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XP47JSuperbolt

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Posts posted by XP47JSuperbolt

  1. So I wanted to add CASE 2 to my game, but the mod dev decided to give everyone a finger to force people to download his Mod installer to make it work. Is there a way to repackage CASE 2 to be compatible with regular MO 2?

    Also, if CASE is not worth it, is there a mod to supplement it in it's place?

  2. Then you need to be more explicit about what is "wonky" about those textures. Screenshots (marked up to show the specific areas you are talking about) would be best. Don't assume things are obvious to others.

     

    Are you using a "post-processor" such as ENB or SweetFX?

     

    -Dubious-

    Crap you're right. I'll send a link to Imgur. I've don't use ENBs or anything like that. https://imgur.com/EfOBk8J

     

    I saw several other people had a similar issue, so I thought some people would understand.

  3. First of all, I'm reasonably sure that "load order" is not "LOOT" sorted, because there are too many files in alphabetical order. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

     

    Second, if toggling "ArchiveInvalidation" (AI) doesn't resolve the texture problem, then it is because the "weird" texture is installed last and overwriting any previous versions. (There will be only one texture (*.DDS) file version used by any given mesh (*.NIF) file. It is possible for more than one plugin (i.e. mod patch files) to use different mesh/texture files for the same weapon.) That has nothing to do with your "load order" and everything to do with the sequence in which you installed mods: the "install order". Depending upon your mod manager, that might be something you can resolve with an "overwrite" folder. This is part and parcel of the issue addressed in the 'Third Rule: The Rule of One' section of the wiki "FNV General Mod Use Advice" article even though that generally refers to ESP files.

     

    To resolve the "texture" problem, you need to first identify which mod is installing that texture. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section, or if that fails to identify the correct plugin then the 'Mod Conflict Isolation' section, of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

     

    -Dubious-

    Actually, I have actually done that before I did this post. Loot saw no need to change around the load order. And I don't think the Chinese assault rifle is conflicting in any way as there's nothing related to it I can find besides a change in animation mods which works cleanly.

  4. I've tried everything, BSA workaround, turning off and on Archive Invalidation, Going so far as to place new files in replacing it. Redownloading Project nevada and I still haven't gotten anywhere. I've literally ran out of options and have no idea what to do. I've had a friend go over this and help me and he's completely lost.

     

    [X] FalloutNV.esm
    [X] DeadMoney.esm
    [X] HonestHearts.esm
    [X] OldWorldBlues.esm
    [X] LonesomeRoad.esm
    [X] GunRunnersArsenal.esm
    [X] ClassicPack.esm
    [X] MercenaryPack.esm
    [X] TribalPack.esm
    [X] CaravanPack.esm
    [X] YUP - Base Game + All DLC.esm
    [X] JIP Selective-Fire.esm
    [X] EnergyShield.esm
    [X] EnergyShield_Extended.esm
    [X] SolidProject.esm
    [X] AWorldOfPain(Preview).esm
    [X] More Perks.esm
    [X] More Perks for Dead Money.esm
    [X] AWOPDeadMoney.esm
    [X] More Perks for Honest Hearts.esm
    [X] More Traits.esm
    [X] Project Nevada - Core.esm
    [X] Project Nevada - Equipment.esm
    [X] Project Nevada - Rebalance.esp
    [X] CFWNV.esm
    [X] Project Nevada - Cyberware.esp
    [X] More Perks for Old World Blues.esm
    [X] More Perks for Companions.esm
    [X] YUP - NPC Fixes (Base Game + All DLC).esp
    [X] The Mod Configuration Menu.esp
    [X] Project Nevada - Dead Money.esp
    [X] Project Nevada - Honest Hearts.esp
    [X] Project Nevada - Lonesome Road.esp
    [X] Project Nevada - Gun Runners' Arsenal.esp
    [X] JIP Companions Command & Control.esp
    [X] JIP Fast-Travel Anywhere.esp
    [X] JIP MiniMap.esp
    [X] Infinite Levels.esp
    [X] The Weapon Mod Menu.esp
    [X] CFW-DLC.esp
    [X] ImmersiveRecoil.esp
    [X] EnergyShield_NV.esp
    [X] WeaponModsExpanded.esp
    [X] WMX-DLCMerged.esp
    [X] EMR-StealthSuitMkII.esp
    [X] Project Nevada - Old World Blues (No Cyberware).esp
    [X] Portable Tent.esp
    [X] EnergyShieldHUD.esp
    [X] EnergyShield_HH.esp
    [X] EnergyShield_LR.esp
    [X] EnergyShield_OWB.esp
    [X] More Perks Update.esp
    [X] More Perks for Companions Update.esp
    [X] More Traits Update.esp
    [X] More Perks for Dead Money Update.esp
    [X] More Perks for Honest Hearts Update.esp
    [X] More Perks for Old World Blues Update.esp
    [X] RugarMini14.esp
    [X] Asurah_reanimation.esp
    [X] AWOPDeadMoneyVendorPatch.esp
    [X] AWOP-WMX.esp
    [X] Project Nevada - WMX.esp
    [X] WMX-POPMerged.esp
    [X] WMX_Patch.esp
    [X] Bashed Patch, 0.esp

