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Tayot84

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Everything posted by Tayot84

  1. On a fishing trip, on the internet with my phone, read these recent posts, jumped out of my lawn chair to cheer and show my brother, he thinks I'm a lunatic.
  2. When it says they failed to validate, that means it found the problem and is going to fix it. Delete in: C:\Program Files (x86)\Steam\SteamApps\common\fallout new vegas FalloutNV.exe Fallout_default.ini And delete in: C:\Users\Ubety\Documents\My Games\FalloutNV Fallout.ini FalloutPrefs.ini Then do the the validate files thing with Steam again, DO NOT RESTART STEAM Leave it alone for 3 minutes then start up fallout through the launcher again as administrator
  3. Okay, ever since I upgraded from the original fallout to the ultimate edition recently I can't seem to find any way to use archive invalidation without causing the pink screen ctd. The autiomatic FOMM, NMM, and mouse2070's invalidation don't work. I have tried 3 different manual versions and none of them work. At this point I'm open to any suggestions, I just need a working archiveinvalidate, some really great help would be if people could type down any working version of their archiveinvalidate. Also the game works completely fine unedited.
  4. Okay, ever since I upgraded from the original fallout to the ultimate edition recently I can't seem to find any way to use archive invalidation without causing the pink screen ctd. The autiomatic FOMM, NMM, and mouse2070's invalidation don't work. I have tried 3 different manual versions and none of them work. At this point I'm open to any suggestions, I just need a working archiveinvalidate, some really great help would be if people could type down any working version of their archiveinvalidate. Also the game works completely fine unedited.
  5. Spartan since yours has no mods, i suggest the usual solution for solve go to steam, right click on fallout in your library, properties, local files, validate files. after that luanch fallout with the fallout launcher.exe as administrator (if you don't know where the exe is just use search) Edit: Rabbi I think we have been the victims of an unupdated automatic archive invalidator, I made sure NMM was unused and made a manual invalidate Edit 2: I can't seem to find any invalidator that will work
  6. Exact same problem here, except I used the NMM archive invalidator. And were you using the FO3 manual archive invalidator? This may be an extremely buggy game, but once it finally just works it will make you get attached Edit: It's deffinately got something to do with the archive, my game had a fresh install recently and I have yet to activate any mods. Changing the archive thingie was the only thing I did. When I got the pink screen I deleted fallout, fallout prefs, fallout default .ini's and the fallout.exe, added them back and no pink I'm troubleshooting for the direct cause still.
  7. Prod80, you saved the day, it was that 1% dumb mistake. Wanna know which one? I set up my EVGA Precision to start up every time I restart my computer. When I was installing enb I turned it off, but afterwards I restarted my computer for a fresh system and it turned back on. Your post reminded me of that, thank you. I'm sorry for accusing Hialgo and if anyone reads this post becuase they think have a problem with enb or hialgo, you might want to check if your video driver is still on. I'm such a dumbass.
  8. Double checked with BOSS, cleaned everything with TES5Edit, manually moved plugins for best compatability, no SkyProc (never heard of it, do I need it?), and I'm not using any lighting mods (unless better torches and COT darkness selections count). I didn't see your post earlier, I actually tried the enb and Hialgo mixed d3d9.dll and messed with the .ini's a bit a few minutes ago, but when I started up skyrim neither's notification appeared. And it still crashed, but I'm still trying out adding hialgo files back in.
  9. I really like this idea, so much in fact that I have started looking into it. I think this is so simple that it can be done with just some scripting with papyrus, although once I have the original I'm going to use SKSE for more dynamic options.
  10. Once upon a time I had hialgo installed for few weeks, didn't really like it so I uninstalled it. Or so I thought. I've recently decided to try out ENB (I'm not much of an enb guy) after seeing a gopher vid about the realistic enb and after installing that my Skyrim refused to get to the start menu. After several tests, long troubleshoots, and reading up on the latest reasons why Skyrim crashes I narrowed down my issue to the hialgo and enb conflict because if I remove all enb the game starts and I read people who had hialgo uninstalled still get problems I did consider that I may have added conflicting enb options, this is what I have installed: wrapper version with the realistic preset from project enb blur sharp only and sweet fx injector options option A (ssao and dof) dynamic bokeh dof set up skyrimprefs.ini and this is being ran with climates of tamerial I'm 99% sure that it's hialgo, the 1% is if I've made a dumb mistake, like I said, not an enb guy. I ran the .bat unistaller as instructed, validated files with steam, checked file versions of skyrim, cot, enb, all up to date, redid all of my graphics settings, and deleted all hialgo files that scans of my hard drive could find. So other than removing all of skyrim and reinstalling it, I have done everything I can. What I need is someone that knows a trick, patch, file edit, etc. that will help with this annoying problem, please. Or someone who knows that I've made a dumb mistake. Here is a picture of the files in the game folder if that helps: http://i1186.photobucket.com/albums/z372/Tayot84/Skyrim_folder.png
  11. 256 characters equal 1 byte well, actually it depends on what language you use but I think that will work for us
  12. Since you guys figured out how to swap abilities for soldier classes, cant you try out the same with weapons and their abilities with the newly found abilities i.e. rocket launcher fire is now replaced with torch, so the launcher fires flames If I'm wrong please don't write a paragraph about it, like I've said "not code savvy" More of a 3D guy and scripter...
