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PowderdToastMan

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Everything posted by PowderdToastMan

  1. gonna throw out a few obvious questions: first off, how much ram do you have, secondly, are you using fnv-4gb the reason i ask is that camp mccarran has a lot of npc's and will cause a ctd if you run out of ram. mods like project nevada tend to hog the ram a bit and will cause your to hit that 2 gig limit when entering an area such as camp mccarran which has a lot to load. *edit also, the boe weapon patch is only useful for the boe weapon pack. there is a patch however for azteks for awop http://www.newvegasnexus.com/downloads/file.php?id=40950 and a patch for mo-mod for awop included in the main momod page: http://www.newvegasnexus.com/downloads/file.php?id=41361 the lack of those patches are not the cause of the crash though
  2. the clamp only clamps the particular value you have selected so that it does not move when hitting the random/generate button. your more than welcome to join the long line of upset people about that one, you can stand in line next to me... HA!
  3. you could always download the giant mod and put the lone gun in the game yourself.
  4. first off, go to documents/my games/falloutNV - and make sure you delete the files in there. Then go to you control panel and click on - uninstall program - and look for fallout new vegas. hilight, then right click to uninstall and it should completley uninstall it from your pc. then do a clean install also, go to your steam/steamapps/common/falloutnewvegas folder and make sure and remove all of your mod files. when you uninstall, it will not remove mod files.
  5. The esp file its talking about is the esp from the fomod. When you manually install a mod, you drop the mesh/textu/esp and then check it off; when you fomod, it does all that for you but an esp will appear in your list that you need to check off. The only exception to that is if you are activating a mod that doesnt use an esp but instead uses archive invalidation, such as a body replacer or a texture replacer. as far as the folder, you simply need to know where the fomod file is actually at on your computer. When you click on package manager, then "addfomod", it will prompt a window asking you to find the fomod file on your hard drive, and when you get to it you just click it and let it place it in your activation ready state. you then activate it by double clicking on it, or clicking the "activate" button. If its a mod that uses an esp, then the activation will have placed an esp in your main fomm page for you to check off.
  6. I made my own. I made LaFonda from napoleon dynamite she's 6'4", weilds a chaingun, and wears a eulogy jones outfit i would love to see gordon freeman though. I mean, everything is there in the game; the jumpsuit, the crowbar, the glasses, the aura of awesomeness...
  7. The admin moved your other post over her and i had already replied in it, and i will gladly re-post my response here - here it is Mods work in one of two ways. Either they replace vanilla conent in the game, such as a wall, or a body texture; in which case all locations which used that wall or texture will have replaced it with your new one. Or, you have content that is added to the game such as a dlc or a "mod". In jthese cases, the mod will contain an esp. The esp, like the fallout new vegas esm file, simply tells how to arrange meshes and texture and other stuff. Yes, the vanilla content is packed into a bsa. Its basically a folder that you cant edit. Inside the bsa are sub folders just like the folders you would create on your own. When you have a mod that uses all vanilla meshes and texttures, you will see that it only has an esp, and no mesh or texture folders with the download. thats because it can access the bsa for the file path without you having to unpack it. For example A World Of Pain is a large mod, but because it uses vanilla meshes and textures, there is no other associated meshes and textrures with the download. it accesses the vanilla bsa for all of its material. because its placed in your load order after the fallout new vegas esm, its arrangment of the meshes and textures and other stuff will overite the vanilla game when you get to the area affected. When you download a mod that comes with meshes and textures, its because that stuff is not present in the vanilla game. you must create a folder called "meshes and "textures" for your esp to acces. when you activate an esp that uses meshes and textures, it will search both the bsa "meshes and textures" and the two folders you created. there is no need to try to merge them. If you peek into the mesh or texture folder of for the mod u downloaded, you will see subfolders directed to a specific file path. as long as you dont move these subfolders around they will be accessed properly. Proper placment in the data folder was one of your main questions on your other thread, when viewing the various files inside the data folder, and you can see the bsa's and the empty meshes and texture folders u created, that is where you drop your meshes and textures for use in the game. it will ask you "do you want to merge" and you always say yes. It will place your dl content in the proper file path. If you are trying to "replace" vanilla content in the game, such as a body or a texture pack, that is a different story, which i will be glad to explain. If you are trying to "replace" a vanilla texture, than the instructions above will be usless and not work. replacing a vanilla texture requires duplicating the folder path from the bsa in your created folder and manually dropping in an exact place, then using archive invalidation to help the game know which one to choose. If this is the case l'd be glad to walk ta thru it and give an example.
