Jump to content

Ragnarok101

Members
  • Posts

    107
  • Joined

  • Last visited

Everything posted by Ragnarok101

  1. I think there are some mods that add the Duster as a Tailor-Maid style accessory, which theoretically should let you wear it over the Riot gear. Clipping would probably ruin it though...
  2. So, despite reinstalling and starting the .exe's directly, I can't get the ENB to work. I'm giving up. DETAILS: Trying to reinstall makes my computer give up on 'Fallout New Vegas' for some reason, saying the file is open in another program. It isn't.
  3. OH FOR f*#@S SAKE EDIT: Aaaand now it won't load at all. I have no idea why. Tried reinstalling Overgrowth, it doesn't appear. *sigh* Should I just give up on having an ENB?
  4. Many thanks, and yeah, most of my knowledge of computers is from having to mod things hehe... Figured it was the Dx9, because Win10 means we can't have nice things apparently. Alright. The processes after the game are things like NVSE, correct?
  5. I know jack-all about computers or programming...I'll find a tutorial on batch files and how to make them work...to clarify, I just need to tell it to run the Injector, then run the FNV run command (pretty sure that should be NVSE for me) Okay, how would I write the 'target process name' to the injector? That's the part I'm stuck on- the only option available on the little screen that pops up upon running the injector is 'hide to tray'. Here's the error info I got:
  6. Is it possible to get the ENB injector to run automatically before I start FNV? Basically, tried the Wrapper version install, causes game to crash on startup. Installed and followed some advice on Injector, the ENB now functions. But the same advice says I have to run the Injector before each game- I'd rather not do this. I'm using the Overgrowth ENB on Windows 10, and using NMM. Any advice on how to make the Wrapper version usable, or setting the Injector to function automatically? Playing it makes it tell me to 'write target process name' to it's .ini, I have no idea how to do this...
  7. Huh. Didn't notice that about ILO. I'll attribute it to LOOT having a weird moment and fix it. Realistic Wasteland Lighting demands that I put it LAST (their capitalization, not mine) in any load order, or bugs crop up (typically making McCarran and the Strip ludicrously bright). The merge file is a merge patch. I'm going to clear out some residual plugins and move around one mod for another that accomplishes the same purpose with fewer, see if that fixes things. EDIT: Yup. Fixed. Although I lost some excess suits of PA I was having a companion haul. Eh, not important, didn't like them much,
  8. Just started up NVB3, got to Frosthill and fought through the ambush. When I arrive at Randall and Associates, the vast majority of the Bounty Hunter NPCs are stuttering and not able to be talked to, and I can literally walk right through a bunch of the buildings like they're not even there, including the one I need to enter to advance the quest. Should I try a reinstall? Load order below:
  9. Do you still have the problem when you disable and remove Awesome Crippling Effects? Thus far, no. And checking the posts on that mod's page, it seems it's ALSO responsible for the Securitron Hostility bug, and the borking of the Yes Man quest I observed earlier. So that's literally all my problems fixed.
  10. Well, s#*!, it's back, even with a reduced plugin count. I found out what triggers it, though- companions having crippled limbs seems to cause them to not follow upon healing. Current LO:
  11. It's not the House Always Wins- hell, I'm only on the Strip to fulfill part II. It might be Russell- I completed his questline and thus he has a set of Desert Ranger Combat Armor. Will leave companions at the gate and see if that fixes things. If not, I'll download that fix.
