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mshane951

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Everything posted by mshane951

  1. In the mean time I am going to see what the GECK says.
  2. Cause-2: The vanilla game's default "heap size" is very conservative and can easily be exhausted by a modded game. There are a couple of distinct types of "heap" and it is not clear which is running out of memory. One is used in programming to implement a data structure such as a priority queue, and another in memory management as an area for dynamic memory allocation and swapping code around. Both types are commonly used.From CTD without Warning section What does "heap size" mean?  edit: looked at solution 2a it talks about an NVSE_config.ini which does not exist in my directory. Does this suppose to exist? Just added in the .ini, tested the game results are half second maybe a bit less for the lever action shotgun firing regardless of I hit something or not it just the spawning of the projectile or pellets. Menu still a bit laggy but can deal with, will notify if it gets worst
  3. Yeah but I heard it is obsolete now and it does more bad than good? Am I right?
  4. Yes i understand that reload animations A through K are hard-coded into the game but why do "large" mods like FOOK and FWE which add in "custom" reload animations without overwriting others work? For example, the Ithaca Model Shotgun fires like a pump action shotgun and when it reloads it uses reload I which i am sure is not the reload animation the vanilla gives, the animation to my weapon knowledge (since there is so many damn weapons in the game with these two are combined) there is not one other weapon that uses this animation. So I have ported four weapons over, The Dead Money Police Pistol (works perfectly), The New Vegas version of the Hunting Rifle (works perfectly), The Hunting Shotgun (reloady is the reload animation renamed it to reload g but is now replaced by a double barrel shotgun reload do not know why) and The anti material rifle (suppose to use reloadO but am fine with it using reload A). In other words, before I add more weapons I want to see if I can fix the hunting shotgun, also note that I am completely fine with overwriting that double barrel shotgun animation. Also I am currently compressing my entire data folder to give you a preview of what I am working with, (you won't need to download as it will hopefully be view-able on dropbox) Anyways, I also attached my load order, plugins, archives and others. note the FNV weapons.bsa and FNV weapons.esp to make it work.
  5. Ok thanks I will try it, what does NVSR stand for? Another mod to game issue I will like to mention is parts of the NVSE enhanced camera are either overwritten or ignore in the vanilla game plus workspace. These include in the same name.ini file FirstPersonDeath which equals to 1 and FirstPersonSittingAnimations which also equals 1. The code is correct because when I played the mod Fallout New California these were all working as they suppose to. Plus they work in Fallout 3 quite perfectly. Anyways, I did extensive testing on it and even without any mods it does not work. It is Fallout NV as a world space or some other issue. It is weird since New California Works.
  6. Fallout New Vegas is a great game, with plenty of ways to make it immersive, except there is one thing that makes it downright annoying, especially with mods. That is the lag when shooting shotguns, especially with low end computers that do run the game fine on high with vanilla settings, maybe not 60 but fine, that is a definite example of my computer (see specs in "attachments". It is especially annoying when Fallout 3 has no issue whatsoever, I got around 100 plugins and 90 mods in this game while 130-140 mods, 150 (something) plugins in Fallout 3. The problem is simple, the damn game lags too much when shooting and i tested it when playing my first play through in Fallout New California and the frames were not optimal however the shooting was not laggy. Now it is and I did this whole .ini tweaking guide that involves changing things to massively help performance to my "performance preference" and the audio delays went away but the damn shooting lag didn't. Also even though the specs shows CPU at 2.1 I actually somewhat "overclocked" even though it is a laptop it to be 2.6-2.8. I know the computer is at stake in many ways, but it can't just be the computer, I played Skyrim before and their was no major stuttering nor "audio and firing lag" regardless of frames. It just seems to be Obsidian's Version of the game. I did not mention in the title that the menus get excruciating laggy towards the two hour end mark and are still much laggier than the fallout 3's even when I first start. To sum up, my issue is shooting lag and menu opening lag and I got almost every damn fix out there. Note: I attaching my "fallout.ini and falloutpref.ini" in .text format to prove my changes. also note that my load order was sorted by loot with the exceptions of the merged plugins so if it is bad LOOT is at stake.
  7. That is what I did my only real concern now is getting thr proper reload animations I tried the antimaterial rifle everything works besides the reload animation it reloads the alien distingerator reload animation instead and I renamed antimaterial rifle animation from two hand reload o to two hand reload h.
