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HashiriyaR32

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Everything posted by HashiriyaR32

  1. Hey, I know it's a bit late for this, but would there be a provision for on-the-fly modding for certain modifications? You've already mentioned trying to program in on-the-fly ammo swapping, but I'd like to be able to do certain mod actions (attach/remove optics, change fire mode, add/remove muzzle attachment) on the fly.
  2. Started getting this error tonight a failed attempt to fixed my incorrect installation of Pelinor's Selective Fire mod (I only got the esm and forgot about the FOMOD). Not only did it not get fixed, I started getting the damn HUD extensions error, and every fix in here has no effect (I already installed with latest version of FOMM using the FOMOD, and coslidated the HUD with Unified HUD). Also a google search on either full sentence gets me nothing but fragmented results. I can't seem to flippin' fix that even after reactivation of the SF mod and reactivation of unified HUD. I've even toggled archive invalidation off and on, to no avail. I already nuked my previous install to start fresh for Tale of Two Wastelands, but it seems I may have to do it AGAIN just to fix non-sense. Also, my load order for reference. [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] CaravanPack.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] Caliber.esm [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] TaleOfTwoWastelands.esm [X] TTWFixes.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] Weapons.of.the.New.Millenia.esm [X] Project Nevada - Extra Options.esm [X] The Mod Configuration Menu.esp [X] The Weapon Mod Menu.esp [X] AG Weapon Reload SFX.esp [X] FlashlightNVSE.esp [X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp [X] Weapons.of.the.New.Millenia.Leveled.Lists.esp [X] Weapons.of.the.New.Millenia.Store.esp [X] Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp [X] TTW_AnchorageCustomization.esp [X] TTW_XPReduction.esp [X] TTW_SuperMutantRebalance.esp [X] TTW_StashPackOptions.esp [X] TTW_StartupMenu.esp [X] TTW_OutcastTrading.esp [X] TTW_NoKarmaDCFollowers.esp [X] TTW_MoreCookingItems.esp [X] TTW_Bobbleheads.esp [X] Project Nevada - Cyberware Additions.esp [X] Project Nevada - Rebalance Complete.esp [X] Project Nevada - All DLC.esp [X] Project Nevada - TTW.esp [X] Weapons.of.the.New.Millenia.TTW.Replacers.esp I'm gonna wipe the menus folder and reinstall all the mods that can be cosolidated by unified HUD, but if even that doesn't work, I'm going to completely nuke the install and start from scratch for the second time this week. EDIT: Fixed the PN error, but now my MCM keeps saying it's broken, as seen here
  3. ...someone? anyone? Even renaming the menus folder doesn't do anything. EDIT: Turns out it's another case of "Reinstall every single mod I have that is covered by the Unified HUD project".
  4. It's happening again. I stopped playing for a few days and when i tried to start New Vegas up last night, it crashed on startup once again. Of note, the telltale sign that the game is going to crash on the splash screen is the game's cursor not appearing during the startup.
  5. <p>It boots. Wonder if I could just play as is and trawl through the XMLs later.</p> <p> </p> <p>EDIT: I could but I lose a lot of functionality. Trawling it is. Even after I reinstalled Flashlight, Radar, Selective Fire, WMM, and MCM, and renamed the folder back to menus, it crashes.</p> <p> </p> <p>EDIT2: Oh s***. I decided to uninstall all the mods that I had covered by the unified HUD project and tried starting the game. It still crashed, so I completely wiped the menus folder...........and it STILL crashed. I may have just made my installation irrevocably irreparable.</p> <p> </p> <p>EDIT3: False alarm. Reinstalled all those mods and had them unified once more, and now everything works again.</p>
  6. This mod The issue here is that the crashes happened AFTER this mod was sucessfully installed (I had to close FONV shortly after testing because I had to step away for a bit), and I had to re-check the mods that I accidently unchecked due to FOMM user interface lag. I already checked FNVEdit and it wasn't spewing out a fatal error. It successfully booted up that load order, although unlike what's shown in the manual, it didn't set a resource path. Even before that, I scrutinized the load order to check for missing stuff and found nothing. I did the same thing last month when I first got the insta-crashes [which as I mentioned wasn't caused by a load order issue, but by something that I had to use this little guide here http://newvegas.nexusmods.com/mods/49896 to fix (removal of those lines from the INI)]
  7. I also have an insta-crash problem that can be summed up in the following steps: >Turned in AKs, ammo, and associated mods in preperation for upgrade of AR15s and AKs from 3.0 to 4.0 >Delete 3.0, clean saved >Install 4.0 and patch, clean saved again >While in FOMM, interface lagged and led to accidental unchecking of 5 mods. Re-checked the mods. >Crash on startup This would be a LOT easier to diagnose if there was a log that showed what esm or esp is causing FONV to choke. I even went as far as cycling Archive Invalidation and un-checking read only from the FONV folders. Still crashed. Up until yesterday, for an entire month, I had a similar insta-crash on startup that I eventually found was caused by the presence of the folllowing lines in my fallout.ini SMainMenuMovieIntro= SIntroSequence= sIntroMovie=Fallout INTRO Vsk.bik Removed the lines, removed that movie and it worked. Now that I'm insta-crashing AGAIN, I can't play that card anymore. Load order:
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