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Everything posted by Deleted53139156User
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Fallout:NewVegas Main menu ctd
Deleted53139156User replied to Hmmm1232's topic in Fallout New Vegas's Discussion
If you removed all your save files out your save folder and still get a main menu ctd, you should check your esp's in fnvedit for errors with tes's error check. Look for any null reference errors that would be the easiest culprit to look for. -
scn AAATopsModelTrigger Begin OnTriggerEnter Player oldtopsmodelREF.disable yourtopsmodelREF.enable End ;-------------------------- Begin OnTriggerLeave Player yourtopsmodelREF.disable oldtopsmodelREF.enable End Set that as an object script attach it to your trigger box and make the trigger box as large as the Gomorrah courtyard and taller than anywhere you want the player to jump/climb to. Shouldn't need to be more complex that that I don't think but you'll have to test that yourself. Obviously you need to correct the name refs to the correct models in game the old one and your new one. Make sure that the models are persistent references too. Not sure if tops LOD will be an issue here or not.
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How do I open a mod?
Deleted53139156User replied to MichaelTorr's topic in Fallout New Vegas's Discussion
Your using FOMM. Vortex or MO2 would be more ideal for this. -
I'd test the vanilla game + dlc only but leave your data folder intact and test on a new game. If it's an animation problem and not a esp/esm problem the issue will persist. If it doesn't some mod is causing the issue and reinstalling the same mods you had before isn't a good idea until you 50/50 remove mod esp/esm's until you find the culprit/combination causing this. I think setting reload speed by perk/trait too damn high will cause animation problems since it will need to skip to catch up. But this might be a script issue since you are getting negative count values.
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A question about Blender
Deleted53139156User replied to Relenanator's topic in Fallout New Vegas's Discussion
https://www.loverslab.com/files/file/357-blender-249b-all-in-one/ (Site isn't SFW) That should have everything you need. -
I'd copy NVDLC02ZionValleyClimate and the two weather types it uses in FNVedit to use as a base instead of from scratch in the GECK. You can probably do most of it in FNVedit except for the color adjustments you'll likely need to do those in GECK so you can see the world space and probably test in game (I assume it won't look the same from GECK vs in game.) Looks like the weather type chance is just how often it plays one weather type vs the other so if you want it to rain all the time only one weather might be needed at 100.
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I believe Type 3 has all the Vanilla and DLC clothing armors converted and most if not all of them BNB weighted. Type 6 lacks around a dozen or so. IIRC it's just the metal armors, and some of the various wasteland non armor clothing missing. I converted all or most of the missing ones from Type 3 using the clothing convertor for personal use. I also have some other Type 6 conversions for vanilla NCR and Legion armors that aren't on the nexus, but I can't recall where I got them from at this point. I have no idea which Mod Author is reachable for either of those bodies/conversions. I believe the Type 6 mod author Izumiko has granted permissions listed on the original body and I assume all his conversions (my understanding of their written permissions be that they are not a native English speaker) I have no clue about the original Type 3 mod author. The conversions at least for FNV are made by other authors though MAK07 looks to be around. Revanag don't think so. I think Type 6 has F03 conversions or at least did last time bother with the Capital Wasteland. I assume non vanilla & dlc mod added armors are not in discussion here for obvious reasons but still, so far as the base body goes I think type 3 is still the most heavily used (obviously as it came fist and has more mod armor support) but type 6 seems regarded better from what I seen (I am sure to be biased saying that though). The difference in dimension from 3 to 6 isn't too wild. All this not withstanding talking about the various different Type 3 & 6 versions from the base released mod bodies (Cali, Berry, Type3F, etc etc). The armors are mostly the same other than the Type3M they are quite different.
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All that I think is mostly handled in the climates weather and not the climate itself. I believe the only thing needed to make a weather rain is to set the weather classification to Rainy. Though chance of rain should be handled in the climates weather types chance %, so unless you want it to rain all the time you need one non rainy weather and one rainy weather in the climate. Not sure if you can have more than 2 in one climate. You have to look at a weather mod if you want it real fancy. Everything else would be tweaking the image modifiers & probably the rgb cloud colors to make it gloomy. Maybe change cloud textures for storm clouds. Havent been to Zion in forever to remember what it looks like vanilla.
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Gonna assume the issue is there is two ways to get the full maintence perk and the code you used has either set both flags to true so they are both firing & or messed up the condition checks. If you are stuck in empty dialogue window this mod may bypass that. https://www.nexusmods.com/newvegas/mods/59257 Otherwise you'll need to undo what you done through console.
