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QuickDEMOL1SHER

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Everything posted by QuickDEMOL1SHER

  1. I know this thread is a bit old, but this is for anyone like me that's been looking for an answer to this problem: Download the ENB version .150 from ----> http://enbdev.com/mod_falloutnv_v0150.htm Extract, then copy the d3d9.dll into your New Vegas install folder and overwrite. At least in my case, this let me keep my ENB (ENB of the Apocalypse in this case) AND be able to walk into the Dino Gift Shop without being able to see through the ceiling.
  2. Ah yes, the Miax guide I saw mentioned in initial my search. I'll read up, thanks for the link.
  3. This is a fairly simple question. I have Fallout 3 heavily modded, so of course, I made a merged patch with FO3Edit. As per suggestions from various tutorials, I spent a rather long period of time playing with the overrides and whatnot within each category, removed red coloring whenever possible. Now, I have several new mods I want to install and thus, will need a new merged patch. Is there a simple way to migrate all my modifications and settings to this new merged patch so I don't have to do it all again? I did notice the "Copy as override into" option, but I was a bit nervous without knowing exactly what it would do and I figured it was a good idea to ask before leaping. Any help is greatly appreciated.
  4. GOT IT! When you described the weather stuff and how Darker Nights effects weather, not lighting, it got me thinking about how it could be having problems with Project Reality, since that has its own weather system and dark nights. I uninstalled Darker Nights, re-installed Project Reality, messed with the Dark Wasteland options within Project Reality, waited 3 days and VOILA! Can't hardly see my hands in front of my face. Many, many thanks for the help.
  5. Gotcha. I knew a bit, but this clears things up a lot. I'm away from my gaming pc for a few days, but I'll try what you suggested asap. Many thanks.
  6. I'll give this a shot and play around with the subfolders a bit. Thanks for the response. EDIT: So after poking around, I actually don't have a "sky" folder in Meshes. I have one in Textures only. Could this be a problem?
  7. Having just recently installed Fallout 3 on my new computer, I proceeded to install a fair number of mods of varying sizes and effects. One of the most important to me, was F3ProjectRealityMk1. I absolutely loved it as, in addition to other great effects, it made the nights extremely dark to the point of wanting to find shelter after 8 PM. In a flash of stupidity, I installed the Enhanced Shaders mod SOMEHOW thinking these wouldn't conflict. They, and others, did. The whole game was made bright, the sky turned pink at all times and many of my weapon textures were broken. I uninstalled Enhanced Shaders and re-installed Project Reality Mk1, fixing most of the problems. However, for some reason night time in the wasteland has almost vanilla levels of light. Megaton is very, very dark, as pictured: http://i1223.photobucket.com/albums/dd509/QuickDEMOL1SHER/Untitled-2.png However, the wasteland looks like THIS at the same time of night: http://i1223.photobucket.com/albums/dd509/QuickDEMOL1SHER/Uewntitled.png This is a big difference to me, which kind of breaks the immersion. If there's nothing that can be done, it's easy enough to live with, but I figured I should ask before giving up. I tried installing Darker Nights Beta and putting it at the bottom of my load order, but nothing changed. I also tried playing with the "Dark Wasteland" settings in Project Reality Mk1, but it didn't seem to do much of anything. I'm not using any filters for the Imaginator or Cinematech. I may be completely stupid and the solution is simple, but I can't understand why this is the way it is. All I want is wasteland nights as dark as the picture of Megaton. Here's my load order just in case it helps. Everything other than this lighting is working quite well. Fallout3.esm [x] Anchorage.esm [x] ThePitt.esm [x] BrokenSteel.esm [x] PointLookout.esm [x] Zeta.esm [x] FNNsys.esm [x] aHUD.esm [x] iHUD.esm [x] CINEMATECH.esm [x] CRAFT.esm [x] CALIBR.esm [x] Project Beauty.esm [x] NecronomiconExMortis 5.6.esm [x] EVE.esm [x] FO3 Wanderers Edition - Main File.esm [x] Mart's Mutant Mod.esm [x] JHBCloverPlus.esm [x] DCInteriors_ComboEdition.esm [x] FNNCQ.esm [x] FO3 Wanderers Edition - Alternate Travel.esp [x] Sydney Follower.esp [x] ImaginatorFO3.esp [x] DarNifiedUIF3.esp [x] Project Beauty- Broken Steel.esp [x] Project Beauty- Point Lookout.esp [x] DelayAnchorage.esp [x] DelayThePitt.esp [x] DelaySteel.esp [x] delaypl.esp [x] delayzeta.esp [x] Delay ThePitt + Anchorage.esp [x] GNR Enhanced.esp [x] RadioTenpenny.esp [x] CONELRAD 640-1240.esp [x] UPP - Pack 1.esp [x] UPP - Pack 2.esp [x] UPP - Experience Perks.esp [x] UPP - Quest Perks.esp [x] WastelandMastery.esp [x] FO3 Wanderers Edition - Main File.esp [x] FO3 Wanderers Edition - DLC Anchorage.esp [x] FO3 Wanderers Edition - DLC The Pitt.esp [x] FO3 Wanderers Edition - DLC Broken Steel.esp [x] FO3 Wanderers Edition - DLC Point Lookout.esp [x] FO3 Wanderers Edition - DLC Mothership Zeta.esp [x] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp [x] FO3 Wanderers Edition - Optional Restore Tracers.esp [ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp [x] FO3 Wanderers Edition - Project Beauty.esp [x] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp [x] WeaponModKits.esp [x] WeaponModKits - FWE Master Release.esp [x] WeaponModKits - OperationAnchorage.esp [x] WeaponModKits - ThePitt.esp [x] WeaponModKits - BrokenSteel.esp [x] WeaponModKits - PointLookout.esp [x] WeaponModKits - Zeta.esp [x] Dogmeat Leather Armor - CRAFT.esp [x] JHB House Robots Can Repair.esp [x] EVE.esp [x] EVE Operation Anchorage.esp [x] EVE - FWE Master Release.esp [x] EVE - FWE Master Release (Follower Enhanced).esp [x] EVE - FWE Master Release (pulse fix).esp [x] EVE Anchorage - FWE DLC Anchorage.esp [x] EVE - FWE with WeaponModKits.esp [x] Mart's Mutant Mod.esp [x] Mart's Mutant Mod - DLC Anchorage.esp [x] Mart's Mutant Mod - DLC The Pitt.esp [x] Mart's Mutant Mod - DLC Broken Steel.esp [x] Mart's Mutant Mod - DLC Point Lookout.esp [x] Mart's Mutant Mod - DLC Zeta.esp [x] Mart's Mutant Mod - Zones Respawn.esp [ ] Mart's Mutant Mod - Tougher Traders.esp [ ] Mart's Mutant Mod - Natural Selection.esp [ ] Mart's Mutant Mod - Master Menu Module.esp [x] Mart's Mutant Mod - Project Beauty.esp [x] Mart's Mutant Mod - FWE Master Release.esp [ ] Mart's Mutant Mod - FWE Master Release + DLCs.esp [x] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp [x] NoKarmaCheckToBuyClover.esp [x] Sydney Follower - FWE Dialog Fix.esp [x] F3ProjectRealityMkI.esp [x] FNNsys - FWE.esp [x] JHBCloverPlusOverride.esp [x] Sydney Follower - Load Order Fix.esp [x] DYNAVISION - Dynamic Lens Effect.esp [x] Directors Chair - Fallout 3.esp [x] TUPAM.esp [x] TUPAM - Broken Steel Addon.esp [x] TUPAM - The Pitt Addon.esp [x] TUPAM - Anchorage Addon.esp [x] RealFragGrenade3.esp [x] TUPAM+FOOK - The Pitt Addon.esp [ ] TUPAM+FOOK.esp [ ] TUPAM+FOOK - Broken Steel Addon.esp [ ] TUPAM+FOOK - Anchorage Addon.esp [ ] DIM TYPE3clothesRETAIL.esp [ ] DarkNights-Darker.esp [x] Again, I'm probably doing something really, really dumb and obvious like I usually do, but still. Any input, help, suggestions etc. is greatly appreciated.
  8. THANK YOU! I thought I had, but I had only gotten the Hotfix, not the Mesh Fix. I'm very glad my Metros are back to normal.
  9. I have been doing low level modding for a while now. I play around with the GECK, but I don't really know all that much about the technical. I recently started a new game with quite a few mods active, and while I have not seen a single problem elsewhere in the CW, every one of my Metro stations looks like this: In addition, this is not just a cosmetic problem. There is no floor in the blank areas. My load order goes thus: I did not delete the unused mods, as I switch them in and out from time to time. Anyone have a similar problem? Can anyone help?
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