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Fraktyl

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Everything posted by Fraktyl

  1. Just create a Textures folder under the data directory. If the mod is packaged correctly then you should just be able to extract to the correct spot and all the directories will be created for you. Also, do NOT use FOMM for New Vegas addons. FOMM is for Fallout 3 only.
  2. Oh. I don't go on the Bethesda's forums at all. Link please? :) http://forums.bethsoft.com/index.php?/topic/1121454-wipzbeta-darnified-ui-f3/ The short story: DarN's version of New Vegas doesn't activate until midnight tonight. Once that happens we'll see a new version after testing. So hopefully tomorrow.
  3. http://www.fallout3nexus.com/downloads/file.php?id=944 Grab the manual version.
  4. Seeing a lot of the same questions asked over and over, so I thought I'd start a FAQ thread. Addon Writing Specific Can I use the GECK from Fallout 3? You cannot use the same GECK for Fallout 3 and Fallout New Vegas. Please download the FNV version from Bethesda's Site. This will avoid a crash on startup when you read the FNV data using the FO3 geck. After you download, install into the same directory where FNV is installed. This will avoid messages such as "libvorbis not found". The Script editor isn't saving my scripts!! What gives?? When you close a script editing window and you get a message that you were not able to save, this is usually because the script has a syntax error. NV GECK does not display any details about the error. You may want to pick up: GECK Powerup which many modders consider an essential tool. Why do I see Grey Areas in the GECK rendering window? When you load a complex interior, you may see large grey regions where it appears nothing has loaded. This is usually because of room multi-bound objects blocking your view. You may wish to disable display of these bounds; see This Thread at the Official Bethesda forums for details. Addon Installation Specifics Where are the data files? Steam keeps all the game files inside it's directory structure. If you have a default installation of Steam, the files are located: 64bit: C:\Program Files(x86)\Steam\steamapps\common\Fallout New Vegas\ 32bit: C:\Program Files\Steam\steamapps\common\Fallout New Vegas\ Mods are placed in the \Data directory of the above. How do I enable mods? When you launch the game, click the Data button and place check marks next to each file you want to include. How do I change the load order? Until a mod manager is released you will have to manually change the timestamps on the files. There are many utilities out there that will allow you to do this. Oldest files are loaded first. Make sure that FalloutNV.esm is the oldest file. It HAS to load first. What's this ArchiveInvalidation file I'm hearing about? This file is a list of textures, meshes, sounds that override the originals from the .bsa files. It's a text file that resides in the installation directory (see above), you have to manually create this file each time you add or remove textures, etc. That said, there is an easier way. The ArchiveInvalidationInvalidated!.bsa technique does work. You just have to manually add it. Steps: 11/10 UPDATE: With the latest patch (version 1.2.0.285) the Archive invalidation technique has changed. You will either need to rename the file so it will load first, or change the load order. I recommend the first option which is detailed below. 1) Place the ArchiveInvalidationInvalidated!.bsa file in your \Data directory 2) Rename this file to: Fallout - ArchiveInvalidation.bsa 2) Edit the ini files to reflect the addition of the bsa file. There are 3 ini files for this game.C:\My Documents\My Games\FalloutNV\fallout.iniC:\My Documents\My Games\FalloutNV\FalloutPrefs.ini[steam location]\steamapps\common\fallout new vegas\fallout_default.iniThe fallout_default.ini file is used when launched from Steam. It will overwrite the files in the My Games directory. If you use another program to launch you will need to edit the first two files with the changes below3) Find the [archive] section 4) Modify the SArchiveList and add the Fallout - ArchiveInvalidation.bsa to the beginning of the list. It should look like this: SArchiveList= Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa 5) Get rid of the ArchiveInvalidation.txt file in the main directory. 6) Play If there are still issues, modify all three ini files. It's a little extra work currently, but it will guarantee your changes are accepted. Where do I get the ArchiveInvalidationInvalidated!bsa file? http://www.fallout3n...file.php?id=944 Grab the manual version. Can I move the location of Steam? Yes, just move the entire directory structure to a new location and then run the steam.exe file from the new location. Don't forget to update any shortcuts you may have to reflect the change. Are Fallout 3 mods compatible for Fallout New Vegas? Not entirely. Both games use the same basic engine. There are assets in FO:NV that came from FO:3. Easy to Port: Texture replacements (Armor graphics, hair, weapons, etc)Small gameplay changesHard to Port: Anything that references FO:3 directly. There is no Capital Wasteland here.Companion ModsUI modsI ported a mod from FO:3 to FO:NV. Can I upload it here? Unless you are the original writer of the mod, then no you may not. Not without permission from the original author. The best policy is to ask first. If you are given permission, then credit the original author. News post: http://www.thenexusf...out-permission/ Is X addon going to be released? The short answer: No idea. The longer answer. A lot of the authors who have addons for FO:3 are currently working on FO:NV versions. This includes (but is not limited to) New Vegas Script Extender (Adds functionality to GECK scripts)UI mods (DarN, MTUI, etc)Mod ManagersCustom RacesNote: I don't endorse any of the above. It's for information purposes only. Be patient. They are hard at work. 11/10 - Updated to reflect new archive Invalidation technique 12/14 - Updated for GECK related issues with answers from davidallen. Thanks much.
