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grigoriprime

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Everything posted by grigoriprime

  1. ok, it actually seems to be intermittent but much more noticeable when enabled via console. It may have something to do with force redraw. I have conditions that should not change while the player is using the terminal so I assume it should be ok for the problematic entries to not force redraw.
  2. no hud mods.I guess advanced recon gear but the test character did not have it equipped or in inventory. on further testing I realized it only happens when I enable the terminals and submenus via console. when my script variables enable it through normal gameplay it doesn't happen. so not a huge priority I guess (since my users shouldn't have the issue) but still strange.
  3. Anyone know how to stop the text repeating at the top of a new page when using longer notes in a terminal? The last 2-3 lines of every page is repeated at the top of a new (automatically created) "page" in the in game terminals even if the text on the previous page did not fill the whole page. Repeat, not a menu screen, I know there's a limit and everything after that gets cut off, I specifically mean a note being called that is repeating text when the game automatically creates pages for the text. Sorry if this is a repeat but I could not find any information on this anywhere and have experienced in in multiple mods I've made for both FO3 and FNV and it's just really bugging me. P.S. This is happening both in (my created) root terminals and submenu terminals and is happening on EVERY page of any note that requires more than one page to display it all.
  4. Thanks for your transparency about this. I gotta be honest, the number of Nexus users that have never been to the forums and have no idea where to find the password reset page is probably a huge percentage of users. It might not be a bad idea to add a link from the user profiles (rather than the forum profiles). Right now, a casual/infrequent user of these sites is very likely to just give up and leave their old password because they wouldn't think to check the forums or can't find where to change this setting.
  5. What was the fix? I have Lip files and the voice processing files from skyrim ck but i still only get "are you ready to work or not?" as to your new new npc issue check the following: Your dialogues aren't top level/not top level by accident Your linked dialogues aren't in the wrong field (link from instead of choices, etc...) Your conditions in your actual AI packages are set wrong and/or the dialogue result scripts aren't correctly set to switch AI packages
  6. Today, you are responsible for the Internet immediately and entirely answering a question that was driving me mad. My hat's off to you. THANKS!
  7. Never mind (though I'm still curious if anyone knows if it's possible to swap enable parents via NVSE script). Workaround was to move vanilla Emily AND her corner wait marker to a "qasmoke" type cell and set her AI to 0,
  8. I would also HIGHLY reccomend checking out the mod GECK PowerUp (/newvegas/mods/36290/?) as it makes things like roombounds and lighting passes somewhat less frustrating. It also re enables all the warnings that don't come up in vanilla GECK (like in SKyrim or FO3 where the GECK tells you about things that might be wrong and you ignore most of them).
  9. Could you just make a transparent .dds and have your texture set use that for the PipBoy glove? I only messed with that part of the setup on an armor where it wouldn't be visible anyway so I can't actually vouch for this working, but I also don't see why it wouldn't. Though it could also cause some strange specular issues. Just to be clear, you mean the glove part of the PipBoy not the "cuff" part of the actual PipBoy right?
  10. So I'm working on my Emily Ortal companion mod. I had tried a number of ways (moveto, disable, set ai 0, etc...) to make the game get rid of vanilla Emily and enable my companion based on the outcome of Moon Comes Over the Tower. I was focusing on existing script variables for Emily and vFreeformLucky38 but I had somehow missed the fact that Emily has the initial strip light show as her enable parent. She also has a marker for her waiting spot and script packages that make her wait there based on the player entering the lucky 38. Basically, I stupidly picked an NPC with A LOT going on in her vanilla setup :) My question is, can I have my scripts tell vanilla Emily to ignore her enable parent after a certain point or to switch enable parents? (with OR without using NVSE in the GECK). The only other option I see is removing her from the light show activator (which seems like it's at least partially just an optimization) and telling the vanilla Emily and vFreeformLucky38 scripts to ignore her enable state and just run the DoOnce stuff based on actual interactions with the player. As a footnote the variable that seems to be used as her REF in the vanilla scripts (FollowerEmily) does not seem to be set in any forms so I'm assuming that a REF can be assigned via script somehow, but any attempt I made to hook into that REF did nothing. It could be this is just a reference variable but I didn't see it declared anywhere. On the upside, this turned out to be a great "learn to script better" mod as it really forces me to step beyond what my script needs to do and see how the game actually works :)
  11. Sorry if this has already been answered, I couldn't find anything specific. The question is: Does a "fade to black" sex scene with trigger dialogue that is not in any way sexually explicit (some amorous double entendre but "PG-13" not "R") count as adult content? Pretty sure I've seen mods not labeled adult that have this but I want to make sure before posting and the mod is one that I think will have a very general appeal so I'd rather not label it adult if possible.
