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SMB92

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Everything posted by SMB92

  1. Hi all, Okay after a few days of testing I was interested to find that there are 2 limits or rather 2 thresholds that one can run into in NV. Here's what we know so far: The first is as previously found - the game loads it's plugins starting at block 74 allowing for only 139 plugins. We also know that this limit can be exceeded with mods that are entirely injected to their master i.e Weapon Mod Recipes and the WMX version - some of it's plugins entirely inject themselves into WMR.esm which allowed me to get to 143 plugins. To confirm this I removed all those patches and replaced them with normal mods and presto the game wigged out at 143 but stayed stable at 139. Second, BSA's don't count toward the 139 limit however they are most likely loaded into the blocks above the 74 block. We know that BSAs are ordered alphabetically upon load with the exception that any BSA specified in the SArchiveSection of the INI are given priority and loaded in the order specified. We also know that in order to order your BSAs in the correct fashion we can put a prefix mapping on each BSA, evidently the game does not care about the name of the BSA - as an example the ultimate edition comes with a BSA named "Update.bsa" and is loaded without a plugin although it is not specified in the INI, it is designed to that as it was intended to load last. Also evidently the game prefixes each BSA anyway - this is how I suspect the game gives the INI specified BSA's priority. Furthermore prefixing is the same method that Mod Organizer uses to order the BSAs - this is what first prompted my investigation. For good practice always prefix a BSA with 3 characters, starting at aaa, aab, aac etc etc, never use numbers, only letters. Now the FF block - this one I've been trying to get my head around. Now if one exceeds the 139 limit he can expect the engine to start corrupting alot of things and also a lot of menus begin to disappear, which I believe derives from the game not loading the extra plugins and/or half loading it. With an FF block overflow, you don't get the full blown corruption or menus disappearing however you start to lose resources randomly, sometimes coming back and disappearing again (which I believe is because that block is changing all the time as the game loads more temp objects into it and removes some as well. That is the most logical and obvious theory anyway), but you'll never lose the menus and YOU WON'T GET CORRUPTED SAVES. Now how did I find this out? Well I got my LO down to 135 plugins, with an expectation I could go another 4. I have added some larger mods lately like Monster Wars and Skunkwater Gulch and I was surprised to find, what I just wrote, happening in game. So I go back and disable Skunkwater Gulch and play again, problem goes away. Activate it again and start playing, problem returns. This time I play for a couple hours, noticing that the menus hadn't gone and everything was working still. I exit and reload the game, game loads fine. Plays for about 15 minutes, problems arise but game is still playable. So I start checking the indexing of my mods and find a number of masters are loaded directly into the FF block. I am not 100% yet as to why they get loaded in there, especially when a number of dependent plugins still require them to load before them although those plugins remain at their normal index position. I do know one thing - the game does preserve the original indexing of those mods but somehow redirects it to the FF block. I don't understand why they designed it like this, previous games didn't do it i.e Oblivion and FO3, although my theory is the game wants to make the FF block like a master block for all other referncing plugins, perhaps the idea was to make it so all other plugins could just read from it but hey idk. So now we know that it's more than possible to flood the FF block causing temp items to completely go missing but return depending on he number of temp items/cells/master records loaded into it. We also know that it won't cause major corruption of memory and missing menus as opposed to exceeding the limit. EDIT/UPDATE: I forgot to mention that one can lower the amount of objects in the FF block by lowering their uGridsToLoad value and also lowering their cell buffers. I tested this out and it does work but it's a bad sacrifice to make if you have a good rig and would like the higher settings :/ At the end of the day there is no solution to these design flaws and likely never will be, but at least we know our limit and how we can go about our modding. Hope this helps, would really like a moderator to pin this for everyones sake Happy modding folks XD
  2. I don't use NMM so I couldn't tell you what's wrong with that BUT go ahead and get Fallout Mod Manager: http://newvegas.nexusmods.com/mods/36901 FOMM doesn't have the automatic install of archives like NMM but it can install FOMODs and you can also make them yourself really easily. Google a guide on it. As for installing your mods, just extract them and install them manually then go to FOMM and activate your plugins, you can also order them manually by clicking and dragging a plugin up and down the LO.
  3. chk chk BOOM you pirate! It's only like 20 bucks with ALL DLC. Wow, ppl never cease to amaze....