  5. It does, but its just a list, and not an official order. It still loads based on the Last Modified time stamp.
  6. Can anyone help me with this? You'll need to find a program that will change the modify date on each file. The load order is based on that date. Oldest file loads first. There are several freeware utilities out there that will allow you to change the timestamps on the files.
  7. Some things to try to help with trouble shooting: 1) Turn off all mods. Launch the game. Does it run? Yes? Go to next step. No? There are other issues besides mods, what are your system specs 2) Are all your mods in the \data directory Yes? Go to next step No? Reread the install instructions. All files will be under the \data directory, and you may have to create directories under that depending on how the mod came packaged. 3) Check the dates on your mods. The falloutNV.esm file has to be the oldest. The way the game handles mods is oldest file in the list is loaded first. 4) If all the above check out. Start enabling your mods ONE BY ONE. Run the game. 4a) Did the game crash upon startup? Yes? This mod is your culprit. Check for updates No? Try the next in the list. There are other tools you can use. Currently there's no New Vegas mod manager. I would guess one is being worked on, until then you'll have to be careful with your timestamps. There is also FNVEdit which will allow you to modify the .esm's .esp's directly. If you have specific questions about that, you can ask in the other forums. Hope this helps.
  8. Have you tried using this: http://www.newvegasnexus.com/downloads/file.php?id=34778 I personally haven't tried it, but many others are saying it's a miracle cure. If that doesn't work, we'll need to see system specs, etc.
  9. The ArchiveInvalidationInvalidated! method still works: 1) Copy ArchiveInvalidationInvalidated!.bsa into your Fallout New Vegas\Data directory. [location of steam]\steamapps\common\Fallout New Vegas 2) Open "My Documents\My Games\Fallout NV\falloutprefs.ini 3) Edit the [Archive] section 4) Make the SArchiveList look like: SArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa 5) Save and close the file Launch the game. No more needing to build an ArchiveInvalidated.txt file every time you add new textures. Just add and go.
  10. I'm going to assume (yeah, I know) that the game hasn't been released in your area yet? If so, then you won't be able to use the GECK until it is. The files you have are either encrypted or not completely there. Steam does this to stop people from playing early. Once it goes live, you'll download the rest of the game and the files will become unencrypted which will allow the GECK to run at that point. If the above isn't the case. The only thing I can think of it you have it in the incorrect place.
  11. It's installed to your Steam directory [location of steam]\steamapps\common\fallout new vegas IE: C:\Program Files\Steam\steamapps\common\fallout new vegas
  12. Sorry you couldn't get it working. Good luck and take care.
  13. Getting FOOK and FWE installed at the same time is probably more trouble than it's worth in my opinion. I'd pick one and go with that. They both change too many of the same things. So getting them playing nice together can be very time consuming and difficult. As for the service pack. I would update to SP3. Microsoft is phasing out support for XP. I believe SP1 is no longer supported and SP2 will be unsupported soon also. That means no security patches, or any patches at all for that matter. Sad to say, but at some point you're going to want to go to Win 7 (skip Vista all together). Hardware wise, I don't see anything that's weird. You have to remember that FO:3 is notoriously buggy. I'd suggest starting with no mods, and getting a stable game. Then add in the mods you want to play and go from there. It is tedious, and can be very frustrating. In the end I think the result is usually worth it.