  8. no, for it to work with nvse you need the alternate loader. go here to their website and at near the bottom, you will see a link called "alternate loader", replace it and let it overrite your nvse file and make a shortcut for the loader to your desktop and it will function properly. http://nvse.silverlock.org/ if you are using fomm to launch your game then the fnv 4gb is non functional, at least thats what the instructions say... *edit* also, fomm will work even if you dont use it to launch your game
  9. aside from your steam issue, you might be running out of ram space too. lipe1994 had a strikingly similar issue which was discussed here: http://www.thenexusforums.com/index.php?/topic/403853-the-game-crash-every-time/ Fnv 4gb might help also, if you are running windows 7, go to the search bar on your start menu and type "msconfig" and hit enter. click the services tab, then click the check box at the bottom left that says - hide all microsoft services. all that should be left are programs not associated with your operating system. if you have a complex virus scanner or any weird background programs that may prevent steam from doing a proper update or install, you will see them here
  10. No you dont need to extract the bsa archives. First off, get rid of everything you unpacked from the bsa and leave the bsa intact in your data folder. Mods work in one of two ways. Either they replace vanilla conent in the game, such as a wall, or a body texture; in which case all locations which used that wall or texture will have replaced it with your new one. Or, you have content that is added to the game such as a dlc or a "mod". In jthese cases, the mod will contain an esp. The esp, like the fallout new vegas esm file, simply tells how to arrange meshes and texture and other stuff. Yes, the vanilla content is packed into a bsa. Its basically a folder that you cant edit. Inside the bsa are sub folders just like the folders you would create on your own. When you have a mod that uses all vanilla meshes and texttures, you will see that it only has an esp, and no mesh or texture folders with the download. thats because it can access the bsa for the file path without you having to unpack it. For example A World Of Pain is a large mod, but because it uses vanilla meshes and textures, there is no other associated meshes and textrures with the download. it accesses the vanilla bsa for all of its material. because its placed in your load order after the fallout new vegas esm, its arrangment of the meshes and textures and other stuff will overite the vanilla game when you get to the area affected. When you download a mod that comes with meshes and textures, its because that stuff is not present in the vanilla game. you must create a folder called "meshes and "textures" for your esp to acces. when you activate an esp that uses meshes and textures, it will search both the bsa "meshes and textures" and the two folders you created. there is no need to try to merge them. If you peek into the mesh or texture folder of for the mod u downloaded, you will see subfolders directed to a specific file path. as long as you dont move these subfolders around they will be accessed properly. Proper placment in the data folder was one of your main questions on your other thread, when viewing the various files inside the data folder, and you can see the bsa's and the empty meshes and texture folders u created, that is where you drop your meshes and textures for use in the game. it will ask you "do you want to merge" and you always say yes. It will place your dl content in the proper file path. If you are trying to "replace" vanilla content in the game, such as a body or a texture pack, that is a different story, which i will be glad to explain. If you are trying to "replace" a vanilla texture, than the instructions above will be usless and not work. replacing a vanilla texture requires duplicating the folder path from the bsa in your created folder and manually dropping in an exact place, then using archive invalidation to help the game know which one to choose. If this is the case l'd be glad to walk ta thru it and give an example.
  11. you mean textures that go with a mod that has an esp, or an esp'less mod that uses archive?
  12. From the looks of it, youve just re-installed the game? I had the same problem last time i installed because i forgot to start up the game at least once before trying to use fomm. have u done that?
  13. I had a similar problem for a while. turns out that my graphics card, a raedon hd 6850 was default underscoring my reso because of the size of the tv i was using and when i installed my driver for Catalyst control center, it let me change the underscore. But that frame was occouring at all times, not just during the game. I also had the identical problem to what you are having om my brothers game on his computer. Turns out his tv was not capable of 1080 and because we had it set there, it was defaulting to some random resolution everytime we loaded the game, no matter what we set it at. Go to your display properties and view what your reso is at... say 1066 by whatever and set your display to that. i bet you anything your tv is not capable of 1080 and because your setting it there its changing it to its best guess. *edit* also, dont use fomm to load your game, it will still work using the regular loader or an nvse loader You'll also want to use the default loader or the new vegas configurator to set your resolution, not fomm
  14. @ wargasmm Thats really weird, im unsure on that one. Might be worthy of its own post? @ mrsathletic to my knowledge the software is rated to only 4gb but that is a lot of ram usage. to fill that up you would need like 150+ mods without cell unload on. but ive been thinking myself of getting more than 4 gigs too. i wonder what skyrim will alott for and what the silverlock people will produce. with the advent of power gaming machines becoming more common, i'd imagine the possibilities will open up???
