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SpartanSamuel

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Everything posted by SpartanSamuel

  1. Lol, I'm waiting for someone to say, "Why? Because f*** you, that's why."
  2. So I know how to get everywhere, that's not the problem. My problem is that this damn college is breaking physics. You the main building of the college on the first floor, the "Hall of Elements." The door on the left will lead to the Arch-Mage's Quarters while the right leads to the Arcaneum, the library. I've tried to draw this out, and to the best of my knowledge the main building of this campus has three floors. The Arch-Mage's Quarters occupies simultaneously the third and second floor, the Arcaneium occupies simultaneously the second and first floor, and the Hall of Elements occupies, as it should, only the first floor. Okay, my reasoning: Arcaneum Taking the door on the right in the Hall of elements will find you at the bottom of a flight of stairs. Take one flight up, turn, and another flight, and you're there. Now, you have the option of taking another pair of flights on the same side of the building in order to enter the Arch-Mage's Quarters. That would make sense if it applied to the laws of physics as it should: Hall of Elements on the First floor, Arcaneum on the Second floor, and the Arch-Mage's Quarters on the Third floor. Here's where it get's tricky. Arch-Mage's Quarters Taking the door on the left in the Hall of Elements will find you at the bottom of a flight of stairs. Take one flight up, turn, and another flight up and you're there. At this juncture, you may traverse the foyer and acquaint yourself with the opposing stair case. Descending the pair of flights, you will find a door labeled the Arcaneum. Hence my problem: If you go up a flight of stairs, then come BACK DOWN the flight of stairs, you should still be on the first floor!
  3. [zoidberg]It's amaaaaaziiiing![/zoidberg] Thank you. It's kind of hard to keep track with the patches because they could be listed under either mod or a third... Unfortunately, now the texture and some of the actual flooring (on the upper decks) have entirely disappeared. All I've done was install the patch, order with BOSS, rebuild my Bashed, and play.
  4. I'm having the exact same problem! Active Mod Files:
  5. I suppose it could also be a texture problem. I'll have to recheck the meshes I chose for it, but for some reason the quiver and bows are pure pink. (Meaning there's no .nif file?)
  6. So, excellent advice on enchantment costs and usages. One more question, though: My game crashes whenever I pull out an arrow in which a fire damage enchantment has been placed on it that has a magnitude of 500. Am I breaking the game by introducing variables that aren't normally achievable via normal enchanting, or is there a different reason it crashes only when I pull one of those from my quiver?
  7. So I should set the enchantment's Charge Amount equal to the weapons Enchantment number? Is there a benefit for the weapon's number being higher? What is the significance of the weapon's number?
  8. I'm in the construction set and I've made the following three additions: Enchantment: aaBermudaTriangle Effect 1: Fire Damage, Magnitude 100, Duration 120, Area 0 Effect 2: Frost Damage, Magnitude 100, Duration 120, Area 0 Effect 3: Shock Damage, Magnitude 100, Duration 120, Area 0 Charge Amount: 98902 Enchantment Cost: 98902 Weapon: aaWeapSilverBow Name: Hand of the Nine Enchanting: aaBermudaTriangle Enchantment: 65535 Weight: 3.00 Value: 500,000 Health: 777 Speed: 1.00 Reach: 0.00 Damage: 25 Ammo: aaEncArrow3Silver Name: Arrows from Hade Enchanting: aaBermudaTriangle Enchantment: 65535 Weight: 0.00 Value: 10 Damage: 25 Speed: 1.00 Every time I pull out my arrows (equipping them is no problem), the game will freeze instantly no matter where I am. Also, the bow will say that it has a full Charge, but 0 Uses. Why is that? Is it because of the cost of my enchantment? If it is, should I turn off the auto-calculate feature and change the Charge Amount to something less than 65535 or is it the Enchantment Cost that makes the difference? I'm a noob with the Construction Set, sorry! [EDIT] For the enchantment, I've changed both the Enchantment Cost and Charge Amount to 5, but now for some reason the bow in-game refuses to recognize that it's enchanted. It's just a normal bow now, with only 100 health. [EDIT 2] Dropped the Duration of my effects for aaBermudaTriangle to 0 so that I can select auto-calculate, and for some stupid reason now the bow recognizes that it's enchanted in-game. Trying it on the arrows now...