  12. For some reason, upon entering the Strip after securing the Platinum Chip, the Securitrons are hostile. Current Load Order: My companion List at the moment of bug occurring: Russel, Arcade (in Enclave PA), Veronica, Boone, the deathclaw from Baby Deathclaw Commander, the deathclaw you get from the More Perks mod called 'NPC Name's Best Friend'. The hostility only occurs when I acquire the chip- I have had no problems with the same companions from before. I have committed no crimes against the Strip, though my killing everyone at the Fort (a Legionary walked into a minefield post-Mark of Caesar, they sent assassins, things escalated until I said f*** it and brought everyone to the Fort for a slaughterfest) may have been construed as such (House usually says he wants Caesar alive?). I dunno. This occurred in an earlier game as well, and may have borked up the Yes Man quest as well (he refused to upload to the computer). I killed Benny in his hotel room rather than letting him run to the Fort like I have in the current campaign. I actually like portions of House's questline and would love to be able to play through it without his tin cans taking offense to my hat or something. Oh, speaking of clothing, I'm wearing the Custom Ranger Set provided by ADAM. It has no faction allegiance IIRC. The last time I got this bug I was wearing a unique armor set (Jack's Outfit from NVBI) which also should not have a faction allegiance. So, ideas? I have an earlier save to flee to, just wondering what the hell is going on with the robots. Oh, the main problem is one Securitron closest to the gate (not the North gate, the one that lets you into the area with the Tops) becoming hostile. The others follow suit shortly thereafter.
  13. Works like a charm. Many thanks. Any advice on merging plugins together? The one source I found for it said doing it for anything that's not just adding items is dangerous and will probably bork up the mod in question...
  14. So, any attempt at getting more than one humanoid companion (Unlimited Companions, Unlimited Followers Everywhere, JIP CC&C) doesn't seem to work. Only the most recently recruited companion will follow, while the others hang around and do nothing. Th I'm not certain it's a mod issue at this point, does anyone have any advice for a permanent fix? Note: this applies to other, mod-added companions as well. Double note: the Baby Deathclaw Commander mod's deathclaw works perfectly fine, for some reason- I believe it's because it's not entirely a companion IIRC. EDIT: Enacting a kill-and-resurrect while they're a companion fixes the issue temporarily, but only until I get a new companion or dismiss one, at which point it reverts to the previous state of the most recent following and the others playing statues. [spoiler=load order]GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 JIP Selective-Fire.esm=1 SomeguySeries.esm=1 CompanionInfAmmo.esm=1 Interior Lighting Overhaul - Core.esm=1 Interior Lighting Overhaul - L38PS.esm=1 FCOMaster.esm=1 Momod.esm=1 NVR-Strip.esm=1 KhanInitiation.esp=1 More Traits.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Weapons.of.the.New.Millenia.esm=1 Project Nevada - Cyberware.esp=1 More Perks.esm=1 More Perks for Companions.esm=1 SpeedyResources.