     

    The batch patch has nothing, and yes, I know I can optimize it better with the bashed patch, but before doing all that. I wanna make everything work, and so far, the Chinese Assault Rifle is looking whack, and I wanna fix it. If someone can help, I'd appreciate it.

  5. Al

     

    * Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.

     

    * "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

    FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

    Our current understanding is that if you have a plugin (active or not) installed in the "Data" folder, the game engine loads it up into memory when it starts. This can cause problems such as conflicts, even though the plugin is not "actively" used by the game; and it does count against the "plugin cap". However, the plugin cap is mostly a guideline as to "more than this the game starts to have memory issues" and it really depends upon the mix of plugins and textures involved and how much memory they collectively consume as to when that occurs. You have a limited amount (4GB when patched; 2GB by default) of memory available to the game and every plugin of any nature consumes some of that memory. Add to this that the game can be shown to have "memory leaks" which eventually cause it to CTD.

    Additionally, any time you remove a plugin from your current play-through you risk corrupting your save game files. This is because they typically store information there as to the state of their variables and quests. If you picked up a unique (non-vanilla) item added by a mod, that item (like any item you pick up) is stored in the save game, but also requires the plugin it came from to be available as that item's "source records". Hence the general advice to never remove a plugin from your current game.

    So, convenient or not, uninstall those inactive plugins. Once you do play them (as "active"), leave them in your game or start a "new" one. At the very least, if you think they are "completed" and you have not kept any of their "unique" items, make sure you know which was the last save game prior to removing the mod and are prepared to have to revert back to it when things go wrong later on (no matter how many hours later that may be). Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before resuming play, even once you go back to a previous save.

    If you still have problems starting after resolving the "missing master" issue, then see either the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

     

    * You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

    I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

    -Dubious-

     

     

    Thanks, I basically dug through and removed AWOP and EVE and all the associated patches and I was able to get AWOP to work. So I'm going to be looking in to what you posted and optimizing my load order from there.

  6. My game was working well, and the second I've tried to install AWOP and associated patches, I get the "master file" error. The main menu has no menu options and I have to leave the game:

     

