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Everything posted by SpitBlock
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I'm getting the weirdest missing mesh errors.. AGAIN!
SpitBlock replied to RemQ's topic in Fallout 3's Mod Troubleshooting
Yes I know, what I'm saying is that Bashed Patch does that automaticly an by better rules than the utility application run by a bunch of people that don't create mods. You are either a modder are you are not, and if you are not then you shouldn't be using the utility. Plain an simple. It's not dangerous perse, but you can break mods doing that, along with not actually knowing what is in the mod that your are putting together. One of the reasons why is because as a new modder you have a tendency to change things that are not directly related to your mod because it got on your nerves. Then the players download it an also download another mod to do the same thing the person shouldn't have been messing with in the first place. It's a real mix an match of communication failure. If you are okay with investing 200 hours into something then you should avoid things that will end that permanently before you are finished with what you started, because it will be too late to do anything about it then. *edit* You know if you spend enough time making weapons for this game you will accidently play a weapon fire sound with your volume turned up. Makes me jump up out of my seat every time. Whoops I shot my foot again, Son of a... -
That is a clipping issue between the worldspace ground and the stones you see that is the path. What you do that is use Landscape editing to pull up or lower the ground. However it can be difficult because the worldspace ground is a low poly mesh, because it extends for 10 to 25 square miles or more depending on which bethesda game you talk about. Something like that I would use a 2 or 3 brush size, but when in doubt use a 1 or 2 an just edit it for a hour until you get it right. As a player what you do is ignore that an play the other $999,980.00 that it took to build this game. It's only 20 bucks after all.
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I'm getting the weirdest missing mesh errors.. AGAIN!
SpitBlock replied to RemQ's topic in Fallout 3's Mod Troubleshooting
Unless you are creating mods then you should use FO3 edit only to clean mods. Then use Bashed patches because MergePatch requires human action based on the results it produces. It needs someone that knows what they are doing to post edit the patch thinking about how that will effect the game. To do that you need to understand what each type of data in the game does an how it works. If it was me I'd go bashed just to avoid the trouble an extra work. Plus it's the standard on Skyrim. If you want to keep going with the argument Merge Patches will also cause errors on some load orders. New Vegas is more forgiving than FO3, but it still doesn't change the extra amount of work you have to do to use it. Then the fact that you have not tried both yet. :/ What if you loved bash, an missed out on it. -
CaliberX Help, please?
SpitBlock replied to ComDmitri's topic in Fallout New Vegas's Mod Troubleshooting
A start game enabled quest with a random delay that launches a script that changes a varible in the xCalibr quest that controls the spawn loot lists. However I don't an won't use that, because it's stupid. .223 is 5.56mm .308 is 7.62mm 10mm is only a hair smaller than .45 12.7mm is .50 there are so many duplicate versions of ammo based solely on if you are going to use the military name or the civilian name for it. While xCal does provide a bit of custom ammo, arguing against that point is that there are a lot of people that hate using it. To that end if you look you won't see other games with 200 types of ammo. In almost every other game, which most are better than both FO3/FNV you see a simple easy ammo list if there is even a list at all. Going by that thinking you can make any weapon you want an just set it to vanilla ammo, if the gamer is using calibr then they get the calibr version of vanilla ammo. So either learn to quest/script/dialog or go home. -
Green Plasma Pistol
SpitBlock replied to Aurum10000's topic in Fallout New Vegas's Mod Troubleshooting
Well start learning how to create things an you can just make whatever pops in your head. What you need to do is use archive invalidation invalidated an have it applied. I use the old FOMM/NVMM to do this because it's easy, but NMM kind of replaced that. If one of them won't work I just use the other. Then you would either read the read me again for that mod an install it again from what it said, or you would use FOMM/NVMM to unpack the meshes.BSA an Textures2.BSA by opening those an typing plazma into the search box, select all the files upack to desktop then move those files into the data folder. Further any .esm or .esp that makes changes to that weapon can an does often change meshes an texture paths, so unpacking the default assets won't do any good there because it's looking for those in the wrong place. -
Depending on how the radio station is set up it may use up to 3 sounds for each song. A mono .wav for stereos in the world, a .mp3 for the same thing, and a stereo .mp3 for the pipboy. You would also need archive invalidaiton invalidated to disable the older versions locked in the .BSA At least on FO3, they started doing things a little different in FNV. You should just download a radio mod, why bother making your own. Many of them are set up for the exact kind of replacement of player owned songs like you are trying to do.