  15. you can always load the game up and go thru a door or two, and then Alt +tab to the desktop and go to task manager and see how close to 2gb your game is. if its close then that could be why its crashing
  16. If you download the nccs companion creation guide Here: http://www.newvegasnexus.com/downloads/file.php?id=38059 the advanced file will explain how to attach and add hair and eyes to races. it will explain everything, just disregard the companion creating part. *edit* What ever you change or add will force you to create an esp. and remember that whatever is last in your load order will win. so remember to make your new esp load after your beauty mod. and make sure that when you create or add a hair, and save your esp, you do not have the beauty mod loaded. if you do, your esp will be reliant on that mod to be loaded to exist and reliance like that can cause crashes especially with textures.
  17. regardless of how much ram you have, default fallout new vegas will only allow up to 2 gigs to be set aside for use when playing the game. When you run lots of mods, it can cause you to breech that 2 gig limit and will cause a ctd. If your ram is larger that 2 gigs or is multiple sticks capable of cross communication, then you can download a loader called 4gb for fallout new vegas that will allow your game to store up to 4 gigs of data during gameplay. For the basic loader, go here http://www.newvegasnexus.com/downloads/file.php?id=35262 because you are running nvse, after you place the loader and its files in the new vegas folder, go to silverlock's website and scroll down to the link that says "alternate loader" at the bottom and download it and overwrite the default files for Fallout new vegas 4gb. http://nvse.silverlock.org/ Create a shortcut for your new loader and it will work with nvse
  18. I think the only "oops" moment i could forsee with someone accidenally uploaiding a mod that would get them banned is if they were making something that works in both fallout 3 and fallout new vegas and mistakenly was unaware that a peice of material was not present in both games. Of course, if that were the case, he would see red exclamations in the testing phase, therefore the mod must have been announced to be in the testing phase. *edit* i guess that wouldnt qualify for a ban though since no files were transfered from one game to another...
  19. Thats quite a load of mods, are you running FNV 4gb?
  20. Besides New Vegas esm needing to be first, primary needs hud likley conflicts with project nevada's hud system, although i think it will still run. Also, your using both rr and nccs companions, both written by NOS. There is a possiblility that he placed the companions in the same location for spawn for the different systems and if you are running both, then both sets of companions are trying to spawn on each other when you enter the cell, causing a crash. Also, i am unfamiliar with some of the esp's at the bottom. if you have created anything yourself, and they require multiple masters, or require a lot of math exraction from different masters, then it can cause crashes when going thru load doors. Edit* add* Also, uncheck the esp's you added and make sure you can go thru the door. one by one, check off an esp and uncheck the previous one to see which one is causing the crash. if you run each of the new esp's individually and they let you thru the load door, then its a conflict with your new mods.
  21. Follow the instructions on this page: http://www.newvegasnexus.com/downloads/file.php?id=38132 be sure to use the manual installation from fallout three, change all three ini files and create each folder to their exact specification. Then toggle archive invalidation. If that doesnt work, open the geck, go to actor data at the top, click on RACE, the doubleclick on any one...say caucasian, the go to body data and you should see a series of selectable files. be sure that you have female checked at the bottom. put your cursor in the first one on the right hand column and scroll to the right. you should see the folder path and the exact name for the nif. if your folder path is incorrect, or the nif listed is not the EXACT same name as the one you have placed in the folder, then it wont work.
  22. there are several things you need to do. One of them is archive invalidation. Many prefer to toggle it but i prefer the perma-bsa. Go to this page and follow the instructions on how to change all THREE ini files and manually install archive invalidation from fallout 3 and you should be up and running. http://www.newvegasnexus.com/downloads/file.php?id=38132 If it still doesnt work, then your folder paths are not exactly right or the replacer nif is not the same exact name as the default in the search path.
  23. You probably dont have something incompadible. I had that same problem for the longest time because of how much it has to load in such a short period of time. There is an alternate esp in the file for the shop display without the mannequins that helped me run it. I still had crashes 20% of the time i tried to enter though until i switched to FNV 4gb for nvse. Once i installed that i never had a problem loading the store interior even with the mannequins.
  24. have you been having any more trouble with the mods?
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