  9. I was looking through the other, similar, threads and I've noticed that a lot of us use or have used NVSkies at some point in our installation. I deleted my installation folder, replaced it with a backup I had on hand, and re-installed my mods without it and I've been fine since, except for the random crash every so often.
  10. Like the title says. The following are my mods exported by Wrye Flash: Active Mod Files: My system isn't a problem, either. I'm running two terabytes of hard drive space, 16gb of ram, and am using a Radeon HD 6950. The hard drive the game is installed on is neither the C:\ drive nor a page file drive. I'm using FNV4GB, the bashed patch, sorted via BOSS (where it recognizes everything but the Error Corrections.esp, which I put at the bottom, right above the Bashed). Tips? Any additional performance mods to help with bugs or anything else?
  11. I have a hunch it's from one of the mods that got merged into the bashed patch - OOO. Where may I find a proper bashed patch guide specific to FCOM? The Bashed Patch section on the FCOM website wasn't nearly as informative as it needed to be pertaining to which items and sub-items to check.
  12. Gah, finally. That was rough, I botched it up a couple of times so I had to revert to my backup directory... Here goes a first run just using FCOM and a couple of others. [EDIT] AAaaaaaand CTD upon start... time to start working backwards, eh? [EDIT] Running FCOM alone works, [aside]thank god[/aside]. I'll play through the sewers just to have the save and then try the rest a couple at a time. [EDIT] So on several Goblins on my way through, they had yellow starbursts as large as they were that seemed to be their weapon saying, "WTF? It seems I'm a missing mesh!" Also, anyone at less than half health or less turned green. Then it crashed upon trying to autosave when exiting the sewers, according to the wxPython traceback.
  13. Lol, by all means insult away. I thought I had a good grasp, but I guess I don't with Wrye... To be honest, I'm not familiar with the BAIN installation process, but I'm reading up on it now. Thank you for the advice. I'm also going through the FCOM website and it covers a lot more mods than I knew about, and the website is pretty verbose with the different things it covers and what to do with them. @goranga: I don't have any problems yet. All I've done so far is install the game with the DLCs and SI, and then put in OBSE, Wrye Bash, and OBMM. After that, I've made a full-length replica of the installation directory as a backup elsewhere in case I have to revert back to vanilla.
  14. If you read the bottom of my post, I have it already. The bulk of my concern comes in when I want to install large files like FCOM Convergence or Unique Landscapes or the ImpeREAL series that certain files are overwritten more than once by different mods. I would like to know which order to insall the larger mods to better optimize my setup. [EDIT] While I'm asking for help here, would anyone mind perusing my list and letting me know if I'm missing any compatibility patches?
