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Ragnarok101

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Everything posted by Ragnarok101

  1. Here's the weird bit: neither of those two categories (BSA-mods and compatibility patches) are actually part of the things I'm having problems with. In fact, the thing I'm having trouble with are what should be the simplest to merge- armor and weapon packs. There's no BSAs, no patches...so I don't know why it's doing this.
  2. By 'set' do you mean turn it on or off. Because I had it on- nothing changed. Turned it off- still no textures or meshes in the merged file, and it's still broken upon testing. So how the hell do I fix this?
  3. So how do I fix it to not be broken? I realize it's probably a pathing issue but what would be necessary to get it working?
  4. Okay, then explain why upon merging the plugins the textures and meshes immediately go missing and can't be accessed? I'd like to have that fixed if at all possible. EDIT: What I'm saying is, the mod on its own, when the separate esp is active, works fine. But when it is part of a merged plugin generated by Mator, the textures and meshes for some of the items vanish, usually the ones that are custom. For instance, Lozza's gas masks mod (the patches and fixes are part of the 'armor' merged patch) produces invisible gas masks, but something like the NCR Overwatch armor is completely unaffected. I don't know why this is the case and any help would be greatly appreciated. ANOTHER EDIT: My typical practice with merges is, once the merge is made, to go and disable the mods that are part of the merge rather than uninstall them or have to go through my data folder and delete each and every plugin. Should I not be doing this, and might that be why the meshes and textures aren't working?
  5. Pretty much what it says in the title. Mator's Merge Plugins Utility isn't merging things properly, apparently forgetting to merge together textures and meshes from mods. This is, obviously, not acceptable, as I am trying to merge several mods that add weapons and armor and I don't have the plugin space to keep their esp's separate. What in my settings could cause this?
  6. Weird bit: tried reinstalling one of the mods, same problem cropped up. The one-handed weapons in the lore-friendly starter (the tomahawk and family pistol) have apparently missing textures, but the rifle is fine. I'll try reinstalling manually and rebuilding the merged plugins. EDIT Tried reinstalling the affected mods manually, and loading the old game. Didn't work, starting a new game and hoping that works. EDIT Nope, still broken. EDIT Annnd fixed! I think the problem is in the Merge Plugins end, because only items that have a non-vanilla texture, coming from a specific merge, are affected. FINAL EDIT: Merge plugins Standalone is the culprit, as apparently it doesn't want to merge textures and meshes properly.
  7. Some armors, added by mods, cause my body, with the exception of my head and hands, to turn completely invisible. It's weird to see. Tested, this has happened with the Scavenged Riot Gear from lordsam17's lore-friendly starter pack and with 6's armor from Sigma's 'Courier's Arsenal' mods. The Family pistol from the first mod also shows up as if the textures don't exist, with the red diamond and white exclamation point. Load order here. The things at the bottom are merged plugins of various weapons packs, armors, compatibility patches, etc.
  8. Finally got around to checking it, and removing your mod has no effect- it seems to fix things briefly but the enemies still are affected anyway. Gonna remove the Factions Reloaded mod then.
  9. I also merge a lot of mods in order to keep my plugin count under 130. Could merges slow things down too? Or would it be no different from having them outside a merge? Merges, if you make them properly (namely removing the ESPs of the merged mods) should work quite nicely, and have no more effect than a single plugin would have. Basically, make sure your load order is done properly, make sure you overwrite what you want overridden (such as keeping a different 'bullet effect' mod rather than EVE), etc.
  10. I think this is a skeleton issue... Large groups of enemies, especially those spawned in rather than already existing, are completely immune to damage- shots and explosions literally pass right through them. This has happened in NVB II and III, as well as some of the Legion camps added by Factions Reloaded- Legion. I think it's that the NPCs are somehow leaving their actual 'bodies', ie the meshes or whatever counts as physical in the game engine- behind, while the shell runs about doing things normally. They can still shoot me and inflict damage, which is immensely annoying. In addition to, and possibly related to this, corpses that are spawned in dead, like wrecked Protectrons, dead Pack Brahmin, murdered NPCs, etc, either are frozen in a standing position, or in the case of nonhuman dead NPCs, are weird with regards to appearance (things are stretched out or compressed, robots have parts hanging in midair) until interacted with, whereupon everything 'snaps' back into place. I think this might be the fault of the Ragdolls mod TBH, not certain though. EDIT: Also, companions seem to be able to damage the affected enemies just fine.
  11. FOUND a fix! Downloading the Blur Killer mod also takes out the annoyance from Russell. Find it here: https://www.nexusmods.com/newvegas/mods/41790/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D41790%26preview%3D&pUp=1
  12. Overgrowth. We've determined it's not an ENB problem, though, just one from the Russell mod involving an imagespace modifier overstaying it's welcome. Actually, if someone could tell me how to change the title that'd be great.