  8. Just a little update I made a .bsa file called "Fallout - NewVegasAdditions.bsa" but I can't seem to enable it. Any help will be appreciated with enabling these through mod organizer 2 or the files itself.
  9. Two Things, What do you mean by adjust the weapon models? Also, I ported the hunting shotgun, everything works besides the reload animation. I realized that G through L for two handed weapons are not being used by anything, at least in the vanilla game. Now in New Vegas the Hunting shotgun has reload Y, attack animation works, in fact all work beside 9 what the anti material rifle uses. This gun used reload O, now I tried copying all of the FNV reload animations, all weapon related sounds, even tried putting em in the base .bsa bu that does not work. What if I were to make a second bsa that has all those animations but due to naming I load it after all the "base" BSAs, also I rename all reload animations I want to use to any two handed G-L.
  10. Few other things, I decieded to copy fallout new vegas, weapon : meshes, textures and sounds to FALLOUT 3 bsa called .meshes. .textures and sounds. The issue is even the slightest change to these gives me this error? I know it is possible to modify these. Can someone tell me why I get this error and a work around? the error: "The instruction at 0x000000000000006b9b79 referenced memory at 0x0000000000000. The memory could not be read. Click ok to terminate the program" I think this is occurring because of the changes in the bsa files can I get around this?
  11. Hello, For A few days now, I noticed you are capable of porting Fallout NV weapons for Fallout 3. I like this since I am a fan of Fallout 3 (which also has to do with zero lag with shotguns, automatics and zero audio problems even though the ported weapons that work have no of that crap in other words, not a very good computer I have) its mods are more immersive too with so many very cool features. Anyways I know how to port them, however I ran into a problem, since this is a GECK forum the GECK and Fo3 edit both have reload animations you can directly change with varying effects. If someone here ever edited a weapon in F3 its statistics directly in the GECK they should now. My problem is none of this, it’s the fact that I can’t get by this “hard coded” max reload animations they only range from A to K reload while NV’s are from A to Z. My point is, is how do I suppose to use the correct anti-material rifle animation with the max reload animations being K while that gun is O. Many weapons work like this plus the attack animations, same gun Attack 9 while max for fallout 3 is attack 8. I don’t care that it is hard coded is it possible to get by this? I am open to hours of work if needed. I even copied the meshes form the FNV meshes .bsa through FOMM which had the reload animations and it still does not work. IF not I have the following solutions: FNV edit get that program to work on F3 ESPS? Solutions to this could be copying all esp (being used for porting purposes) into FNV edit using those (I know they will work since they have their masters) to get the reload animations and somehow “fake” coding the “not listed” reload animations. Sounds Complex eh? I ready for anything. Another Solution is being the GECK same thing to do as with FNV Edit.
  12. I know we all miss this great animation mod, well it turns out I have it on me and I want to try to "port" it to Fallout 3 because of FPS and lag related issues from New Vegas. For the past day or two I been working on this, I even got deep enough to be physically putting files into the FO3 data directory. Now don't tell me you can't do this, because I got most of Asurah's Animation pack to work. But that had an esm that actually requires NV esm. All I did was move it over to a "blank" fallout 3 esm and most of the animations work along with some folder editing. My issue with the solid project for those who understand the scripting and GECK of this game, is that the solid project does not require any masters at all. Meaning if you make it require a master and go into X edit you get overwrites over files that don't even exist and a bunch of crashes. Also the GECK tells you there is sub group order issues with no ideal way to fix it since some of the files are non-existent in X edit. Now I got that last mod to work (somewhat) with minimal issues and in my opinion better iron sights so my greed continues if some understands how to get a non-master requiring esm to work it will be my thanks. Even better would be to get both Fallout 3 esm. and Fallout NV esm. to load in the Fallout 3 Geck that way all the assets exist for ultimate porting capabilities. Currently when I directly load the solid project I get "this esm is at a higher version than this GECK" or something around that nature. I am prepared for anything so...
  13. So I did most of your suggestions except for getting the convergence file for FOOK and Project Neveda, this is because when I try to install Project Neveda Extra Options it tells me the operation is not supported and couldn't find the Fallout New Vegas.dll with error code 5 note that I am using mod organizer 2 so this an operation error. I tried installing it with FOMM and it just crashes the applicaton. Also just a quick question, are you really 71 years old? Your profile shows it so it confused me a lot. Anyways going to test it now thanks for all of the help. Edit: Oh one more thing, crippling limbs and dismemberment overall is my own little plugin made with the geck, it simple makes enemies get crippled easier including players along with 1/3 damage to arms, 1/2 damage to legs and 2 times damage for head for players and enemies.