  13. You know, some of these might be ground work for future DLC with the exception of the flamethrower since fire doesn't do any damage. Although the flashbang.upk looked like it referenced some kind of mesh that wasn't there among other values, or I'm mistaken (I'm not exactly "code savvy"). Although... all these incomplete files may mean we might have a chance at inserting some of our own stuff by customizing the incomplete code. [edit] I like the aim ability, reminds me of Jagged Allaince 2 where you either did a snapshot or a focused shot. Kinda explains why the aim chance is so low often (doesn't explain me missing with 98% and aliens hitting with 2%) [edit2] When I tried out the give all tech command, it looked like their were two more weapons projects. They had no details, but they may be one of the eability values.
  14. When I said "assault class weapon" I meant another gun for the pre-exsisting assualt class. Thanks for the update on meshes though. Oh, and the Xcom meddler IS FREAKIN AWESOME!!! Once the meshes are changable though I got a ton of stuff I can add to the game. [edit] Ooh, I almost forgot, I have been searching the forums for the status of the reloadable rocket/blaster launcher but can't seem to find any trace of that. Anyone know the status of it?
  15. So iv'e been doin cryengine stuff for a while and lost track of status here. I have a couple of meshes that look like MP7 SMG's. Low poly, nice detail too though and they've been sitting in my files for a couple months now. Have you guys figured out how to add, change, or swap meshes yet. I want to add a new secondary weapon or assualt class weapon.
  16. Dude I got this problem too, I have tried removing the default file for a fix but that didn't work. Then I noticed my horse combat wasn't working. I fixed this problem by removing all mods that used any version of FNIS before 3.0. The problem you and I have is because your DLC was not downloaded through Steam. I've made progress by unpacking all the Skyrim BSA's (I did it by using Fallout Mod Manager if you don't know how) and then manually overiting all animation files related to crossbow and default animation. Now all I got to do is find the right configuration of animation files. Edit: make sure you have the latest update
  17. First thing we gotta do is Halo, just to get it out of the way. Then comes Deadspace and my favorite, Crysis.
  18. Hey, anybody found a function or value related to cooldown periods?
  19. Dude, texturing is just about the only thing I care about in modding. You are right though, 3ds max (or Maya, not my department though) is the best software for this project. I told Caiman about 2.5 cause it sounded like he hadn't any autodesk programs. So far my progress is nill on import and export, so I've been pre-building models and experimenting with messing around the engine values (that's what all the "super modders" are doing right now) So to wrap this topic up, until somebody makes a tool for the import/export, and plug-in for the models, were dead in the water. When we figure out mesh editing for X-com though, any blender used will probably need to be 2.5 since it has a wider range of stable import scripts. Daemonjax figured out a loophole in this topic
  20. If your still checking out answears for this then heres my two cents. Looks like the error was because of an invalid ID in the script, the file type didn't match the scripts expected polygon value. This may be better idea for an older version of blender, one of the 2.5's.
  21. Hey, windows 7 has a hex calculator, the calculator in the accesories folder has an option in the view menu that says programer. Click that and it turns into a nifty byte calculator. I'ts what I've been usin so far, kinda easier than goin online.
  22. I'm trying out using explorer suite, which is mostly used to modify executibles, but I think it could work for manually editing the file sizes. (edit) I changed the file to a larger byte size, but it didn't do anything. Maybe I didn't do what it needed, hell I think I just messed up game
  23. Fantastic! Now we have to wait for a computer wizard to make a custom unpack/repack tool. I mean a litteral wizard, not some computer nerd ;D Hey, it's probably my bad, but I can't find anything in these files that looks like an animation file. I got meshes and textures from my extractions, and you guys make no direct reference to it.
  24. http://i1229.photobucket.com/albums/ee478/T84cook/asdf.png I've hit a bit of a snag while trying to add a new skill class to skyrim. Seems I need an ID for the actor value, but i can't find a script or some other form containing skill ID's. I'm still working on the problem, but I would appreciate any help I could get
  25. Im probably not the only person who needs this info, so this is what the console reads after i try to import my .nif for a dwarven bow I have python 2.6.6 installed, pyffi 2.1.10, blender 4.9b and blender import scipts 2.5.8 I also followed the blender import export tutorial Blender NIF Scripts 2.5.8 (running on Blender 249, PyFFI 2.1.10) Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1229, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1589, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 3769, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 176, in __init__ data.read(niffile) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1382, in read "Unknown block type '%s'." % block_type) ValueError: Unknown block type 'BSBehaviorGraphExtraData'. and this is for a dwarven dagger Blender NIF Scripts 2.5.8 (running on Blender 249, PyFFI 2.1.10) Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1229, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo dules\nif_common.py", line 1589, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 3769, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor t\import_nif.py", line 176, in __init__ data.read(niffile) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1382, in read "Unknown block type '%s'." % block_type) ValueError: Unknown block type 'BSBehaviorGraphExtraData'. http://i1229.photobucket.com/albums/ee478/T84cook/fyufuf.png
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