this having used NOTHING from these mods, A clean of the new "test" esp with fnvedit doesn't clean the masters. I'm so confused I really need help.
  14. Hi There, I really need help and I'm hoping someone can help me please I'm aware that if you load an ESM in the Geck or CK that it associates your mod with that master file and I understand the reasons why, because your ESP could have resources from that ESM inside it, recently my GECK has started associating my plugin with any other ESP I've had open at the time, (such as if I know I have another mod that edits an area I load them both to see the changes made by both so I don't cause conflicts etc) Whenever I work in an active file I always make new form ID's so I shouldn't be using any resources from another mod, I've never seen it do this before but now my GECK is associating every plugin I save with every other plugin I've ever had open at the same time, 1) how do I get it to stop doing this? 2) the plugins it has already done this to, is it easy (and safe) to dissociate these? would I use FNVedit to do it similar to how I've done so with FO4edit for Fallout 4 before? Thanks in advance for your advice and assistance. regards For additional information I've looked in FNVedit and there are no references in my plugin to the other plugins it has added as a master, I've never seen it add ESP's as masters before but it is doing now and I can't seem to remove them in fnvedit as I get no option, (everything I've googled says you can right click the file header list and remove master file, but I get no option to do this!!) really stuck and would love some help. thanks
  15. I apparently already had this setting changed for the GECK which is perhaps why it displays fine, it is just the actual game that is causing this issue
  16. Hi, Will this apply to the game as well then? The objects look fine in the GECK, its in the actual game that they disappear as I move around the cell.
  17. I've got some objects in the mod I'm doing (vanilla assets) that have a problem in game of only showing up if you look at them at certain angles here is an example https://i.imgur.com/eKxqIP2.png https://i.imgur.com/8e1bAT9.png This is the same corridor from two slightly different angles, and in one image the lockers are visible the other they aren't I'm know I'm a complete n00b but how do I fix this? Thanks in advance for your help.
  18. Fixed my issue, The trick was to keep them as creatures but to add a script to them, which did begin OnLoad SetActorsAI 0 this has frozen them in place which is what i wanted :D
  19. Hi There I'm trying to get a securitron that is static to be placed into a cell i'm doing, In Fallout 4 this is pretty easy because there are LS (loading screen) versions of each of the robots as statics already, I've tried making a new static pointing to the securitron model and it shows up in the GECK but its invisible in game, so i tried making a new ref of the creature securitron and then set it as a ghost, but it still turns and moves etc. Does anyone know how I can make this work out? thanks, (it's because this particular cell is designed as if its making more of them and I want some static ones in here for that purpose) Thanks
  20. Ignore this post now, resolved the issue!! As I suspected I'd just forgotten to do something simple.
  21. Hi guys this is going to sound really really stupid but I'd just like some help please. I've recently re-installed Fallout 4 on a new computer and I'm having problems, namely when I load my save which i copied from my old computer, I get this https://i.imgur.com/G4V56QF.png most of my body and my power armor and all my weapons are invisible. If i strip naked my body comes back, All the stuff I'm wearing and using is custom assets but all of them have been re-installed on the new machine, but am I missing a really stupid step I've not remembered to do? as an example, my power armor should look like THIS https://i.imgur.com/UaFxJnd.png and not just be a frame. Really big thank you to anyone who can help me, I'm guessing its something easy and stupid but as I've not done this for a couple of years :S
  22. Hi Been desperately trying to get hold of you to try to get a copy of the armor you did for me again as I can't find it anywhere! please if you have it still message me it
  23. Ignore me, sorted it :S not sure how to delete this now i've posted it :)
  24. Hi Guys I'm making a mod that is a giant wizard's tower, I wanted to use crystal balls to switch between rooms, I made door and told it to use the crystal ball model, it works fine........ once when i come back to the lobby again the crystal ball is gone, just disappeared (its not in my inventory it's a door not an misc item) I assume this is something to do with the doors "open" state, so i tried to add a script to auto close it and it didn't work. Can anyone advise please? many thanks. Edit: I'm aware I could do these as Activators and then have a move.to script on them but I thought the whole idea was to use LESS scripts in mods where possible.
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