  14. Alright so I am going to now give you all my information related to this issue. First off I have a lot of mods (a little under 100) and plugins ( a little over 100) which almost always leads to issues including minor ones like these. So in order for you to be able to help me with this issue here is my current load order. This is my list of mods: This is my list of mods that have priority over others. The highest priority will never be overwritten which is 114. Note that I am not using all of these mods. My current load order: The farthest down one is the one loaded last of course this can lead to issues however I have sorted this using LOOT. This is what I have currently now I am going to show you what I had enabled during Fallout New California. Also the enhanced camera is not being overwritten by anything so that makes this even more confusing. Anyways my New California mod-list
  15. Hello, I am pretty sure this been an issue for a good amount of time between the two mods but here is my question. I love Project Nevada, it adds in that cool visor view thing, lets me play the game the way I want to play it, however one of my main issues is that the 1st person, death and sitting animations go away when Project Nevada is enabled. I know this because I used enhanced camera without Project Nevada in Fallout New California and when I was killed it was in third person. Now I am one of those guys who love to play the Classic Bethesda Fallout Games aka Fallout 3 and this one as immersive as possible. This means I am extremely fond of first person animations just because I have a personal touch to them, they appear to be better in my opinion, So if anyone with these two mods found a solution to this probably long issue between the two mods then please respond I will greatly appreciate it. Also when I played New California there may of been another mod but I am almost sure this one gets rid of it. Also I checked the configuration file for Enhanced Camera and everything was set to 1.
  16. I wasn't sure whether to put this in mod talk or general talk it is kind of a mix of each. So relatively soon I am going to finish my current play-through. After it I am going to start a new that involves integrating a older character from Fallout 3 in the ways of appearance, play style and personality. My old character had 103 hours of game-play so I got a clear idea. The primary skills I used in that character was melee weapons, particularly one handed melee weapons, lock-pick was also big along with guns particularly silenced ones, lightweight automatic rifles and semiautomatic but they were usually light-weight. This was because of the 70+ mods I had in that play-through which made it really realistic. Sneak, Barter and Speech are also big with a few minors in explosives and sciences. My special set-up was strength 4, Perception 6=>, Endurance 4, Charisma 5=>, Intelligence =>7, Agility => 6 and Luck <=5. The main thing is in Fallout 3 I was very good, however I was obedient to those who are in authority of me and follow orders directly. To think of it this way I want this integration to be like I first experienced the events of Fallout 3 and are now in the events of New Vegas meaning I know who the Brothorhood is and am a major ally with them I also am wondering if there is some mods that expand on the Brothorhood of Steel perhaps a new ending for them and I want to see if I can bring The Enclave to the Mojave too as I enjoy fighting them. Right now if I can't get any new ending I will go with the house but still I am wondering what will be the best.
  17. So I took a break for about 3 weeks and tried again got the other programs you have suggested one thing I realized is that the immersive hud and enhanced camera did not work with FOMM and I am not sure what BOSS exactly does when it sorts it tells me two errors which are updated FOOK 2 but clearly it is to date as it was updated 5 years ago I tried sorting with LOOT while sorting in comparison to BOSS and I saw no difference. I have came to the conclusion that it is my playthrough's fault and I can't do anything about it, I really want to continue and not restart but have no clue whatsoever how to fix the problem. Edit: my problem appears to be when I start the game the game starts saving .tmp files first, then after restarting the save once it will save .fos for a specific range. It is almost like once the area I was once in renders out the game starts saving .tmp files,my issue is not crashing directly without saving no issues at all. My issue can only be correlated with saves then. I could go in one position for 10 seconds and save and reload the save. However this is not something I am willing to do.
  18. One more thing I think I fix it with blackened patch thank you so much you are a true community helper. I don't quite "grunt" when I get damaged I don't have any mods that remove the player characters voice so is there a way to fix this.
  19. So I got blackened and I am considering getting FOMM however whenever i go on the B.O.S.S. website it says that for fallout 3 it is better to use loot? I know you said it is up to me but I trying to do everything I can to get this game to work properly. Do you still think it is better to get B.O.S.S. for sorting? And how does Loot not work well with Fallout 3, is there any suggestions you can give me in getting my load order clean?
  20. Are you saying that it is probably better to use FOMM and B.O.S.S. for fallout 3 sorting plugins and mods? Does FOMM have a launch executable feature like Mod organizer where you can launch exes through the Mod Organizer? Are you saying that load order is probably the issue? Well currently I am going to try all your suggestions and see if it fixes the problems I am experiencing.
