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MrKeytil

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Everything posted by MrKeytil

  1. I think it isn't giving any errors: 21205909 _ NewVegasAntiCrash FalloutNV.exe21205909 _ 02FB0000 07050000 nvac.dll21205909 _ 0BEA0000 05010040 nvse_1_4.dll21205909 _ 77330000 06011DB1 ntdll.dll21214022 ; NiDX9Renderer::Recreate> Using D3DFMT_X8R8G8B8 backbuffer format21225708 _ 00400000 00000000 FalloutNV.exe 00000000 means everything is okay i hope
  2. I didn't understand this part. I just un-installed my jip ln nvse plugin and then installed the latest version, which is at this time 55.00
  3. I un-installed all mods and then re-installed them one-by-one. I think my JIP LN NVSE Plugin was broken. I re-installed it and now it doesn't crash anymore. Thanks for the help, i could upvote or kudos or endorse or whatever upvote system this forum has to your profile if you would tell me how to do it, because i can't seem to find anything like that here
  4. I allocated more "heap space" to the game (it was 400 and i changed it to 496). Here's the falloutnv_error.log: Everytime i verify integrity of game files after the crash it downloads a 448 bytes file. Here's the other stuff from "how to ask for help" PC SPECS: CPU: Intel i3-2120 3.30ghz GPU: nvidia gt 620 4 gb (i don't believe it has 4 gb vram but that's what dxdiag shows) Resolution: monitor is 1920x1080. According to nvidia's gt 620 page, gt 620 max resolution is 2560x1600. I'm playing the game on 1024x768 RAM: 6 gb HDD free space: C 80 gb and D 30 gb It's desktop pc Windows: windows 7 pro service pack 1 64-bit Game's location: C:\Steam\steamapps\common\Fallout New Vegas enplczru Game version: i don't know where to look at this, it's the last steam version DLCs: yes, all of them Mod manager: Nexus mod manager Construction kit: GECK, latest version Helper programs: LOOT, fnvedit, wrye flash, nvse, nvconfigator Enhancements: no, only steam overlay 4gb patch: yes, i have applied 4 gb patch Did the game work before: yes, it did. It started happening after discovering general store. It doesn't happen if i don't discover general store Steam verify: yes, i did. Yes and no. I did when it first happened and it didn't help, then i restored my old ini files and it keeps happening Hide known extensions: no Mods: https://imgur.com/gallery/Zmibpr0
  5. I get a CTD when i fast travel or just walk to sorrows camp or dead horses camp (also on the road from eastern virgin to dead horses camp). It starts happening after discovering general store, i loaded a save before discovering general store and i could walk in to both camps with no CTD. I verified game files but it didn't help. Here's nvac log: 21023235 _ NewVegasAntiCrash FalloutNV.exe 21023235 _ 03130000 07050000 nvac.dll 21023235 _ 0C800000 05010040 nvse_1_4.dll 21023235 _ 77420000 06011DB1 ntdll.dll 21023339 O 00579ADE C00000FD FalloutNV.exe 21023339 r 00570345 00000048 FalloutNV.exe 21023339 O 0043B46F C00000FD FalloutNV.exe 21023339 r 0040FC3C 00000003 FalloutNV.exe Here's my load order: GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 YUP - Base Game + All DLC.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Project Nevada - Rebalance.esp=1 Project Nevada - Cyberware.esp=1 SolidProject.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 LootMenu.esp=1 All Weapon Sounds Overhaul .esp=1 AllVanillaCompanionPerks.esp=1 RetrievableThrowables.esp=1 ExplosivesImmunityFix.esp=1 BLEEDNV.esp=1 ItemBrowser.esp=1 FalloutNV_lang.esp=0 The Mod Configuration Menu.esp=1 JIP Companions Command & Control.esp=1 JIP MiniMap.esp=1 Gamechanger.esp=1 The Weapon Mod Menu.esp=1 WeaponModsExpanded.esp=1 WMX-DLCMerged.esp=1
  6. Wouldn't it work if you manually added the fallout 3 version of the mod to nexus mod manager and installed that way? I think nmm is programmed to install the files in the selected game folder, so it should just install the meshes there EDIT: It works
  7. I finally found the problem, for some reason my mod load order is increased by 1, nexus mod manager shows the last mod as 1C but last mod is 1D in-game. Thanks for all the help
  8. No, it's still not working. I tried another perk mod and it's working perfect when i player.addperk the mod's perk (XX000B5F) it gives me the perk, when i do the same with my perk it just gives the same error, again and again and again. No matter what load order i write, still the same error (i tried from 00 to 30, my mod list is less than 20). You can see my mod here, maybe you can find what's wrong with it. It's working perfect when adding the perk on terminal, i just can't player.addperk
  9. I know the conditional statements in geck scripting, they're not much different from other programming languages's conditional statements, not so hard to understand. However i can't understand the conditions on a perk or terminal or something else similar. I can't add scripts to perks (or maybe i can, i don't really know) so i have to use this weird menu bethesda gave me
  10. This isn't a support post, more like an informative post. I don't really know if it really works like that, i'm just writing what i figured out by trying almost all of them. Let's say you have 3 conditions HasPerk | Perk: YourPerk | == | 1.00 | OR HasPerk | Perk: WhiskeyRose | == | 1.00 | AND GetIsReference | Reference: PlayerRef | == | 1.00 | AND If player has YourPerk but not WhiskeyRose, it's true and vice versa. It works kinda like this (Condition1 OR Condition2) AND Condition3 I think the one on bottom doesn't count, only first and second ones (that of course depends on your list, it might be bigger) Please write a comment if i'm wrong and tell me the right part, this thing is so confusing i can't really figure out much. Also if you have a good source to learn geck, please leave it in comments (not geck.bethsoft because they don't have everything, geck wiki is just a copy of geck.bethsoft with a different style so don't mention it either)