  14. It's for any mod that wants to overwrite a default texture/mesh/sound/menu... basically you want this on. The only way an inactive plug gets loaded is if it's a master for another plugin. Even if it's disabled, it will still load if another addon requires it. Depends on who you listen to... some will say it helps with crashes.. others say it won't. I use the: iNumHWThreads=2 This is on an i7 (quad core. 8 cores with Hyper threading) I don't seem to have as many crashes with it on. YMMV If you installed using an fomod, or one you built yourself then yes. When you uninstall it will remove old entries. If all you're using FOMM for is load order then no. You'll have to clean up yourself Download: BOSS. That will help with most of the load orders. Get a copy of FO3edit and make a Merged patch. There are directions for using it available here on the Nexus. That will eliminate a LOT of CTD's and other weirdness. You have to make one yourself though. Someone elses won't work for you. You may want to look into FOIP also. Hope this helps.
  15. Yes, GFWL will work with "MOST" addons. If you install FOSE then you break GFWL. Some of the bigger addons require FOSE so be careful which ones you choose. Also, be aware the GFWL makes FO:3 a lot buggier than it should be. Many crashes have been tracked down to Achievements and GFWL.
  16. Take a look at your screen shot again. It can't find eve.esp so it errors out. You don't have all the requirement for the EVE mod. Also, since you are running Vista or Win 7. Either move Fallout 3 out of the Program Files directory, or run FO3edit as admin or you won't be able to save the file even after the other errors are taken care of.
  17. Load order looks ok. I notice you don't have a merged patch. Grab a copy of FO3edit and get yourself a merged patch going. That will help with some of the CTD's. Also run the FO3MasterUpdate (copy and rename FO3Edit to this name). That should help with the crash on saves. Follow the directions from this document: http://www.fallout3nexus.com/downloads/file.php?id=8629
  18. You probably have driver issues then. I run Win 7 64 bit and have no issues running any game. Fallout 3 has its crash bugs, but they are no better or worse on Win 7 64bit than they were on XP 32 bit. Glad you got it fixed though. There's more than one way to skin a cat. :laugh:
  19. Whenever you add or remove mods you'll want to make a new merged patch. If you do the FO3MasterUpdate, make sure you do an FO3MasterRestore before hand, then make your patch, then rerun FO3MasterUpdate. As for the crashes. That's Fallout3. There's a lot of things to try from changing Audio Codecs to limiting the number of cores it can run on, the sheer number of possible fixes makes it hard to list in one thread. And thanks for the Kudos. :)
  20. That first picture shows it's just adding the records to your mergepls file. It's not going to ask where you want to save it because by default it saves to your data directory.... Where do you have Fallout3 installed? If it's in Program Files under Windows 7 you may have to run FO3Edit as an administrator to be able to actually save the file due to UAC restrictions.
  21. I use it but it cant verify loads of my mods, at least 25 of them! Have you grabbed a copy of the latest masterlist.txt? http://better-oblivion-sorting-software.googlecode.com/svn/FO3Masterlist/masterlist.txt
  22. If it's in that list, then it's in your data directory. Check through your FOMM list again. It may just be sorted wrong.
  23. Yes. FO3edit will add the .esp extension. When you quit FO3edit does it ask you to save the file? To clarify, there will be two windows that pop up. One if when you first click "Create Merged Patch". That is the window you enter "MergedPatch". Then when you quit FO3Edit (or hit ctrl+s) it will pop up with another window asking which files to save. Is it doing that last step? If it's not you aren't saving the file. Once you create a merged patch, are there any records in it?
  24. It should save it to the same place as your other mods. What are you naming it? Did you try sorting the list by date? It should be the first or last file depending on sort direction.
  25. After you create your merged patch in FO3Edit, it should ask for a name. It doesn't actually create the file until you quit FO3edit, then a window should pop up asking which files to save. The file you named earlier should be in this window with a checkbox next to it. If it's not asking to save the file then it's having other problems. Is there anything in the messages pane in FO3Edit? As for where it saves the file. It goes into the same directory as your other addons. Fallout 3\data FOMM should see it the next time you fire it up and add it to your list automatically.
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