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BrainFever

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Everything posted by BrainFever

  1. For me the best method is to install the ENB preset I want before any other mod, usually exactly after I've done installing fose, 4gb enabler, stutter remover and the updated unofficial fo3 patch. Then I test the game to see if everything runs fine and ofc if the ENB I use is working correctly. Although, I 've heard about mods that require an ENB preset to function properly like the URWLENB FO3, which requires an enb preset in order to show properly the sky textures, I've never heard of the other way around, a mod conflicting with an ENB to the point of crashing the game..Usually a mod especially lighting/weather mods would conflict with an ENB preset only in terms of proper in-game lighting, coloring, contrast and nothing else.
  2. Hmm. I remember once that I couldn't start FO3 after installing an ENB crashing exactly the moment the game was about to load, but in my case I had been previously installing a variety of enb presets not removing all their files correctly and I ended up having different dll's for different presets and my problem was solved when I disabled everything in [Proxy]. Now, there used to be a serious problem with many amd cards that were CTD with the old binaries. It was a problem with the amd drivers. I think I never made it to run an ENB on my HD7870 before 0.194 version. Are you CTD when you are about to load a game or before FO3 even initiates? If it's the second maybe you should try and disable any game boosting software or fake fullscreen mod. If you get the crash when you try to load a save or when starting a new game then you probably have to experiment with different ENBSeries versions (not that you have many choices 0.216 and 0.249 are your only chances I guess). Your last chance is to go and ask directly in the enbdev.com forums. You should state exactly what you did, the files that you have in your FO3 directory and hopefully someone more experienced could identify the problem. Alternatively, if you can't do a damn thing at least you could try using only SweetFX which indeed makes FO3 amazingly good looking. http://www.nexusmods.com/fallout3/mods/18362/?
  3. Actually what ENB preset are you trying to run I would like to take a look at it.
  4. Open your enbseries.ini and make sure these are like this: [PROXY] EnableProxyLibrary=false InitProxyFunctions=false ProxyLibrary= This could be in enblocal.ini file if you used the 0.249 binaries.
  5. Try the latest FO3/FNV ENBSeries v0.249. I think all versions after 0.194 have also the gun transparency issue fixed as well. By the way, if hopefully you manage to overcome the CTD problem you really should find a Fellout compatible preset cause you might have weird colors and dark or very bright ingame lighting if the enb you use is not designed to be used with fellout. And I can't recall if there are any enb's designed for fellout. Maybe midhrastic.
  6. Ok after a couple of hours testing all the body replacers out there I can safely suggest these 2 mods together for female body replacer: http://www.nexusmods.com/newvegas/mods/45162/? http://www.nexusmods.com/newvegas/mods/34702/? and this one for male: http://www.nexusmods.com/newvegas/mods/54731/? The above body replacers combined with a mixed combo of FNV Redesigned 2 and Fallout Character Overhaul and of course the awesome Niv Spice of Life mod give me the best result (my deep consideration as I stated before is the neck seams and yes you can still notice them but its the best result and the least annoying I could achieve). P.S. For the female body replacers I really advice you to read through the comments section since the installation process is kinda complicated compared to the usual "extract this into data folder and you are good to go". You have to mix files from both mods from the type 6 and the textures part of the type 3 mod(I used the Base HD textures and always the underwear versions) and you have to make sure your ini tweaks regarding archive invalidation work correctly. You can experiment with the rest offered body types but that's a choice made strictly by your own personal taste. Ofc if you use Lings or other vanilla altering faces mods then you probably gonna get different visual results, different faces/body combo and better or worser neck seams, I don't know I don't personally use Lings.
  7. I think I read somewhere there's someone who is actually working on a NVEC/ PN-FOOK Convergence compatibility patch, so don't lose hope. Just be patient :) I 've seen that kind of combo being mentioned before; leaving aside the enhancements part of NVEC and just using the bugfixes or using MMUE strictly for the error correcting part along with NVEC's enhancements module, etc. Everything is up to the user. After all there are already more than enough mods that fix glitches and bugs. In the end it's a matter of personal taste which one you 'll choose. Personally I use YUP and NVEC together and everything looks fine.