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 EVE FNV - ALL DLC.esp=1 The Mod Configuration Menu.esp=1 The Weapon Mod Menu.esp=1 Ammo recipes.esp=1 Better Pickup Prompt.esp=1 Vault_34_better_reactor.esp=1 FCO - NPC Changes.esp=1 NVR-Version_10.esp=1 populatedcasino.esp=1 Primm Reborn.esp=1 Monster Mod Wasteland Edition.esp=1 Novac Reborn.esp=1 More Perks Update.esp=1 WeaponModsExpanded.esp=1 TfaT2.esp=1 Goodsprings Reborn.esp=1 Imperial New Vegas.esp=0 WMX-DLCMerged.esp=1 TrooperOverhaul-Dragbody.esp=1 GRA - The Right to Bear Arms.esp=1 T60.esp=1 ADAM Complete.esp=1 NCR Rearmed.esp=1 WMX-EVE-AllDLCMerged.esp=1 ADAM - MERGE.esp=1 Weapons.of.the.New.Millenia.Leveled.Lists.esp=1 casinofix.esp=1 MannequinNV.esp=1 Nipton Fires Extinguished.esp=1 Yao Guai Friend.esp=1 More enemy at final battle extreme.esp=1 Player Vertibird.esp=1 NewVegasBounties.esp=1 NewVegasBountiesII.esp=1 TheInheritance.esp=1 Russell.esp=1 NewVegasBountiesIII.esp=0 More Traits Update.esp=1 Simple Reputation and Disguises.esp=1 NCRTrooperOverhaul.esp=1 TheBetterAngels.esp=0 FNV NPCs Travel.esp=1 Free the Slaves.esp=1 NVR-NPCs.esp=1 Crashed Vertibird Interior.esp=1 enclaveradio.esp=1 CompanionInfAmmoOptional.esp=1 Cazaclaw Resource.esp=1 Awesome Crippling Effects v1.7.esp=1 AwesomeCripplingEffectsJIPLN1.1.esp=1 PipBoyLight.esp=1 ExtendedDialogueVulpes.esp=1 NVBabyDeathclawCommander.esp=1 CAGE 1.9.3.2.esp=1 CompanionInfAmmoCheat.esp=1 The Law Won.esp=1 More Perks for Companions Update.esp=1 noautoaim.esp=1 PerkEveryLevel.esp=1 Better Burned Man.esp=1 dD - Enhanced Blood Main NV.esp=1 CASM with MCM.esp=1 FailedLucky38Heist.esp=1 IMPACT.esp=1 ILO - PipBoy Light.esp=1 ILO - YUP Patch.esp=1 UnlimitedTraits.esp=1 Simple DLC Delay.esp=1 Real Recoil.esp=1 xatmosSkillPerks.esp=1 Follower Home Marker.esp=1 Project Nevada - Dead Money.esp=1 Project Nevada - Honest Hearts.esp=1 Project Nevada - Old World Blues.esp=1 Project Nevada - Lonesome Road.esp=1 Project Nevada - Gun Runners' Arsenal.esp=1 RussellTestPatch.esp=1 Artillery Marker Sniper Ammo.esp=1 CheckpointGary.esp=1 UHNV.esp=1 MUd-CR48 Merchant.esp=1 FCO - Russell.esp=1 courierpowerarmor.esp=1 K2K9 M18 Claymore Mine.esp=1 tubLevelSwitch.esp=1 UHNV-More Mannequins.esp=1 UHNV-Honest Hearts.esp=1 UHNV-Dead Money.esp=1 UHNV-OWB.esp=1 UHNV-Lonesome Road.esp=1 FCO override patch.esp=1 Ragdolls.esp=1 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1 Project Nevada - WMX.esp=1 WMX-POPMerged.esp=1 Project Nevada - EVE All DLC.esp=1 Project Nevada T-60 Power Armor Patch.esp=1 Courier Power Armor - Project Nevada.esp=1 JIP Companions Command & Control.esp=1 Interior Lighting Overhaul - Ultimate Edition.esp=1 ILO - New Vegas Bounties II.esp=1 ILO - New Vegas Bounties.esp=1 merge.esp=1 FNV Realistic Wasteland Lighting - All DLC.esp=1
  15. Load Order Alright, this is weird- somehow the game seems to reverse Raul's status as a companion when it comes to everything else. What I mean by that is, if he's a companion, perks, other companions, etc. act as if he isn't, and vice-versa when he is. For example, the Forbidden Knowledge Perk added by the More Perks Mod only works when he's not a companion. However, his questline and dialogue are unaffected and trigger normally. This also ties into the companion movement issue I reported previously. It remains persistent and unsolved despite me switching to the Unlimited Followers mod in an effort to avoid it. Also, Raul doesn't seem to listen to the Follower Home Marker, and has not appeared in my Courier Vault with the others after being dismissed, so...that's problematic. Help?