  21. Yes I know that FOOK and FWE don't run well together but I made those mods works really well together, most to weapons have ironsights, the game doesn't really crash with them without it crashing on save, I had these two mods since the very beginning of my play-through which was 103 in game hours ago. Your second comment "also load order is a mess, it looks like you used LOOT to sort your mods" yes it is an automated feature in Mod Organizer 2, I been using it since the beginning plus making a few edits. Do you have any other sorting suggestions? Also are you talking about my MOD order or my PLUGIN order because my mod order doesn't have a loot sorting program because it displays what is overwritten and what is not overwritten. In which I chose what to overide based on the features of the mod and which one I would rather have. So I get rid of the FOIP MMM-FWE patch and get blackened? OK I will do that maybe that will fix it. And what exactly do you mean by letter by letter is there a lot of things to be done in order to fix it? Are you talking about the unchecked mods? How do those affect the crashing? Considering I am not using it I will do that, anyways, thanks for all the help.
  22. Hello Everyone, So before I get into my issue I just want to say I used every single fix that is available in this game to fix this even fake fullscreen from game companion and NVAC new vegas anti crash. So with that out of the way lets get into context, so I been in a playthrough for fallout 3 for 100+ gameplay hours and 30+ crash fixing hours. I dealt with this type of crash before on a multitude of times, the infamous fallout 3 crash on save, don't bother saying do the kill yourself fix did that already for the last 50+ hours worked like a charm (or root if you want to sound deathly) and the no autosave, plus casm fix so that is not a concern. Anyways, this "type" of fallout 3 crash on save is not like any other crash on save I found on the forums that I searched, meaning old technique have quite a high chance of not working. Why I think that because the crash only happens when I walk 100+ feet in one direction N, S, W and E and then crashes on save after that "limit" Which makes this not a crash in certain locations crash as when I traveled to megation (not fast travel) into the house it stilled crashed even though in the past 20 hours it never really did. This is not corrupted save as I have tried this in another saved and it stilled crashed but did not go any further back. Now that we understand what type of crash we are dealing with we can see it is pretty extreme and takes a lot of experience to understand. Lets look at some background information: in the past hour or so I have had the Marts Mutant Mod every since I got the mod and its FOIP fix it has crashed the game however when I disabled it the crash still occured! Before Mart's I was in Point Lookout dealing with Frame Rate related crashes not save related due to my Radeon R7 built in graphics card which I been dealing with some choppy fps in some areas for the past 100 hours so it can't be the issue. One last thing to note is the 70 mods I have 65 or more of them I had for 10 hours or more so too many esps is a very unlikely issue. Possible Solutins to this problem that i am thinking about: First of all I love this game my favorite game of all time as crazy as it may sound because of the fabulous game play mods though I do want more large quest mods like in New Vegas. Now to the solutions #1: Have not tested yet: wait 7 days in an interior in which I have a save in vault 106 and let the cells reset then go to the same spot and save the game and see if it crashes. Solution #2: only absolute neccasary: go into FO3 edit load all the errors with the program and try to fix the "can not be resolved" errors as they tend to cause CTDS. Though I will need assistance on how to fix these type of errors. Anyways sorry for how long this is just, it shouldn't be happening and it is tearing my hair and brain out! Here is the pictures of all my load order and mod loader stuff the load order was sorted with loot in mod organizer 2: My Load Order is Fallout 3 load order 1-6 (note for mod order order matters too) My Mod order is 1-4 excluding 3 Here is mod order 3 (ran out of space to place it): NuFaces V2.0 Point Lookout Reborn V2.4.-19891-V2-4 PowerArmor Increases Height Raider nightmare (v1.00) Rimfire revolver common SMG FIX Vault 64 Beta Release ( a fix for fallout 3 reanimated and other mods) Fallout 3 Re-Animated Patch RH Iron Sights Files Version1 (colt m4 carbines) Weapon Mod Kits ZzJay's Hairpacks for Fallout NoAutosave Moira Idles Fix Beta OneTweak for Fallout Mighty Dungeons FO3 Washington's Maleviolence Enhanced Camera The Groovatron Back to Anchorage 1.2 Back to Anchorage 1.1 LOD Marts Mutant Mod 1-RC61 (crash began happening after Marts mutant mod was added and FOIP - Marts Mutant Mod and FWE)
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