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asdfth12

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Posts posted by asdfth12

  1. Whats the current integrated card, and what expansion slots does your mobo have?

     

    You can check the grahics card using dxdiag. If you don't know what or how many expansion slots your computer has just download cpuid and give the name of the motherboard instead.

  2. Customized load order, just for you.

     

    [X] FalloutNV.esm

    [X] CaravanPack.esm

    [X] ClassicPack.esm

    [X] MercenaryPack.esm

    [X] TribalPack.esm

    [X] DeadMoney.esm

    [X] OldWorldBlues.esm

    [X] HonestHearts.esm

    [X] LonesomeRoad.esm

    [X] GunRunnersArsenal.esm

    [X] IWR.esm

    [X] Vault-HQ1_NV.esm

    [X] Run the Lucky 38.esm

    [X] EnclaveCommanderMarine.esm

    [X] SomeguySeries.esm

    [X] Mission Mojave - Ultimate Edition.esp

    [X] XRE - CARS!.esp

    [X] UHNV.esp

    [X] XVEnclaveBunker.esp

    [X] Wasteland Defense.esp

    [X] The New Bison Steve Hotel.esp

    [X] The Lucky 38 Empire.esp

    [X] Area 51 - Project Roswell.esp

    [X] NewVegasBounties.esp

    [X] NewVegasBountiesII.esp

    [X] TheInheritance.esp

    [X] IWR - Rebuilt.esp

    [X] ASG.esp

    [X] Karabiner98k.esp

    [X] Dark Justice Duster.esp

    [X] DragonskinTacticalOutfit.esp

    [X] Alexscorpion's Custom AK103.esp

    [X] HellFire Armor.esp

    [X] DragsModernGunslinger.esp

     

    Anyway, try going back to a interior cell (Your apartment in Novac is a good place.) wait 3 days and try again. If your still crashing, try cutting Wasteland Defense. It's given me some issues in the past so it might be whats giving you problems.

  3. How did it ever come off? last I checked you can't get those things off without choping an arm off.

    'The Pip-Boy 3000 features a biometric lock that can only be opened by either the user or a skilled technician.'

    'Despite Stanley in Fallout 3 saying Pip-Boys can't be removed, at the start of Fallout: New Vegas Doc Mitchell gives you his old one (meaning he must have had it removed). '

     

    I can't remember the exact dialogue, but the one you get in 3 is a earlier model. It's still apart of the 3k series, but it's probably first generation tech. It's possible that later revisions would be removable.

     

    Unrelated but I've always thought that having Doc Mitchel being the survivor from Vault 11 would have been much more intresting, lore wise, instead of him being from vault 21.

  4. I read a bit more on that, it's stable to a point. If you have the additional memory, you can double it but any more then that Or if you try putting a odd value. Standard values would be 512 mb, 1024 mb, 2048 mb (Maxium value, anything over would proably be a instant crash.). A odd value would be a inbetween like 768 mb or w/e 1.25/1.5/1.75 gb are, or something random like 1111 mb.

     

    I haven't changed the preload limit on FO3, but I did double the standard value for NV. It might have been a other change (The havokthreads or threadedai) but it's made NV a lot more stable.

     

    I'll enable the rest of my mods and toss on the unofficial fo3 patch since i've got these issues solved. Hopefully those things don't mess something else up.

     

    Anyway. anyone help me on the WMK/FWE FOIP patch? I know to create a merged patch but I'm confused on what all files to use for the merged patch. I've downloaded the FOIP FWE/WMK compatability patches, but I'm not sure what to merge them with. Do I just merge them together, or do I merge them with the seperate WMK patches?

  5. Grah, I knew I was missing a step. I read somewhere that those ini edits would resolve a lot of the crashing, but the only edit I remembered was the threadedai one. Probably it since I got crashes without mods in the school, within a minute of entering.

     

    Would it help to change inumhavokthreads and ipreloadsizelimit? (To 2 and doubling preload's current setting.)

     

    Edit - Looks fixed now. Managed about half of the sewers, no crashes (Before it would crash right as or before I reached the end of the entrance hall.

     

    Thanks.

  6. and I have to kill it via task manager.