  13. Update: The blur will persist even if you uninstall Russell. Oddly enough, going inside the Camp Guardian cave seems to make it's blur problem there cancel Russell's out, though the effect only lasts inside the caves. No word yet on if it persists across saves and if it'll continue if I start a new game. If it is, I'm deleting everything and performing a complete reinstall.
  14. I've been searching the Nexus for player homes. The best thus far has been the Underground Hideout, which contains everything I like (tons of mannequins, DLC integration, trophies from quests, lighting, a store, an armory with sorting and general fun...etc. However, it's...kinda small, especially given I use animal and custom companions like Yao Guai Friend. In addition, it doesn't integrate GRA. What I propose is a large player home, with tons of space for all sorts of companions, as well as GRA support, as well as features similar to that of Underground Hideout, such as: lots and lots of mannequins, somewhere in the realm of 30-40 (not initially, starts at a few (5-10) but adds more as a plugin because some of us want to display all the unique outfits gotten from mods and DLC)Display area (either cases like in The Courier Vault mod, or just large areas to drop stuff in)Completing quests and DLC adds little mementos and items from the events thereinWorkbench storage with repair optionsGarden with the ability to plant thingsCooking and food creation with a stove, a fridge, etcarmory with display walls, ammo storage and display, etc. Maybe PN integration as an optional plugin?Master bedroom, and a large number of companion rooms integrated (not part of a separate cell like in UHNV)Maybe an optional quest to acquire it? Since it's a mansion, could be a Lovecraft/horror based quest with something scary in the basement? Dunno. Anyone know a mod that does something similar to this that already exists? If not, anyone willing to try it?
  15. Thirdhand. Someone posted on a forum complaining about a similar bug at Camp Guardian, I think. From what I can tell, it disables the 'vision interference' effects. It also will eliminate stuff like Project Nevada's addiction settings and seems to need reuse upon loading, sadly. Clarification: It's not an ENB problem though, it's a bug caused by the Cholla Mountain area added by the someguy2000 mod 'Russell'.
  16. Found a fix: Use the console and enter the command 'sisme 0'. This clears it up entirely.
  17. Steam overlay is turned off, no idea what Overwolf is so I'll assume it's not a problem. It's apparently a problem with the Russell mod. Dammit...
  18. For some reason I cannot pin down, my screen is immensely blurry when using ENB. It looks like the camera is perpetually out of focus. Tried disabling depth of field and bloom as some have suggested, nothing. Tried a complete reinstall, still nothing. Got some word that some lighting mods might conflict, but none did beforehand and I haven't changed anything. The problem started appearing during a run in Cholla Caverns (an area added by the Russel mod, it's underground and dark). I was suffering from Buffout addiction, but that has been fixed and the annoying blur is still here. Should I just give up and reload an earlier save?
  19. There's a lot of radio station mods out on the Nexus, but from what I can see pretty much none of them act like New Vegas Radio does in-game and update their comments based on your actions in the Mojave. I'd love to see heavily biased Legion, NCR, BoS, etc. factionalized radio stations spewing propaganda with all the subtlety of Alex Jones, or heck, just simple recognition that someone is walking around doing crazy shite. If anyone is interested in making this, or knows a mod that does this sort of thing already, point it my way. I've tried Enclave Radio and Conelrad already.
  20. I am aware about Explorer, but what you're saying about Windows thinking of the desktop folder as something special makes sense and is probably the root problem. Thanks for your help, but I think I'll stick to launching things manually for now, given Win10 being temperamental. Don't get Win10. Seriously. I only have it because it came with my new laptop, and the whole thing is basically a tablet/touchscreen-meant OS, and is riddled with bloatware you can't eliminate.
  21. After some experimentation, I think it's the batch file (even after editing as you stated) causing the problem. Launching manually causes no problems and the ENB works as designed. Further experimentation reveals that, for some reason, launching from desktop shortcuts is what is causing the problem. Maybe Win10 puts up an overlay? Anyway, launching anything from the desktop shortcuts I created via Windows Explorer causes the bug (and causes the 'can't be changed because open in another program' problem), so I'm assuming it's that. Do you know anything that might have caused this?
  22. I have it set up to first launch the ENBInjector, then the FNV Launcher. While enbinjector.ini looks like this: Also, it still doesn't work even if I launch 'manually' using the shortcuts I have in place...so I don't think it's the batch file.
  23. Reinstalling worked on reboot. Started up once, seemed to work fine, closed. Started up again, the text that should appear in the upper left corner no longer appears and ENB no longer works (graphics are back to the original). Is there a reason it only works once? I'm now very confused... AA and AF, water and shadows, are all disabled.
  24. Just ran through the Someguy Series, wondering what the actual models of revolver Marko and Randall use (Old Scratch and Sweet Revenge, respectively) are. Both look awesome and I want to be able to introduce them properly if I create a character using them elsewhere as a homage.
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