  15. I'm familiar with the modding scene with the various programs to implement them and patches, so on and so forth. My question here is in what ORDER should I install the following selection of mods? I've gone through each one and made sure I have most updated versions and patches as follows: Adult Bookstore v1 Animated Window Lighting System v5-5-3 Attack and Hide v2-1 Auto Harvest [Flora] v1-0-1 Bag of Holding v1-5 Better Cities v4-9-7 (Patch for Open Cities Reborn) Better Gold with No Menu Icon v1 Better Letters v1-2 Borderless Cyrodiil v1 City Life v2-2 Clocks of Cyrodiil v1 (Patch for Better Cities/Open Better Cities/Open Cities/Open Cities Reborn) COBL v1-72 (Patch for MMM; OOO) Cute Elves v1-3-5 DarNified UI v1-3-2 Deadlier Sneaking v1-1 Deadly Revles v6 Dynamic Map v2 Enhanced Water v2.0 HDMI Fast Exit v2 FCOM Convergence v0-9-9 (Created an OMOD using TheNiceOne's Installer utilizing the following files in this order [FCOM v0-9-9; Unofficial FCOM Update; FCOM Entropic Order Rebalance; FCOM OMOD Installer]) Francesco's Leveled Creatures Items v4.5b Frostcrag Reborn v3 (Patch for COBL) Harvest Flora v3-0-1 House Map Markers v1-4 Idle Dialogue v1 Immersive Interiors v0-8 ImpeREAL Empire - Unique Castles v2 (Patch for Open Cities v1-1-4) ImpeREAL Empire - Unique City v2-6-1 ImpeREAL Empire - Unique Forts v2-61 (Patch for OOO v1-4) Jedi Lightsabers v1-5 Keychain v5 Kvatch Rebuilt v1-1 (Patch for FCOM; OOO) Less Annoying Magic v1-7 (Using TheNiceOne's OMOD Installer) Life Detect v1 Lightweight Potions v1-1 Load Screens Dancinninja v1-01 Load Screens Toothman v1 Lost Spires v14 (Patch for ImpeREAL Forts; Open Cities Reborn; Unique Landscapes) Loth's Blunt Weapons v3-0-1 Mannimarco Revisited v1 (Patch for OOO) Martigen's Mutant Mod v3-7b3 (Using TheNiceOne's OMOD Installer utilizing MMM 3-7b3; MMM 3-7b3 BSA; MMM Diverse Water Life Update; MMM OMOD Installer v1-6-1) Naughty Joana v1 Oblivion Script Extender v0020 Oblivion Stutter Remover v4-1-24 Oblivion WarCry v1-08 Open Cities Reborn v1-7 (Patch for Crowded Cities; Knights of the Nine; OOO) Oscuro's Oblivion Overhaul v1-33 (Patch for v1-34b5) Portable Portals v1-3 Quest Award Leveling v1-8 Reneer's Guard Overhaul v2-54 Sensual Walks for Female NPCs v7-3-2 Shady Sam v1 Social Alertness v1-3 Streamline v3-1 (Using Streamline v3-1 Patch) Supreme Magicka v0-90b (Patch for COBL; Deadly Reflex; DLC Spell Tomes; MMM; No Spell Lights; OOO) Synx v1-2 Tamriel Travellers v1-39c Unique Landscapes v1-6-5 (Using the OMOD Compilation and Patch for Frostcrag Reborn; Kvatch Rebuilt; Lost Spires; OOO; Open Cities Reborn) Unnecessary Violence Beta (Patch for Francesco's Leveled Creatures Mod, MMM, Oblivion WarCry, OOO Unofficial Patches (OMODs using UOP v3-2; USIP v1-4; UOMP v1-5; UPS v3-3-5) Vaults of Cyrodiil v2 Weather - All Natural v1-3 Windom Earle's Oblivion Crash Prevention System v2009-03-28 As I mentioned, I have the most up to date software to handle these mods: Better Oblivion Sorting Software v1-7 Oblivion Mod Manager Extended v10-12-24 TES4 Edit v3-0-15 Wrye Bash v2.92
  16. So after narrowing it down to one or a few of the nVamp .esm files, I ended up deciding to take out all the nVamp files all together and put in the internal mods it brings to the table individually that I liked. Worked so far, but then still CTD...
  17. I've installed the game fresh, installed the different packs, Dead Money, and Honest Hearts, updated it to the Honest Hearts update, and then made damn sure to save the whole installation directory and tuck that away just in case. I will NOT uninstall this baby, lol. After that I installed all of the mods I use according to nVamp's webpage and their load order. Once everything was installed correctly, I made my first game save. I turned everything off via Wrye FLash and am doing as suggested. So far, the vanilla game runs flawlessly. I might even say it runs slightly smoother... I'll edit this with an update as I work through this. [EDIT] So far I've played with JUST the ESMs and it was fine, and then I tried activating FOOK to Machienzo and the PMT's and it still occured in Caesar's tent. I deactivated the esp's and it happened when detonating three C4's trying to kill some Super Mutants doing Crazy, Crazy, Crazy. BTW, those red diamonds with white exclamation points on the main path of that quest were still there. Floaters, and apparently they "saw" me because my sneak detector said Danger. [EDIT] I've disabled all the nVamp.esm's and left the rest active and, lo' and behold, it went smoothly. I'll reactivate them a couple at a time to see which one the perp turns out to be tomorrow afternoon...