  11. I made a terminal that runs this script when player presses "Add "AllVanillaCompanionPerks" perk" player.addperk AllVanillaCompanionPerksand it's working perfect, it gives me the perk and the perk is fully functional. However i can't add the perk with console, when i write <player.addperk 1CA1196C> (yes i'm writing it without the carrots) it gives the error i mentioned above. When i hover over the perk in geck it displays this 'AllVanillaCompanionPerks'(01A1196C)
  12. Thanks for all the information. I just realized that i was writing the formid (i think) wrong, it's XXa1196c but i kept writing XXa1169c. I looked at it several times but still kept seeing 69 though, i think my mind was confused Nevermind its still not working, i'll look at those links to see if i can find anything. Thanks for the help. By the way is there a way to uncheck all dlc when opening geck? Whenever i open geck it checks all the dlc and it takes time to uncheck them all
  13. Thanks for all the information. I just realized that i was writing the formid (i think) wrong, it's XXa1196c but i kept writing XXa1169c. I looked at it several times but still kept seeing 69 though, i think my mind was confused
  14. Thanks. I don't know much, this is my first mod actually. I've edited some mods with fnvedit before but never created my own in geck. The only thing i can understand is scripting and not even that much, bethesda kinda made it complicated. I could use some sources if you have any, geck.bethsoft.com didn't help much I know load order. AllCompanionVanillaPerks.esp (my mod) is in 17th order but for some reason i always get that error i mentioned above. 17, 18, even 25 even though i don't have that many mods, it's still giving the same error
  15. I'm trying to make a perk that combines all companion perks, so the player doesn't need to have all companions in order to have their perks. But when i try to add it in-game, i get this error Item XXA1169C not found for parameter Perk. Compiled script not saved!I tried from 00 to 25, even though my load order is smaller, but still the same error. I also tried to add the perk with this mod, it says "1 perk found" but it won't show the perk. Here's the file, it's not completed yet.
  16. Mods maybe? GameMode=FalloutNV FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1SolidProject.esm=1FalloutNV_lang.esp=0The Mod Configuration Menu.esp=1JIP Companions Command & Control.esp=1Container Exit Override.esp=1F4Quickloot.esp=1JIP MiniMap.esp=1Gamechanger.esp=1CASM.esp=1The Weapon Mod Menu.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1Mergedpatch.esp=1
  17. When i save manually (in pause menu) it takes longer (like 15 seconds) to save, is there a fix for that or did i f up my game badly?
  18. Oh, i thought there is an MCM version of auto manual save (something like CASM)
  19. Saving the game takes too long. When i manual/quick/auto save game freezes for like 10 seconds, i'm using CASM:NV because someone in this forum told me that quicksaves/autosaves can make save files bigger and sometimes cause problems. My save files are kinda big (8 mb) but i don't think it's causing the problem, because my fallout 3 and skyrim save files are like 15-17 mb (skyrim 17 and fo3 15) but they load/save faster (somewhere around 5 seconds). What can be causing this and how do i fix?
  20. You will keep your quests, discovered places and loot, but when you load a quick save, some of the things that happened just before you saved will not reappear. In the beginning of the game, I would quick save just before engaging an enemy force in case I was killed. When I loaded the save, there were not the same number of foes as in the game when I was killed. There have been other small things missing in the save that were present in the game just before making the save. That being said, it's your game and you can do what you want. Take the advice of people that have been here for years and playing the game for years or just continue as you have been. Now i understand what quicksaving actually can do, thanks. Still, unless it makes the game unplayable or might hurt my pc or something, i don't think i care much. A couple of enemies gone? easier for me to capture that place
  21. I've completed 39 quests, discovered and looted 139 places and did some other stuff. But everything i did and stored is still in game and haven't been deleted. So what is it actually deleting when i quick/auto save? I still can't understand that part
  22. I've read the fourth rule, and all i did understand from it is quick/auto saving might leave me a corrupted save file. But i still don't truly understand what you mean. Quick/auto saving "saves" some junk that leaves me with 6 mb save file if it was 2 mb before. But it still loads in the same time (2 seconds) as it was before when i delete my quick save and then create a new one while in game. I sometimes do use the actual save button though, in case my quicksave gets corrupted or i accidentally kill someone and quicksave after killing and then realising that someone was important
  23. 6 gb ddr3 ram gt 620 gpu i3-2120 cpu somewhere around 500gb hdd (i don't know what else details i have to write for hdd) Write what else details you need and i'll edit (or write another reply)
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