  8. NV Redesigned 2 works fine with FCO but its up to the user which one he decides to load last and thus apply its changes (obviously since both alter hundreds of the same NPCs). What I've done is let FCO do its job by placing it later than NVR2 in my load order and have Redesigned change every other NPC that FCO doesn't alter in a custom patch or even in FNVEdit's automated merged patch. NVEC is not compatible with the PN-FOOK Convergence mod (and the NVBounties series since they are integrated into NVEC - and EVE as well). So its either one of them not both. I can't offer any opinion on the body replacers since I don't use any. I simply hate the neck seam that can be clearly seen in almost every NPC no matter which one I use. I use most of the mods you posted in the beginning but I am still working on a completely 100% working load order. In my case I preferred NVEC over PN-FOOK Convergence since the amount of enhancements and mods that are merged all together into NVEC's Complete plugin is insane and I simply can't let it aside. Right now I seem to get crashes when using AWOP, NV Interiors and Interior Lighting Overhaul together specifically when entering/exiting AWOP locations. All these have compatibility patches for each other but I must have really screwed up or missed something in my load order. P.S. Project Reality is indeed awesome but maybe you should check this weather mod too. I believe its the best weather mod for NV at the moment. http://www.moddb.com/mods/urwlnv-ultimate-edition-v10-beta
  9. By the way now that I mentioned the Skyrim Revisited modding guide I want to actually make a request to all of you guys who mod and use FO3Edit for so many years to maybe consider a guide like that for FO3. I mean its ridiculous that even in 2013 there is not even a single guide(with a fair amount of immersive mods and FO3Edit instructions) to guarantee a 100% stability success. BenWah's guide is the best modding guide on the net for FO3 as far as I m aware, but it only contains a small amount of mods compared to what you can really dig up in falloutnexus and I still have random CTD's even if I follow his guide to the letter. A compilation of mods that increase immersion, fix bugs, increase stability, improve gameplay, make FO3 as best and crash-free as possible, etc plus a step by step guide on how to erase gamebreaking conflicts in FO3edit would be amazing imho. But after so many years I can't really tell how many FO3 modders would be motivated to involve in a project like this...
  10. So what happens when after applying filter to find conflicts I end up with most of my esp plugins having that nice reddish fonts/background color?? I understand that not all conflicts are game breaking but on the other hand when there are SOOO many of them how can I judge which one is crucial and which expected? I can move records from a mod to another with that drag n drop fuction but only if someone tells me how to and where( http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited for example this amazing guide) but on my own I really have no idea when should I drag something or when to create a patch between 2 or more mods. Actually I am seeking advices that refer to a newbie FO3/NV/TESedit user. I mean ok I can tell that I have to fully understand what a mod modifies/overrides/disables etc to judge whether a conflict should be treated or left intact but I believe you all were at my position in the past so what would you advise me to do? By the way my game runs pretty fine, till know I haven't faced any CTD, the only drawback is that I get some FPS loss and some stuttering in places I shouldn't but I believe this has to do with the ENB I am using.
  11. Ok this mod for example: http://fallout3.nexusmods.com/mods/12466/? From description page: Use FO3edit's MasterUpdate function after installing this mod. This will update your game with your new mod load order and prevent potential crashes. Now my question is, if I prefer to not masterupdate will I face any "potential crashes" as the creator states?
  12. I see suggested in many old mods description or readme pages that Masterupdating through FO3Edit is required. Now I wonder what this is and what it does(I know how to do it) and why I should do it, since I 've read somewhere that nowdays masterupdating through these kind of programs -like FNVEdit / TES5Edit- is really really not wise and might break a modded game. My knowledge of FO3Edit reaches to the point of cleaning an .esp (if advised by BOSS to do so) and creating a merge patch, so I would really like someone experienced to explain me what Masterupdate does and if I should do it, at least with mods that it is suggested by their own creators.
  13. Lol now that's interesting. I took the kit from the AWOP starter container in doc michel's house that gives you a device which lets you carry like around 600+ pounds. Right now I 'm carrying around 300+pounds stuff in my inventory. But as I said in the first topic I m facing delays/freezes when opening the main menu or when I loot dead bodies or when I open a container, a closet, a desk, etc. I don't have these slowdowns when I open my Pipboy so I don't think your carrying stuff weight has something to do with that. Or at least it doesn't affect the case of bringing my pipboy on screen.. And I seem to face these lags after an a hour or even more of continuous gameplay not from the beginning. I'll have to check it out though **lol now I got your point..When you open any kind of container your own inventory comes on screen aswell. Yes it makes sense if it has to load a million items from your inventory. I'm definitely going to check this**
  14. I think it would be wised to not use better performance or performance of the gods combined with NVEC since all of them disable or delete hundrends of (possibly)identical references and many conflicts should be expected if these run together. But I m gonna try that purge cell buffers mod. It seems quite interesting although it doesn't describe how it works.