  16. Have done so, working to figure out what I don't want...problems have now arisen with NPC textures for some reason I have no idea about (big red box with white exclamation, but NPCs look normal inside it) EDIT: Fixed? with reinstall of FCO, followed by new issue. PN, MCM, etc. won't load up properly. Going to uninstall, run verifying integrity of game cache, and reinstall, then get back to you if the problem persists. Currently at about 125 active, 130 total plugins. Remove the inactive plugins. They are still in the Data folder and will still count against your total files. When you have reinstalled, run the game without mods to insure that a vanilla game will start and run. Then start adding your mods, one at a time, testing in the game that they are working. The inactive ones are for mods that will be played, but are waiting until the completion of another mod to be done, namely NVBIII and The Better Angels. Will run through these one at a time, per your advice. UPDATE: Load order includes the following Current issues: loading the previous save inside the Courier Vault Player home produces the following errors: Weird unibrow effect on Veronica MCM will not load- states problem is either installation, C++ package, or NVSE. PN will not load Some wonky textures on PN stuff that is visible- multicolored. EDIT: It's MCM borking out. Reinstalling, trying again, and looking for a way to get the C++ that doesn't involve it being thrown out for the newer version. EDIT 2 ELECTRIC BOOGALOO: *facepalms* I forgot to turn Archive Invalidation back on after fixing the FCO problem...sorry for wasting your time guys. EDIT 3: Downloading the 12-followers esp from Unlimited Companions seems to have fixed the problem with following.
  17. Have done so, working to figure out what I don't want...problems have now arisen with NPC textures for some reason I have no idea about (big red box with white exclamation, but NPCs look normal inside it) EDIT: Fixed? with reinstall of FCO, followed by new issue. PN, MCM, etc. won't load up properly. Going to uninstall, run verifying integrity of game cache, and reinstall, then get back to you if the problem persists. Currently at about 125 active, 130 total plugins.
  18. Current Load Order: Issue One: NPCs spawn naked. This appears to be a problem with Leather Armor, as all the NPCs once resurrected into decency wear it. Not sure which mod is causing the problem, suspect it's FR-M. Problem most prevalent on the Westside Militia, though it popped up on Blood By the Dollar's Mercs during the tunnel sequence. Issue Two: Companions refuse to follow. I have no idea what's causing this one, possibly Unlimited Companions. They'll fast-travel with me, but stay put, only reacting if a firefight starts around them. kill command followed by resurrection fixes it for a short time, but it pops back up again quickly. EDIT: The Yao Guai companion, when I pull the kill/resurrect thing, picks a sandbox package. Not sure if related or not. Fixes?
  19. *necros* I have the same bug. Best I can tell, it's based on Leather Armor somehow, since all the NPCs affected should have some variant of it normally.
  20. This bug has gotten scarier- I followed the usual protocol and waited 3 days, which seemed to fix it. Went off and killed Eileen from NVB1. Went back to the Strip to change out some weapons. Now it includes the securitrons and military police outside the North Gate, all of whom will immediately attack, starting with one Securitron who makes the rest join in.
  21. I think I'm going to download the mod that lets you rule New Vegas, then just murder my way through the Securitrons. RP it as House overhearing my conversation and deciding I need eliminating. EDIT: As best as I can figure, entering the Lucky 38 Presidential Suite seems to be the trigger for the Securitrons to go apeshit. Not sure why. Also, it may be that something killed Victor. Though I have no idea what, when I first talk to him upon entering the strip there's a dialogue option about him being destroyed. Unless he walked into one of my companion's firing arcs at some point without me noticing I have no idea how that happened.
  22. I'm curious as to how...maybe it's because I talked to Yes Man after killing Benny, said I 'might be in touch if something happens to House'? That would probably fulfill the ally requirement...Hrrm. I have no idea how to utilize the GECK, nor do I have it. Ideas, short of slaughtering the Securitrons?
  23. Alright, so I've killed Benny, talked to Yes Man, and headshotted Alerio the moment his back was turned (because f*#@ the Legion). I have the platinum chip in my possession, so I figure I'll go give it to House as instructed. I tell my companions to wait and take the penthouse up. The moment I spawn in, all the securitrons turn hostile for no reason. Load order is here: Google mostly concerns a Vault-11 based bug (haven't been there) or states that all the Securitrons in the Lucky 38 are hostile, which is not the case. The closest I got was someone saying a companion mod was causing the problem, if someone could confirm that that'd be great.
  24. It's Steam. I think what happened is that one of their updates had a server problem. Short version, I reinstalled and ran troubleshooting on my wifi, and the game launches fine now. What annoys me the most about this is I lost my long-running M2TW campaign.
×
×
  • Create New...