  12. Given the quality of these Sites (in terms of content available and actual site design) and the massive popularity of these mods, I think we can all forgive a bit of server mayhem once in a while. And I say that as one of us who pays for access to said servers. Thanks for all your hard work!
  13. Very well thought out and totally fair. Particularly given that the lowest speeds a user can get are still 50% greater than they were some months back. The lynchpin to the new endorsement system is hiding the "not-downvotes." Basically it makes my numbers look like they do now: a ton of people liked it enough to download and redownload it, but much fewer really cared enough to endorse. It does make me look at endorsements less as "loved it" and more as "really liked it" but that sits just fine with me. The fact that you spent the time to properly explain every aspect of this new system is a reaffirmation that these sites are in good hands. Consider my lifetime subscription renewed if and when I reincarnate :)
  14. I also expected the Donny Darko rabbit to pop out and say "at 9:30 am on Tuesday the 25th of December 2285 the world will end" Nostradamus would've been a couple centuries off though. Maybe a postapocalyptic tribal calendar :)
  15. It was pretty damn funny, I'll admit. I go into professional troubleshooter mode (I literally am a professional troubleshooter) and it turns out to be a corrupt save. I only had to replay black mountain and the last 2 new bison steve missions (I thought the weekly payout script was involved in the bug but it started before that script would have been added) so not a huge deal. Your advice will come in handy if I get another super weird bug like this again though so thanks. That's what I get for modding a super buggy version of an already buggy engine :)
  16. So I'm just gonna assume that this was a corruption introduced by an autosave that rippled through several hard saves and, in solidarity with my Courier, I'm biting the bullet and re doing several hours worth of mohave walking. Other than occasionally saving then running a "set timescale to 30000" and waiting for a few weeks to pass, anyone know how to check for this before I'm stuck again in the future? I am now using CASM with some finely tweaked settings so that should help. Any other prevention tips?
  17. UPDATE: I've deactivated and reactivated all mods, reinstalled the game, forced the game to make a new .ini, changed the file permissions on all my folders to not be read only... no luck. somewhere between 8 and 9 am on tuesday 11/25 my game crashes. i rolled back to a save 7 level ups earlier and have determined that the bug emerges after beginning the house always wins IV (omertas), planting the bug on the lucky 38 terminal but not returning to emily (moon over the tower) and initiating the heartache by the numbers quest phase where you start investigating cass caravan. sooooooo..... I'm totally f***ed here?
  18. you can get weird issues with that many mods (as I did in fo3) even if the game actually does load them. Reinstalling through steam restores mod content as well. try a new merged patch and check for errors in your mods with fnvedit. i know in fo3edit master update fixed a lot of this but im told that's a no-no in new vegas. try deactivating (in fomm package manager, not just unchecking them) anything non essential (items you can console back if you reactivate them, gear you dont wear, houses with nothing in them, etc) then make a new patch and see if the issue improves.
  19. What mods are you running? What settings are you using? Do you have your graphics card driver software set to override the game settings? If you post a screenshot it may help figure out if you have a game data issue or a settings issue (or something else).
  20. Make sure things are going where they're supposed too. There are a ton of subfolders in data. You want textures in textures, meshes in meshes, etc. If you see a data folder inside your data folder that's why it's not working.. I highly recommend using fallout mod manager (FOMM). It can make sure things go where they're supposed to, make uninstalling WAY easier, and help you toggle archiveinvalidation (if you end up with textures not loading or the dreaded red exclamation point, this is usually why).
  21. I had a similar issue recently. I ended up deleting local content via steam options and re downloading. All my content and mods came back perfectly and I'm back to fomm. I think it is some kind of folder permissions issue but honestly not sure. If you have skyrim or fo3 see if those launch via nmm or fomm (nmm launched my skyrim and fomm launched my fo3 but neither would launch fnv). Also, check if the steam launcher will still load the fnv. If it does, this may be a different issue than I had but your symptoms match and none of the usual troubleshooting worked for me either.
  22. have you added or deactivated any new mods, changed your load order, or changed any game settings recently? Also, do ANY saves load?
  23. So I am getting a crash when Tuesday at 8AM rolls around no matter what I do. I've tried dismissing all companions, dropping all my mod gear, waiting (both the wait command and just standing there), and fast traveling, every time 8 am rolls around it CTD. I've gone back several saves and when I catch up to the specific day and time in question, CTD. When I try a split half search technique to find the problem (deactivating half, trying it, halving the bad half, trying it, halving again, etc...) I'm having no luck and am getting other crashes probably related to too many missing esp/esm files all of a sudden. My question is: can I use NVEDIT to find all scripts related to that time and day (or recurring ones like vendors stocking or weekly payouts etc...) or am I going to have to go through the mods one at a time and try and lock it down? Or am I just totally screwed? TIA for any help.
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