  15. Here's my load order. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm NVEC Complete + NVCE.esm Interior Lighting Overhaul - Core.esm Interior Lighting Overhaul - L38PS.esm RustTownV1Master.esm AWorldOfPain(Preview).esm More Perks.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm NVInteriors_ComboEdition_AWOP.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Extra Options.esm rePopulated Wasteland.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm oHUD.esm New Vegas Redesigned II.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp UWHNV-Core.esm DarNifiedUINV.esp CASM.esp The Mod Configuration Menu.esp Cass and Veronica.esp RustTownAdditions3.esp UWHNV-Addon-DLC.esp UWHNV-Addon-GRA.esp UWHNV-Addon-FollowerHome.esp SorterUpdater_UWHNV.esp UWHNV_Displays_EVE.esp UWHNV_Purifier_NVEC_NVCE_NVInteriors.esp UWHNV-Addon-NVEC_CHEMS.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp NVEC NVCE PN COMBO Patch.esp christinecos.esp ADAM - MAIN.esp ADAM - HH.esp ADAM - LR.esp ADAM - Rangers on Patrol.esp ADAM - Outcast Ranger Armour.esp ADAM - Nemesis Armours.esp ADAM - Trooper Gloves.esp ADAM - NCR Patrol Armour.esp ADAM - Project Nevada Patch.esp DIM TYPE3clothesRETAIL_NV.esp Roberts_NewVegas.esp NVR- Recommended.esp New Vegas redesigned- Honest Hearts.esp Voice dissonance fix.esp Beards.esp NVEC Complete NVCE NVR2 Patch.esp AWOPDeadMoney.esp AWOPDeadMoneyVendorPatch.esp AWOP Interior Music.esp NVEC Complete NVCE AWOP Patch.esp ShilohDS-Color Maps and Icons.esp dD - Enhanced Blood Main NV.esp WMXUE.esp WMXUE-PN.esp WMXUE-CouriersStash.esp WMXUE-ArenovalisTextures.esp WMXUE-AWOP.esp WMXUE-ModernWeapons.esp GRA-WRP-Patch-Two_Unofficial.esp NVEC Complete NVCE WMX Patch.esp 1nivVSLArmors.esp 1nivPNSLPatch.esp ProjectRealityMkIv5HDR.esp Interior Lighting Overhaul - Ultimate Edition.esp ILO - Rust Town.esp ILO - A World of Pain.esp ILO - GS Shack.esp ILO - PipBoy Light.esp ILO - NVInteriors Project - AWOP.esp AWOP DLC + GRA Conflict Error Fixes.esp Merged Patch.esp Total active plugins: 88 Total plugins: 88 Texture Replacers: NMC Medium Pack, Poco Bueno I also have 4GB NV Loader, Stutter Remover and have optimized all my textures. Load order is sorted mainly by BOSS and by me placing this or that to different places according to the readme's of some of these mods that state certain places to put them. Now my problem is that though the game runs fine, after a period of time (last time I noticed was almost after 1 hour) the game suddenly begins to give me some really annoying delays and freezes. For example when I click the dialogue option to barter with a merchant the barter menu might take up to 10sec to open, or when I loot a dead body or a container. Hitting Escape button to open the game menu takes like 5-6sec sometimes even 10sec. Imagine how annoying or time consuming it is trying to loot 10 dead bodies like this...Every time it seems like the game froze or I am about to face a CTD but no matter what the action I m expecting will carry forward in the end. I can't relate the problem to my CPU-RAM-GPU not being able to handle the game since all of them are more than enough for a modded New Vegas. I can't relate the problem to a certain mod since this problem appears after some time not from the beginning of a new session and in completely random places(actually at the place I am gonna be after 1-1 and a half hour of gameplay). Right now I am checking tweaked ini's etc trying to find something that could help. Any help or advise would be appreciated
  16. I wanted to ask something since in most FNV forums regarding NVEC and MMUE people tend to prefer to install one or the other not both. I know there is a compatibility patch between those 2 but does it actually this eliminates all possible conflicts or incompatibilities(I 've heard about installing only the enhancment part of NVEC and leave all the error fixes to MMUE-in that case is that NVEC-MMUE compatibility patch needed)? If both fully installed how should they be placed in the load order to achieve the best combo? And finally what about the Better Game Performance or Performance of the Gods mods? Do they work fine with a combination of MMUE+NVEC since all of them seem to remove or disable hundrends of references?