  4. If your using NMM than you can't call yourself a serious modder :)
  5. The Readius has an uninstall menu but seems though you can't get to it you're gonna want to start a new game or uninstall it and revert to a previous save without it. That is providing that you did do the above mentioned things, activate AI and install the files correctly. You could find the script for the uninstaller with FNVedit, find out it's name and run it from the console, I belive it's done ith a quest trigger so you can just go setstage (nameoftriggerhere) (requirednumberhere)
  6. You say that you are running from FO3 here, what do you mean? You can't run TTW from FO3 like Jim said. Have you tried running as administrator from NV and checking your LO etc etc?
  7. Here we go again. Probably you didn't activate archive invalidation or you didn't install the BSA archive that came with the mod to the data directory. If you did do those things post your LO.
  8. OMG The random problems of NV. I bet the devil had something to do with making this game, give us half of what we need XD
  9. Idk about you but my Blender works fine, just made some tomato juice a little while actually XDXDXDXD
  10. LOL regardless of whether you add it to your inventory the item has the non-playable flag set. You can easily change this in FNVedit or GECK.
  11. XD. The little things in life can determine our happiness, like a removal of registry paths in an uninstaller and I ASKED FOR 1 SUGAR IN MY COFFEE NOT 2, I WANT MY MONEY BACK XDXDXD
  12. What program are you suing there? Why the "* This mod does not exist in the current template"? Never seen that one before... Try reverify your cache, then quickly open the FalloutLauncher and close it but do not change any settings in it. It's likely your EXE file is corrupted which happens more often than i'd like it to :/, Re-verifying it should fix it. Otherwise you have bigger problems and we might be here all day XD
  13. Ah glad you got rid of the problem :) Give us a yell if you need anything else.
  14. You know Nevada Skies has a modifier menu for the darkness by holding the "I" key, and it gets dark when you put it down :). Get it here: http://newvegas.nexusmods.com/mods/35998 See if that gives you a hit.
  15. Funny name for a temp directory XD. You get that from time to time in Windows, bung reg paths :(
  16. The reason your menus disappear and the pip boy goes funny is because you have too many mods. The game wigs out after 140 odd plugins, it's a bug we ALL have :( Your perk bug is likely now a save game problem as you had many mods running that were made for the 1.4 patch and now you've suddenly updated your save will be pretty much shot. Start a new game and if he problem persists go back to FNVedit and find all your perk and find out where it's conflicting or if you have the message "Error: Could not be resolved" meaning there is data missing and you need to either delete that data or reinstall the mod. Those errors are the most common cause of CTDs and derive from unclean edits and/or missing masters when made, althoguh they don't give the error message.
  17. I know you can change the status of a script in the console and from memory it is possible, I believe I've seen it done with mods that use script extenders (covering all games i mean, Oblivion, FO3, NV, Skyrim). Don't ask me how though lol, I'll look into but.
  18. Idk much about making dialogue but heres some useful links: Youtube tutorial: Bethsoft tutorial: http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorial
  19. You don't need Fellout - If you hold down the "I" key I think it is, Nskies will give an a menu that allows you to adjust the darkness of night, and it can get dark XD Also your NSkies DLC patches are in the wrong order, but I will say this - In my own LO I disabled all the NSkies DLC patches because there was issues like this, I can't remember what the specific reasons were but I think those patches contain a lot of "Error: Could not be resolved" references due not being updated properly. That cause instant CTDs. Try changing their LO to match the DLC order, if no avail disable them, rebuild patch and try again.
  20. Mmm that's good then, I honestly think it had to do with you having PipBoy 2500 last in your LO and the problem was WMX conflicting/causing the bug as I mentioned. If by the time you reach Vegas by the normal playthrough and it doesn't happen again i'd say your sweet.
  21. Lol you can find it in the emoticons when you type a post, click the button to go right a few times it will show up( :wallbash:) . Just remember to keep pressing F4 and bugger off the F5/quicksave key somewhere you can't touch it XD Glad to be of assistance :)
  22. LOL. Probably should of had a better look, posted so much today my fingers ache XD. BTW ILO Dead money wants to go after ILO NV. Probably you need to run BOSS and sort whatever unrecognized plugins in a logical manner, as in the way BOSS sorted our mods.
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