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Sakugen

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Everything posted by Sakugen

  1. I don't know why it's only disabling certain mods and not others. WME, IWS, the Desert Eagle 44 and Dragonskin Tactical Outfit still work for some reason. I'll have to try making it an .esm though... haven't thought of that, thanks.
  2. Are you sure the More Perks / More Perks Update are both supposed selected? Usually with updates they have you replace the original .esp files with the updated ones. ..Just a suggestion. *Shrug.*
  3. In some cases, I've found, depending on where things are installed... Windows 7, if that's what you're using, will not let you save changes to files. An easy way around this is to copy the file to your desktop, edit and save it there, which it should let you do.. then copy it back over where it was originally. If that's at all helpful..
  4. Been running in to this issue myself. I've tried everything so far... reinstalling, remaking my mod. Etc. Far as I can tell... anything loading after HH is getting disabled. I've been able to add items to my inventory from HH and Dead Money which loads before it... but nothing after HH for some reason. Go most things detailed here: HH & Additive Mods Issue Nothing helpful yet though... I'm thinking someone's going to need to come up with a patch fix for this problem or something. :/
  5. I've been messing with the console and I've ran in to some interesting conundrum. Having recently reinstalled everything, and remaking my mod from scratch... it still doesn't work. And I've found out, by trying to add items from other mods in the load order... they don't work either! The funny thing is... anything in the load order AFTER Honest Hearts... doesn't recognize the Object ID of any item one tries to add via console or place in the game world. For example... the LAER from Old World Blues... It's ID is 0300B9CF (As it loads 3rd for me.) ...Since the mod comes after HH, it won't give it up. Now, items from HH and Dead Money (which loads before HH) will appear when added through the console. ...To fix this one might think to load HH last, but, putting .esm files before .esps is a no-no. So... any theories here? :)
  6. I'll give FNVEdit a shot then. Thanks for the tips. The only reason I'm having to resort to using the console is because some issue, as far as I know, with some of the DLC, has been canceling out anything I add in with the GECK. Detailed here: Honest Hearts and Additive Mods Issue ... Basically, the edited items I'd placed in the game world and the unique containers I'd dropped in Goodsprings, along with the gathered items from my inventory just up and vanished. Somewhere between completing OWB and installing HH. I'm hoping another patch will remedy it soon. -- Edit: Well, for my 'mod', what FNVEdit displays is what GECK has been telling me is the ID I"m looking for, just FNVEdit puts the mod # before it automatically for me. ... I did run across something interesting though. Will put it in the other thread since it's more related.
  7. I noted that if you hovered for a while it would display an ID tag. But it's the same number as if you were to expand the Form ID category; which in that screen shot is that hidden slot between the Editor ID and the Count categories.
  8. Sort of a newbie question when it comes to these particular things, but so far... I haven't been able to find a definitive answer to my question. ..I've found many things explaining the difference but not quite how I need. Or understand. (Shh, brain.) Basically... when I open up the GECK for New Vegas, I can expand the Form ID column to see the corresponding number for an item. ... In this case, I want to be able to use the console window to either place an item at me, or just add it to my inventory. (Via the placeatme and additem commands.) Now... I know the form ID won't work for this because it's not the right ID number as seen by the game itself. And I know that the first two hex digits will need to be the same as the load order for the mod they are coming off of. So, if my mod is loading at, let's say... 1C... and the form ID of my item is 02000B05... it would really be 1C000B05. ...Of course, as previously stated, this is not a recognized Object ID I could use with the player.additem command in the console. Wordy round-about-not-straight-to-the-point questioning out of the way... how can I find the Object ID of an item in a mod and get it to work with the player.additem or placeatme codes?
  9. Why do I always forget the console? Hah. I'll have to give that a try. Better than nothing at all if it works. Thanks for the ideas!
  10. The game doesn't crash. The load order I've got set up works perfectly fine. So I'm wondering if it's another issue, somewhere. Someplace. Hiding. Glaring. ...Beady little eyes. Hrmph. --- I've re-installed F:NV and all the mods. Deleted my old .esp for the tweaks I made and started a new game. I went back in to GECK, first using the New Vegas .esm main game file as the base and made a new mod. I just created a new unique ID for a duffle bag, tossed a couple items in it and placed it in the game world by a boulder in Goodsprings. Not a heavy change; doesn't affect any other mods I'm using. ... It didn't show up. So I re-created it again, using OWB .esm and then HH .esm as the base... still nadda. I'm not fully sure what would be causing anything placed in world to be affected in such a way that it wouldn't show up. I'm pretty stumped here.
  11. Not quite sure what the issue here seems to be. F:NV was working just fine before installing the Honest Hearts mod, and for the life of me I can't figure out why it's doing what it is doing. My load order via FOMM is this: FalloutNV.esm HonestHearts.esm OldWorldBlues.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm IWS-Core.esm Weapon Mod Expansion.esm PerkEveryLevel.esp IWS-Core-Patrols.esp IWS-Core-Guards.esp IWS-Core-Civilians.esp IWS-AS-MedSpawns.esp IWS-AS-EnableDebugInfo.esp DWDEagle44.esp RHINO45-70MX_NV.esp DragonskinTacticalOutfit.esp Weapon Mod Expansion.esp CX_Edits.esp Total active plugins: 20 Total plugins: 21 --- Now, the issue is particularly with the last mod on the list 'CX_Edits.esp'. ... This is a mod where I tweaked some weapons and armor around in the GECK, then added them to the game in a cash register I set on top of a truck outside the saloon in Goodsprings. Now... before HH was installed, this mod worked juuuuuust fine. But after installing HH, all the custom items and even the register disappeared. Just gone. Even though the mod is select/active in FOMM and the normal launcher. I played around with the mod load order myself first before letting BOSS shift things around. Still no luck there. So I'm hoping I'm just looking over something that someone else can point out for me. Any help would be appreciated! --- Edit: I also read in another post that after beating OWB that some other people have had mods disabled. So I tried disabling all other mods and starting a new game with just FalloutNV.esm and CX_Edits.esp and still nothing is showing up. ...Weird.
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