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PARAN0IDxGERBIL

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Everything posted by PARAN0IDxGERBIL

  1. If you're good with text directions, I would recommend starting with Qolore's The Midnight Ride guide. https://themidnightride.github.io/mo2.html I'm unsure how far back you need to go, like if you're aware you should be using a mod manager and that in order for your mods to be active in your game you typically have to activate their corresponding ESP/ESM/ESL files. But even if you do have to go that far back to the basics, Qolore's guide should fix you right up.
  2. Hello all, Thanks for taking the time to look at my question. I am looking for a new project, and one thing I think would be very fun and worthwhile would be patching all of the Mtindle + Millenia complete weapon pack to work properly with Asurah's animation set. From what I can see, however, that would require redistributing modified .nif's. My main concern is that I'd be uploading someone else's painstakingly created .nif where the only thing I did was add/change pointers so that Asurah's animations know what should be moving and stuff. I'll be messaging both Millenia and Mtindle to see if I can get direct permission from them which would eliminate my worries, but I am very curious what the actual technical rule on something like this is because I see plenty of weapon + animation set compatibility patches on the nexus which redistribute .nif's and which don't specifically say that permission was gotten from the original weapon mod creator(s). If anyone has a definitive answer for me on the rules surrounding things like this I'd appreciate it. Thanks
  3. Hello all, I recently built a new PC and got around to trying to reinstall Vortex today. Regrettably, I installed vortex on the C drive of my old PC, which meant I couldn't directly transfer the drive to my new PC and then boot up Vortex and pick up where I left off with my Fallout: New Vegas mod managing. I did, however, have the "staging" and "downloads" folders on a different drive which I was able to directly transfer to the new PC. I was hoping what this would mean is that I would be able to simply install Vortex on the C drive of this new PC, and then manually adjust the "staging" and "downloads" folders to the same ones I was using on my old PC and this would allow me to pick up where I left off. I have run into the brick wall of Vortex needing those two folders to be empty when you select a new one. I'm hoping that one of you tech wizards out there know an easy way to get to what I'm trying to achieve? The way I see it, I have a couple of options: 1) Select empty folders, then transfer my old files into them and see if Vortex will play nice with it and remember everything that I was doing on the old PC, including install order, file override history, etc. 2) Boot up the old PC, zip up the program files folder of Vortex that's on that computer, upload it to Mega, then download it on this PC and hope that it will play nice Any help would be much appreciated! Thanks Which version of Vortex are you on? On this PC, the newest. On the old, I'm not sure but I could potentially find out. What game are you trying to mod with Vortex? Fallout: New Vegas. How many mods do you have installed? Quite a lot, easily over 100 What environment are you running Vortex on? Windows 10 Home
  4. Had a small amount of time to do testing---more interesting results. Just want to document what I try in case anyone else is trying to fix a bug like this and stumbles here by googling. Disabling all non-vanilla ESM's and ESP's fixes the bug. Re-enable them all, and bug persists. Which I guess must mean that there's a plugin/plugin combo that is causing this. I don't have any of my merges in my data folder, so it can't be something like that. What I'm going to try whenever I next get some time is reinstalling all of my reloading-related mods, as a few had their ESP's in merged patches, and are technically installed but don't have an ESP activating them. Maybe the bug has something to do with that. If that doesn't work I'll just start disabling ESP's and ESM's one-by-one and hopefully stumble on what the issue is. Also, to make matters more interesting, the bug doesn't effect special ammo. While testing with a lever-action shotgun, switching to 20 gauge slugs and then reloading did not activate the bug. All five rounds were reloaded normally. Switching back to normal ammunition meant the bug was present.
  5. Thanks for the reply! The only mod I have that alters the timescale is Project Nevada. I started a new game and changed the timescale to the vanilla value of 30, and the bug still persisted. I'll take another look at my merges and do some experimenting before I do a full restart. I tested out your idea about experimenting with ammo amounts and got some interesting results. If I have a fully loaded lever-action shotgun with five rounds, and then drop all 20 gauge ammo I have, the right side ammo counter (ammo in inventory) changes to negative 5. As I shoot more rounds, the in-inventory ammo counter adjusts alongside the in-gun ammo counter. So it starts at 5/-5, I shoot once, it goes to 4/-4, shoot again, 3/-3, all the way down to zero. If I am at 0/0, pick up one round of ammunition, and then reload, one shell gets added and my gun goes to 5/-4. I shoot once, it goes to 4/-4. Shoot again 3/-3. So, yeah, it's hopeless hahaha. I really doubt it's as simple as a HUD issue with these results. Thanks to you both for the responses! I'll do some more testing, and then probably just start anew. I'll post what I end up doing here, if nobody has any more ideas.
