Jump to content

Derialund

Members
  • Posts

    36
  • Joined

  • Last visited

Nexus Mods Profile

About Derialund

Derialund's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Going right to the point, some months ago I installed various mods (I don't remember what ones) and I managed to got (for unknown reasons) the lonesome road flares to bright and last for various minutes, enlighting the surrouding area, and so being very helpful in dark caves etc. The problem is that I have resetted the gamefolder and reinstalled a little fraction of all the mods that I once got. But now that I'm inside various AWOP zones, using flares to enlight the various area would be helpful. I tried to install some mods like (Light my Flare etc.), and they work well, but I really would like to just having the possibility to shoot with the LR flare pistol for such purpuose. I have tried to search using FNVEdit inside various mods, about what could the modders have added, in order to prolong the bright effect of the flare, but without any avail. I thought I should have modified the Projectile entry, in order to achieve this result, but I don't know how. I have even check GECK Wiki, without finding any parameter useful to the cause. Can someone help me, please?
  2. Nice question. It is like that since February and nothing is changing since then. Why is under moderation?
  3. Sorry, probably i'm not new with this question, but I didn't found any answer around. I would like to extract and create a mod with a re-translation of the english dubs, for the ones present in my language refer to the japanese audio and not english one, so you read a thing and hear another. What tool I need to extract the integrated translations and how can I make them work, when I finished, without substitute permanently the existing ones? Thanks for the answers
  4. Hi, I'm here to ask if someone can create a mod that, through a perk, could activate a recipe that ask for normal weapon kits, to create a Master weapon kit, that when used open up a Repair Menu. About this one, I have tried various mods, but all uses a dummy NPC, that drains money from the player, when repairing armor and weapons. I'm asking instead, that this new ingestible open up a "Player.srm". PS: I tried to do it myself, but with no results due to my very poor modding experience. Thanks.
  5. Hi, long time ago I set up a collection of mods on the game and there was a perk that enabled some sort of a "Weapon's Master Toolkit" item, that when crafted at the workbench and consumed, opened up a ShowRepairMenu for the player. Unfortunately I don't remember what was the mod integrating it into the game. Someone remembers it?
  6. Hi, I would like to ask you if there's a way to understand why the in-game main screen options doesn't show when I launch the game. The game simply hang, with the music playing. I have made a merge mod and I have found out it is causing this issue, but I would like to know if there's a way to understand where the game exacly stops from loading, considering that checking the mod with FNVEdit, doesn't report any error present on the .esp file. Thank you for the answers.
  7. Hi, I'm here to ask you if someone can create a patch, that introduce the FO1 and FO2 area musics in various A World of Pain areas, substituting in various levels (not all) the normal ones. These tracks lies unused and are already present, so the patch file wouldn't need any additional music.
  8. Thank you to make me aware of the Meltdown patch issues. PS: Yesterday night I have put the PC on Hibernate. The PC closed and turned off. So I decided to have a look at my smartphone. The PC was silent but still powered and connected to a working router (that I use to connect). Then suddenly the PC decided to turn on again, without me pressing the hardware start button. I thought about it could have received a bogus Wake Up on LAN packet, but I don't really know. There wasn't any other PC connected, nor other computer tools that could have been sent such packed on the LAN. Really spooky.
  9. This must be done for both FalloutNV.exe and NVSE_loader.exe It can be necessary even for Skyrim and Fallout4 in case, for who play such games under Win10 RS3 (1709). I have found that the game "response" is more quick. PS: Yes, you can use the images but it would be better to be done from an english language Windows, for mine are in Italian.
  10. I have tried to reduce the override entries for FalloutNV.exe and NVSE_loader.exe, but it didn't went right. Leaving just FalloutNV.exe and removing NVSE_loader.exe, caused the game to finish in a loading endless loop. So to have the game working, you need both FalloutNV.exe and NVSE_loader.exe inside the Windows Exploit Guard. Pratically you have to 1) Open the Windows Defender Security Center 2) Go to "App & Browser control" 3) Scroll down the page and go to "Exploit Protection" section. Then click on "Exploit Protection Settings" 4) Inside the result page, pressing over "Program Settings" 5) Click on "Add program to customize" 6) Click on "Choose exact file path" and search on the root the location of FalloutNV main executables, where FalloutNV.exe and NVSE_loader.exe should be 7) In the "Program Settings" page should appear the entry with all the path (for ex: D:\Fallout\FalloutNV.exe) 8) In such entry click over it and then on the button "Edit" 9) Inside the setting page resulting, there's various entries like: - Arbitrary Code Guard (ACG) - Block low-integrity images etc. then under it there's a check box for every entry with the description: "Override system settings". Under it there's a "lever-box" with On/Off That checkbox must be checked for every entry and then every "lever-box" must be turned to OFF. 21 System override should be indicated under the Fallout Executable entry list, that means that everythings is turned off.
  11. I don't think that placing a mass-override on the Exploit Guard feature, for FalloutNV.exe and NVSE loader could lead to some security problems. These processes are not dangerous as a browser or else. This situation has also proven that the Exploit Guard feature take over any other configuration placed on the system. Probably even the DEP entries made on the old Windows System settings section.
  12. I have sent an e-Mail to the NVSE team, but I didn't get any answer. Considering that adding the main executable (nvse_loader.exe, FalloutNV.exe and FalloutNVLauncher.exe) on the DEP exception list that can be edited on the System tab, didn't produced any appreciable solution, I have decided to go directly at the Root of the Problem. The Anti-Exploit (old EMET) integrated inside Win10, with the RedStone 3 (1709) "service pack" (I think is called Windows Defender Exploit Guard, but I'm not sure of that, for the language I use on the system is Italian). It can be configured inside the Windows Defender Security Center, on the "App & browser control tile", "Exploit protection settings". Inside there, there's two main configuration voices "System settings" and "Application settings". To solve the problem it is necessary to add an entry for FalloutNV.exe and NVSE_loader.exe (to be sure, I don't have do any test to see if only FalloutNV.exe is needed, but after adding it and launching the game, the NVSE problem was solved, but if removed it and then launched the game again, have caused the "Could not inject DLL" error message to appear again, so the override entry related to FallouNV.exe is mandatory). There, every security option must be override and superimposed on deactivate. Now the game launch quickly and NVSE is working again. Probably the last MS patch have solved something related even with the Exploit protection feature, for I can assure you that before its installation I haven't any problem with NVSE. At the moment, I'm supposing if even SKSE could be affected by this issue.
  13. Adding all the three executables on the DEP exception list didn't resolved the problem. I'm going to submit this to the NVSE dev team, reporting the patch ID number: KB4058043
  14. I was reading the Wiki page you reported some posts ago, about the NVSE section. So I dediced to double-check the log files. Inside nvse_loader I have found this: "old winmain = 01E1F720 couldn't write memory (update winmain) couldn't init hook Couldn't inject DLL. terminating process" What is this?
  15. Yes, I have supposed that the issue was caused by a security measure introduced by the patch. The problem is that both on Windows Defender (active in passive mode) and Malwarebytes Premium (that contains even an anti-exploit feature that could be highly related to this issue), contain in their exception lists the FNV path. The only thing that I can say is that I don't have configured the new Win10 RS3 EMET integrated functionality, that works similary to the MBAM Anti-Exploit. And the strange thing is that if I launch the NVSE_loader sometimes it stops saying "Could not Inject DLL", sometimes it starts. The issue seems happening randomly. There's a way to trace or debug NVSE_loader more deeply? For I have checked the logs dumped on the main game folder, but they don't seems to report anything unusual.
×
×
  • Create New...