     

    I know that FO3 has a unstable engine that doesn't take well to lots of mods, but this is a clean install with fewer mods then I was running in the last install.

     

    Anyway, it might just be a AWOP bug, or something with my load order, but I'm always crashing in the Springvale Sewers. Once it was a instant freeze when I loaded the save, but most of the time it take a couple minutes to freeze.

     

    Load order (This is my most recent, had but removed Fellout and WMK and a couple of optional FO3-WE patches (Followers Enhanced and Restore Tracers) to cut mods in hopes that it would solve the freezing. Didn't work.)

     

    ESM's

    Fallout3

    *FO3 DLC's*

    CRAFT

    CALIBR

    The Libarian

    ArefuExpanded 1.7/Crimson Caravan 1.3

    Project Genesis

    Alton, IL

    AWOPFo3

    FO3 Wanders Edition - Main File.esm

     

    ESPS

    FO3 Wanders Edition - Main File.esp

    *FO3 WE DLC Patches*

    DarNifiedUIF3

    ArefuExpanded-Radio

    ArefuExpanded-FixMisc

    ArefuExpanded-FixOptRemOld

    ArefuExpanded-FixOptAddNew

    ArefuExpanded-FixEyes

    Devoured In Darkness

    Regulators

    RaiderMercenaryExpanded

    The Traveler Project

     

    As I said, might just be AWOP being annoying, might not be. But I've tried a bunch of diffrient load orders, nothing worked, removing mods, didn't work, and tried letting BOSS handle the load order, didn't work either. Hell, I've even tried a couple of cracked launchers just for the hell of it. (Ever since Ubisoft released a cracked launcher as a 'bugfix', I've taken to trying this whenever a game gives me issues.)

     

    Anyway, 3gb patch is added, Threaded AI is set to 1 in all of the ini's (Had freezing before this), and I'm launching via NMM with FOSE enabled. The install is from a physical copy of the GOTY edition.

     

    Edit - System specs. 4 GB DDR3 ram, AMD 3 GHZ Tricore processor, ASUS Nividia Geforce 520 video card. The only hardware change since the last time I played FO3 was adding the Geforce 520 to replace the integrated Radeon 4200.

  7. Idk how it would work, but I could see a clip fed rocket launcher, a varient of the Red Glare.

     

    Or a new missile/rocket launcher ala Matrix Revolutions. (Idk, but I've always thought that that launcher would fit in in FO)

     

    As for the shotgun, I imagine it more as a legion weapon... proably used in sniper group, more for mid (Using scope, slug ammo) and close range (not using scope, any ammo) support although skilled snipers could use it at long ranges.

     

    It doesn't exactly fit into lore, but imo the Matrix rocket/missile launcher is reletively simple so I could see it being built and used during the conflicts with the Brotherhood. (Lacking the brute force of a regular rocket launcher, but it's shape and a quick second shot would make it useful for ambushes.)

  8. I like energy weapons, and I was wondering if anyone would be interested in making a laser sniper rifle.

     

    My idea is for it to pack a large punch, but have to be reloaded after each shot like f03's Gauss Rifle and have a slow ROF (To account for the ammo mod)

     

    I can't remember the mod it's from, but I think the wattz laser rifle would make a good base for the weapon.

     

    As for modding the weapon, the Laser Rifle focus mod is a given. A ammo mod (+2 shots) would be good too.

  9. One thing that no game has mentioned yet is that the different sides (Western area, and Eastern area) are going to one day meet up.

     

    I don't know if the Easern groups are actively attempting to go back to a US way of doing things, but they are in the center and would have a lot of information about the 'Old World" that the West would lack. Having the NCR allied with the BoS in the west would make the flow of information from these seperate area's much easier. (Since the Eastern Brotherhood is playing a much larger role, and despite the idealogical differences, the two groups would be inclined to assist each other.)

  10. More weapon mods. I'd like all the weapons to have the same amount of mods, or at least have 3 (at minimum) avaliable to each of them

     

    As for quest based economy, we kinda have that at least somewhat implimented in NV. The quest My Kind of Town comes to mind.Proably a couple of other quests that I'm forgetting about though.

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