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Modded FNV crashes too much
Deleted53139156User replied to LeviBakker's topic in Fallout New Vegas's Mod Troubleshooting
Use More Perks merged V4 from NVEC instead of the individual files, no reason not to. Why are using the individual WMX DLC .esps? There are merged versions for all dlc users for a reason. You have no merged or bash patch to resolve all your other conflicts you likely have though probably not your crash source. I don't personally recommend CASM anymore I use simple saves your choice there. If you don't have NVSR set up right you will crash eventually especially if you are trying to use it on Win10 out the box. And if your not using enboost you can try it win no enb effects and see if it helps fps. Make sure you lock your frame rate to </= 60 fps. You can also use NVSE heap replacer if you aren't already instead of NVSR's. Check your NVAC log. -
Weapon replacements
Deleted53139156User replied to urcousinvinnie5's topic in Fallout New Vegas's Mod Troubleshooting
You need to copy the R700 weapon mods as new records into your new plugin and use the new form id's it gives not the ones from Milenia's since you don't want it enabled as a master. -
Weapon replacements
Deleted53139156User replied to urcousinvinnie5's topic in Fallout New Vegas's Mod Troubleshooting
Open FNVedit. Copy as overwrite the vanilla hunting rifle into a new esp. Then edit the stats of that entry in the new esp to match the r700. (Way easier in fnvedit than geck for this) Place it lower in your load order than every other mod which edits the vanilla hunting rifle. -
Activator box that triggers when the player is inside Gomorrah Courtyard. With a script that has an on trigger enter activate that disables the old Tops model and enables your newly placed model. And an on trigger leave function that does the inverse, disables your new model & enables the old model for when your in the Tops Courtyard or whatever probably be easiest.
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If I am not mistaken aren't the L38 lights different with the way they are animated compared to the other Casinos?
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Desprately need help
Deleted53139156User replied to nelseru222's topic in Fallout New Vegas's Mod Troubleshooting
Try making.exe read only or edit permissions. -
You could edit the effects of the trait Loose Cannon 00164ED1 in FNVedit. Look at Modify Attack Speed & Modify Throwing Velocity in the trait. Increasing those should do what you want. I don't recall if grenades have a different throw time in vats as opposed to outside it. Then just use console and add the trait to your player.
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New Vegas Menu Load Issue
Deleted53139156User replied to Loki34's topic in Fallout New Vegas's Discussion
You need to check if the base game will load no mods, and try moving your save files outside their folder somewhere temporarily you can put them back later. If it doesn't load then you likely have an issue with something that was updated non NV wise. If it does you have a mod issue. -
New Vegas Menu Load Issue
Deleted53139156User replied to Loki34's topic in Fallout New Vegas's Discussion
Are you using alternate start by chance? Also post load order. -
No, I'll pour over it though now and see though thanks. Edit: well I found out how to manually rotate the weapon and parent it but that is not what I hoping for and would be far too time consuming for what I am working on and slightly out of line for meshing purposes. Still can't figure out how to get the weapon to automatically line up like when I import a body. Maybe I need to use a rotation function. Back to the scripting side of things for now.
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I am trying to parent a weapon mesh to an armature so It will play in blender with an animation. I can't seem to find information of this. Through trial and error I find out how to import the skeleton armature with a keyframe and then how to import a body mesh's geometry and parent it to the skeleton armature. Which is where I found the only thing closely resembling what I want. A scene root weapon listing which looks like what I want. However I can't figure out how to link a weapon mesh to it or doing so is what I want. Attempting to import the weapon blindly gives me one of two errors. You must select exactly one armature in 'Import Geometry Only + Parent To Selected Armature". However I selected the same as I originally did for the body. Or "Nif has no armature Scene Root" which I assume is the weapon mesh as nifskope doesn't show a scene root in the weapon mesh however if that is that case how is it even supposed to be done? The weapon mesh is a vanilla one pulled from the game. Everything I searched on the issue is about how to create or edit keyframes none of which I need to do and none are related to New Vegas or even F03 I even poured over some TES information. It doesn't appear I need to import the hands either. What am I doing wrong how the heck is supposed to be done? Anyone around who knows how to do what I am attempting?
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You could try typing: resetquest VEFR02LegionBad2CaesarsFoe or try: completequest VEFR02LegionBad2CaesarsFoe before attempting to walk outside (either with your last save or with the crash save.) You also try using one of the reputation modifying console commands here http://fallout.wikia.com/wiki/Fallout:_New_Vegas_console_commands to remove the infamy and get your reputation to neutral with the Legion and see if stopping the hit squad wanting to come after you in any case will allow you to continue playing. Could also try a save before you enabled the mod in question or at least before you angered the Legion. That is provided the above is somehow causing the crash. Not sure what that out of memory is being caused by exactly I don't remember CNR doing that.