  17. If you run BOSS to sort your load order and assuming that you have all DLC's, in the Recognised Plugins tab of the BOSS page you will see that the 5DLC's (Dead Money, Honest Hearts, Old World Blues, Lonesome Road and Gun Runners Arsenal) have a note under each esm that it needs to be cleaned with FNVEdit. Now, I don't know exactly what this "need" for cleaning means technically but since they are a kind of conflict and BOSS prompts you to do so is of some importance. Perhaps someone more experienced could advise you better whether you should clean the official DLC's or not and ofc whether it affects the game's stability since this is our main issue. From my point of view, since it's a conflict it doesn't hurt to eliminate it. In my modded FNV I cleaned the official DLC's and optimized the bethesda textures based on this Skyrim guide http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited . This guide refers to a different game but the game engine, the file structures, etc are basically the same so it 'll have to do. And to tell you the truth I wish there was a guide like that with this awesome level of detail and instructions for Fallout New Vegas..
  18. http://wolflore.net/viewtopic.php?f=24&t=1771 I think that's the most up to date way of archive invalidating properly NV.
  19. http://newvegas.nexusmods.com/mods/44204//? New Vegas Enhanced Content : It's what exactly you are looking for. A bunch of mods(they are a lot believe me) that enhance vanilla game, fix bugs, reduce errors, etc gathered all together in one .esp file.(There is also a compatibility patch for MMUE) http://newvegas.nexusmods.com/mods/45104/? Mission Mojave - Ultimate Edition : It fixes in-game bugs, glitches, etc. As described in the mod's main page it fixes more than 27,000 records. http://newvegas.nexusmods.com/mods/46302/? Fallout New Vegas Optimized : Optimized tweaked ini files for multi-core based pc's. Exactly what you are looking for. http://newvegas.nexusmods.com/mods/35262/? 4GB Fallout New Vegas : FNV4GB is a tool to load Fallout New Vegas with the Large Address Aware executable flag set so the entire 4GB Virtual Memory Address Space can be used by the game. This is useful when using lots of mods. http://newvegas.nexusmods.com/mods/34832/? New Vegas Stutter Remover : It helps reduce the stuttering issue even in unmodded vanilla game. I think these are your first and basic steps for an as stable as possible modded Fallout New Vegas. You could furthermore use FNVEdit and clean up mods, erase conflicts, etc but it requires a level of knowledge I don't currently possess :)
  20. EVE is included and integrated into the NVEC's esm, therefore patches for EVE(like Project Nevada's one or WMX's) are not needed. Don't know if those patches cause problems, conflicts or instabilities with NVEC and I guess they have nothing to do with the flickering textures problem, but fact is they don't need to be there anyway.
  21. Well yeah I obviously know that. Its the fact that MO offers features that neither FOMM or NMM offer (for example the feature of creating multiple profiles with different modded versions in each, etc). I guess everyone would like a profile where he could experiment with newly released mods, another profile with his vanilla NV unmodded, another one with his most stable modded NV, another one with only body, hair, npc replacers etc. You get the big picture..
  22. Is Mod Organizer appropriate for modding New Vegas? I 've tried it in the past but I remember I had some crashes when I was trying to extract BSA's or when I was trying to install certain mods(like iHUD for example). So is there anyone who has actually managed to mod his NV with MO?
  23. I had the same problem with FS Roberts male body replacer. Weird body textures, missplaced chest/body parts, etc. I tried like 3-4different ways for applying archive invalidation and in the end I eliminated the problem. Not sure if thats your case aswell, but for me the whole problem was archive invalidation not working as it should. PS. I have new vegas redesigned and FS roberts body replacer overwriting everything from redesigned. Haven't check what happens the other way around.
  24. Ok the following seems to have solved my problem: It got stuck in my head that Archive Invalidation was behind all this so I searched around the net and nexus forums and I found a post here http://newvegas.nexusmods.com/mods/35935/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D35935%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D255381&pUp=1 where user vulcanic suggests to use the ArchiveInvalidationInvalidated.bsa from the Archive Invalidation Invalidated mod for FO3 along with some tweaks on all 3 ini's of NV(default, fallout.ini, fallout_prefs). So I toggled off the Archive Invalidation option in Tools section for both NMM and FOMM, did everything above, installed NMC's texture pack through NMM and then I installed MG's NCR through FOMM(it says to do so in the main page of the mod). Voila! No more missing textures and black walls.
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