  6. Hello all, I was in these forums not too long ago trying to fix another strange bug. Luckily that one turned out to be very simple to fix (thanks again to DubiousIntent); this one I don't have much hope for. I plan on basically doing a full reinstall of my game and all of its mods, since I can't find the cause of this bug, but before I do that I figured I'd take a shot in the dark and see if any of you have experienced this and know a fix. The bug is that any guns in my game that have a variable reload, where you add one bullet at a time, only take two bullets to fully reload regardless of the amount of ammunition in the gun. So far I've tested this with the cowboy repeater, lever action shotgun, and .357 revolver. Every test I've done has been on an entirely new game, though old saves are also affected. So, for example, I have a .357 revolver with six rounds. I fire all six of them. When I reload, my character adds two bullets and then the reload is complete with all six bullets in the gun. I have a lever action shotgun and I fire 4 shells out of 5, and then reload, two shells are added and the gun is back to five. Etc. If there is only one bullet missing from the gun, only one is loaded and this glitch isn't present. More than two bullets missing are always reloaded by two bullets being added. As to why this happened, I'm not sure other than I know it's not a coincidence that this happened after I haphazardly added a bunch of mods to my game, updated JIP's NVSE plugin and solid project, and made new merged patches all at the same time. To make matters worse, other things were messed up so I started removing and re-adding mods left and right. I've done my best to try and restore my game to its previous state of the day before I did all this dumb, haphazard stuff but the bug still remains. I then deleted every mod from my game that I could tell had to do with reloading in any way, which didn't work and the bug still persisted. I then removed every merged plugin I've made just as a curiosity to see if that would make a difference, and it didn't. So, yeah. At this point I'm stumped and just trying to convince myself it would be a good idea to start with a fresh game folder anyway as I've since added lots of mods since I initially installed and could make bigger merged patches. But if any of you know of an easy fix to this, by any chance, do let me know! Thanks for reading!
  7. You are a godsend, sir. It turns out it was actually a pretty simple issue, indeed to do with the CAM mod. I had installed the "9a" patch before the main file (which was version 9), and the main file's outdated ESP was the one in use. I went into vortex and used the file conflicts tool to have the 9a patch's ESP be the one in use, and all seems to be well. At least, when I coc'd to the goodsprings gas station in a new game all was well. If the issue persists elsewhere, I'll spend a day figuring out which mod is at fault and post the results here. Hopefully, though, I won't have to revisit this thread! Thanks again good sir!
  8. Hey guys, Thanks for checking out my post. I got back into New Vegas recently to try out the New California mod (which was a fantastic experience BTW) and after finishing it I felt in the mood to mod the s#*! out of regular NV and do another playthrough. I finally got everything working together with all of the necessary patches, made all of my merged patches to keep the plugin count low, and customized all settings and keybindings to my liking. The game seemed to be running perfectly, too. And then I tried to enter the abandoned shack near yangtze in a new game, and everything went weird. I entered the cell and everything in it, including NPC's and items, were stuck in me. It was making a god-awful noise of tens of items crashing together multiple times every second. I wanted to see if I could exit the pile of NPC's and items, so I opened the console and tcl'd. That stopped the noise, but I still wasn't able to exit the stack of items and NPC's. It was almost as if the worldspace had been reduced to the size of one pixel (but it wasn't, the shack looked normal barring the fact that everything non-static was sharing the same pixel with me). Now initially I just chocked this up to a one time occurrence only at this location, and I was willing to just live with not being able to enter this one location. I figured maybe too many mods were trying to edit that one cell. However, in the same save, I then went to see Ringo in the Goodsprings gas station and the exact same thing happened. I entered the cell to find myself, my companion, Ringo, and every item in the room inside of my body with me unable to move. I have a LOT of mods, and legitimately no idea what could be causing this. I'm hoping that one of you has experienced this before, and know an easy fix. It doesn't happen in every cell. Doc Mitchell's house, Victor's shack, and the Saloon were perfectly fine. So if anyone has any idea what the issue could be, please let me know! I'll post my load order if anyone wants it. Thanks in advance!
  9. Could also be because the mod author displayed the donate button in the mod description and talked about it at length in his video. I, for one, don't have a problem with that, but the Nexus could get into legal trouble for stuff like that so they have to be pretty stringent on it
  10. Welcome! I'm sure you're going to do just fine in the design and layout of the website. I'm worried about the color scheme though, please do involve the community in the choice of color scheme as much as possible :)
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