    [X] FalloutNV.esm
    [X] DeadMoney.esm
    [X] HonestHearts.esm
    [X] OldWorldBlues.esm
    [X] LonesomeRoad.esm
    [X] GunRunnersArsenal.esm
    [X] ClassicPack.esm
    [X] MercenaryPack.esm
    [X] TribalPack.esm
    [X] CaravanPack.esm
    [X] YUP - Base Game + All DLC.esm
    [X] JIP Selective-Fire.esm
    [X] EnergyShield.esm
    [X] EnergyShield_Extended.esm
    [X] SolidProject.esm
    [X] More Perks.esm
    [X] More Perks for Dead Money.esm
    [X] AWOPDeadMoney.esm
    [X] More Perks for Honest Hearts.esm
    [X] More Traits.esm
    [X] Project Nevada - Core.esm
    [X] Project Nevada - Equipment.esm
    [X] Project Nevada - Rebalance.esp
    [X] CFWNV.esm
    [X] Project Nevada - Cyberware.esp
    [X] More Perks for Old World Blues.esm
    [X] More Perks for Companions.esm
    [X] AWorldOfPain(Preview).esm
    [X] YUP - NPC Fixes (Base Game + All DLC).esp
    [X] The Mod Configuration Menu.esp
    [X] Project Nevada - Dead Money.esp
    [X] Project Nevada - Honest Hearts.esp
    [X] Project Nevada - Lonesome Road.esp
    [X] Project Nevada - Gun Runners' Arsenal.esp
    [X] JIP Companions Command & Control.esp
    [X] JIP Fast-Travel Anywhere.esp
    [X] JIP MiniMap.esp
    [X] Infinite Levels.esp
    [X] The Weapon Mod Menu.esp
    [X] CFW-DLC.esp
    [X] ImmersiveRecoil.esp
    [X] EMR-StealthSuitMkII.esp
    [X] EnergyShield_NV.esp
    [X] WeaponModsExpanded.esp
    [X] Project Nevada - Old World Blues (No Cyberware).esp
    [X] Portable Tent.esp
    [X] EnergyShieldHUD.esp
    [X] EnergyShield_HH.esp
    [X] EnergyShield_LR.esp
    [X] EnergyShield_OWB.esp
    [X] More Perks Update.esp
    [X] More Perks for Companions Update.esp
    [X] More Traits Update.esp
    [X] More Perks for Dead Money Update.esp
    [X] More Perks for Honest Hearts Update.esp
    [X] More Perks for Old World Blues Update.esp
    [X] RugarMini14.esp
    [X] Asurah_reanimation.esp
    [X] AWOPDeadMoneyVendorPatch.esp
    [X] AWOP-WMX.esp
    [X] Project Nevada - WMX.esp
    [X] WMX-EVE_ALL_DLC.esp
    [ ] WMX-EVE_NO_DLC.esp
    [ ] WMX_DLC.esp
    [X] WMX_Patch.esp
    [X] EVE FNV - ALL DLC.esp
    [] EVE FNV - NO DLC.esp
    [X] EVE FNV - NO GRA.esp
    I've used FNVedit and LOOT to see what's wrong, and FNVedit came up with nothing, unless I'm looking at it wrong (And I wouldn't be surprised if I was)
    EDIT: I dunno how I can be this dumb, I though AWOP needed EVE, so incidentally, I installed it and I have now changed it into a pure CTD. I need help big time
  7. Hi there! It's not a bother at all. I made this guide to give a hand to others and I try to help in any way I can even though I'm not expert at all.

     

    You said it works in a new game. That's good news, at least there is no bigger problem that keeps it from working. Do you get the MCM menu when you activate it in your existing game? If not, have you tried Jaxonz MCM Kicker?

     

    Do you have a lot of mods or heavy mods in your game, per example Sand of Time or Frostfall? If the Kicker doesn't do the trick, one possible way is to temporarily uninstall and deactivate some of those mods to give the game resources to activate the Command Dragon mod. It is a little risky, as for a short moment your save depends on the scripts that are no longer there, so back up your saves before trying. Or, if the mods you use can be turned off without uninstalling from MCM, it can be safer and quicker way to free some resources for the new mod.

     

    Also, after a little digging, I found that you can try to enter this to console:

     

    setstage Dragonmount_Rong 255

    stopquest Dragonmount_Rong

    startquest Dragonmount_Rong

     

     

    I have not myself tried it but it was suggested by the author themselves as possible solution for problems with the mod so it can be good idea to give it a try.

     

    Welp, I tried the MCM kicker, disabling mods, and the like. It's seemingly becoming more apparent that I have to start a new game.

  8. I know I may be the only one who likes the shrouded eyes of the Ebony armor or Nightingale sets, I was wondering if it was possible if there was a piece of armor or clothing that just added that effect to your face or you can use a spell to have a shadow cover your face if possible. Some mods make the eye sockets visible to see through and sometimes that just looks unappealing in certain armors.

    I know it isn't realistic but it'd be cool. Now I dunno if a mod like this exists, so if someone can point me into the right direction. Thanks!

  9. Hey! I've currently made a Project Nevada patch to work with the Legacy of X-13 mod. The problem is. It works for the most part but there is one huge issue.

     

    I made the stealth suit compatible with Project Nevada's stealth suit system, my issue is with the Stealth Operative helmet. I was able to get the overlay to work, it uses the advanced recon overlay. But when I make it use Night Vision and EM vision it doesn't seem to work. I checked by having Energycells.

     

    Uninstalling every single mod and only having the essentials to make my patch work. And I went through FNVEdit 10 different times to look through on how to fix it. The Form ID's seem to be all correct, yet I have yet to find the problem. Weird thing is, It used to work and randomly doesn't work now. I then decided to release the mod. But when I use it now It's not working. I haven't gotten posts that the vision modes aren't working so I'm confused if it's my game being weird or my vision modes are actually not working if any can help me. It would be appreciated

     

    Here's the mod if you all wanna take a look

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