  18. I'd hate to have to do that, because there are so many items in my inventory coming from mods right now, including current apparel. I'd lose all of that, wouldn't I?
  19. I'm not too sure about that. It seems to occur the majority of the time when something happens. Loading a scene, finishing a rather large transaction, turning specific corners... [EDIT] I started a small log of what I was doing when it crashes and when, and it seems to be roughly every half hour or less, and upon loading areas. Entering Caesar's tent, the Lucky 38 entry level, Freeside... [EDIT] I'd also like to note that on the quest Crazy, Crazy, Crazy I would find pairs of exclamation points on the road up the mountain periodically, as well as invisible "Floater"s found via VATS that I couldn't actually shoot.
  20. Roughly every half hour the game CTD's. I've done a fresh install with the full nVamp setup onto a secondary hard drive (not the C:\ drive), with only a handful of extra mods. One of them is the Auto Incremental Save which is a god send in this case. Aside from that and the standard nVamp gear, I'm running with an Asuka Armor Mk IV and the No Weapons Remover. I installed this yesterday, and made damn sure that every mod I utilize is up to date and patched correctly for compatabililty. If you're going for the computer hardware as the fix angle, I have the following: CPU> AMD Athlon II X4 640 Propus 3.0GHz Hard Drives> WD Caviar Black WD1002FAEX 1TB 7200 RPM SATA 6.0 Gb/s x2 Motherboard> ASRock 870 Extreme3 RAM> G.SKILL Ripjaws Series 16GB (4 x 4GB) 240-Pin DDR3 1333 (PC3 10666) Video Card> Radeon HD 6950 My load order is as follows: [X] FalloutNV.esm [X] CaravanPack.esm [X] IWS-Core.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] Machienzo - NPC Cosmetic Fixes.esm [X] Project Nevada - Core.esm [X] Caliber.esm [X] Mo'.esm [X] CFWNV.esm [X] FOOK - New Vegas.esm [X] FOOK - New Vegas DLCs.esm [X] ELECTRO-CITY - CompletedWorkorders.esm [X] ELECTRO-CITY - Highways and Byways.esm [X] CINEMATECH.esm [X] nVamp - Very Voracious Vermin.esm [X] nVamp - Really Awesome Travels.esm [X] nVamp - Pathway To Glory.esm [X] nVamp - Art Of War.esm [X] nVamp - Gizmos n' Gadgets.esm [X] nVamp - Crafted And Dangerous.esm [X] nVamp - Combat nVamped.esm [X] nVamp - Effects nVamped.esm [X] nVamp - More Of Everything.esm [X] nVamp - Core.esm [X] nVamp - Dead Money.esm [X] FOOK - New Vegas.esp [X] FOOK - New Vegas DLCs.esp [X] FOOK - No Loose Files.esp [X] CFWNV-FOOK.esp [X] Machienzo - NPC Cosmetic Fixes DLC02.esp [X] XFO - 1aa - Accuracy Revamp - mild.esp [X] XFO - 4a - Perks - Paths.esp [X] XFO - 5b - Skills - SP Formula Rebalance.esp [X] XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp [X] XFO - 8a - Cripple & Body Part Revamp.esp [X] XFO - 8c - Karma Rebalance.esp [X] IWS-Core-Patrols.esp [X] IWS-Core-Guards.esp [X] IWS-Core-Civilians.esp [X] PMT - Explosive Robots.esp [X] PMT - Gravity Kills.esp [ ] PMT - Slower Reloading.esp [X] PMT - Slower Reloading No Visible Perk.esp [X] Project Nevada - Cyberware.esp [X] LUMENARIUM - Working Sunglasses ONLY.esp [ ] Nevada Skies.esp [ ] Nevada Skies - URWLified.esp [ ] Nevada Skies - URWLHH.esp [X] LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp [X] LUMENARIUM - Bright Clear Days.esp [X] ELECTRO-CITY - Imaginator.esp [X] DYNAVISION 2 - Dynamic Lens Effect.esp [X] WeaponModsExpanded.esp [X] WMX-ArenovalisTextures.esp [X] DarNifiedUINV.esp [X] nVamp - XFO.esp [ ] nVamp - PMT.esp [ ] nVamp - Caliber.esp [ ] nVamp - Weapon Mods Expanded.esp [X] nVamp - Settings.esp [ ] nVamp - Core.esp [ ] nVamp - Very Voracious Vermin.esp [ ] nVamp - VVV - Bosses.esp [ ] nVamp - VVV - Glowy Creatures.esp [X] nVamp - Effects nVamped.esp [X] nVamp - Dead Money.esp [X] nVamp - Dead Money - WMX.esp [X] nVamp - Effects + DM.esp [ ] nVamp - Effects + Optional.esp [ ] nVamp - Effects + Optional + DM.esp [ ] nVamp - Optional + DM.esp [ ] nVamp - VVV + Effects.esp [ ] nVamp - VVV + Effects + DM.esp [ ] nVamp - VVV + Effects + Optional.esp [ ] nVamp - VVV + Effects + Optional + DM.esp [ ] nVamp - VVV + DM.esp [ ] nVamp - VVV + Optional.esp [ ] nVamp - VVV + Optional + DM.esp [ ] nVamp - VVV - Dead Money.esp [ ] nVamp - VVV - Low Spawns.esp [X] nVamp - VVV - Med Spawns.esp [X] AsukaArmorMkiV.esp [X] Auto Incremental Save.esp [X] Clanf_NoWeaponsRemove.esp [X] Bashed Patch, 0.esp Yes the Bashed Patch is active, and the following are merged: FOOK - No Loose Files, IWS-Core-Guards, IWS-Core-Civilians, nVamp - PMT, nVamp - Caliber, nVamp - Weapon Mods Expanded, and nVamp - Core. [EDIT] Make that a CTD every fifteen minutes.
  21. Okay, another poser for Wrye Flash. I've compiled a little personal folder for all of the different Body Replacers, within it a folder for each Babe, Breeze's, Exnem's, Growlf's, Malo's, Naouak, Nile, Type 3, Type V, and UF3. Why, pray tell, does it only list Type 3 (of which I also have folders for Anthony Ling's line of products and the Bigger Breasts conversions) in the Skipped tab of the Installers tab? I've tried to single them out and add it to the Installer tab that way but it comes up gray, uninstallable. EDIT: [phlegm]Aha![/phlegm] It would appear that Wrye doesn't understand file hierarchies more in-depth than two folders, excluding folder titles such as meshes, textures, sounds, et cetera. It can see them, obviously because it listed them. I just had to split it up into separate BAINs (Dimonized Type 3, Anthony Ling's)
  22. True story about BOSS handling it. I also had a problem with DarnUI in that the proper custom font didn't transfer over, but it excpected it to be a smaller size so when it displayed everything text was running off of the screen and I almost couldn't see the quit option at the main menu. Solved it by uninstalling via Wrye and installing via FOMM. Meh. On a different note, Wrye is a beast of burden, Jesus! I'm pouring over UESP and Wrye Musings but it's just so much to take in at once, lol. I'm fine for now; thank you so much proconsu1!
  23. I'm installing via Wrye now, and I'm confused. WMK is higher in the load order than FWE, but in the installer tab it claims that some of the similarly edited files that it's lower than FWE (using the terms higher and lower in the sense of when the game reads them, not physically listed in Wrye). In the mods tab, WMK is clearly listed higher than FWE. How may i adjust this?
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