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New Vegas 4gb Loader with Radeon Pro
SpitBlock replied to Krutz's topic in Fallout New Vegas's Mod Troubleshooting
If you didn't figure it out then you wont. You don't even need 4Gb for FNV in the first place. It doesn't suffer from memory leak crashes on win7. It won't use more than 800Mb 1.25Gb maybe a little more an will unload anything not needed. The engine is designed to do that. Which all this is further enhance by Steam. So pick one, either use the profile or use the 4Gb, but know that 4Gb won't even kick in until you run about 2000 to 3000 feet in the Mojave desert, like running from Nipton to Vegas which if you continued would unload anyway as you move into Vegas an the same is true for DLC or something like the lucky 38 casino. But I ask how do I know you'll keep using 4Gb? Simple because gamers are silly like that. Best of luck. -
Start a new game an see what it does, then get a signed 64 bit or 32 bit driver for your mouse an use the fastest usb connection you have, no they are not all alike, if it doesn't use usb then buy a new mouse that does.
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Underground Hideout Crash
SpitBlock replied to Amnail's topic in Fallout New Vegas's Mod Troubleshooting
Yeah I didn't read all that, soory. Move the mod to the end of the load order. Thank you drive thru. -
I don't use those mods. I would only use FO3 redesigned an WMK if I were you. Makes it so much more easy. Less crashes too. There's other ways to increase difficulty besides MMM. Just like there are better ways to change gameplay than FWE. Later you can use something else. Like if I used FWE then I'd just play with DLC + FWE an use FO3 redesigned to override FWE NPC's by loading Project Beauty after FWE. That way you wouldn't need to patch it. Then you could override that with WMK which will change FWE vanilla weapon damage rates, so use a FWE+WMK patch to fix that. Then just don't use MMM or UFOP Unofficial fallout patch. Easy...
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I read that NMC will not show up in the FOMM as it is a direct texture change.-*-That's right, it's loose files, an that's good. I ran the Archive Invalidation program which didn't seem to have any affect. -*-Archive Invalidation Invalidated, it makes it so you don't have to use a text file to run invalidation, apply it an forget about it. The Green Glow to FO3 atmosphere is gone so I assume NMC is working. -*- NMC doesn't alter the green tint, you need a weather mod to do that, like dynamic weather I have texture mods in Oblivion and the effect is quite dramatic. The NMC texture affect is not quite so dramatic as my Oblivion mods. If it is working correctly, it eliminates the vague look of things and objects and much more defined and clear. There are more colors and they are sharper. -*- Yeah but FO3/FNV players an modders are grumpy people, it's been that way for years. It's not as good as TES because the people are too busy being grumpy to each other. Oh and another thing, since NMC does not show up in FOMM I can run the game with the regular exe which by itself may eliminate the crash I had running from FOMM. I did run the 4GB patch file. -*- FOSE is the fallout script extender, it comes with the FoseLoader.exe which you use to create a shortcut which will launch the game. FOSE is required by a few mods so it's safe to just go ahead an get it running so you can launch it easy.
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First Fo3 Companion Mod Help
SpitBlock replied to scarycave's topic in Fallout 3's Mod Troubleshooting
Packages will scan from top to bottom, but the editor doesn't allow you to move them around, instead you got to delete an select an it's lame, instead use TES/FO3/FNV edit to edit those manually. There's quite a few things that FO3 edit will do that the GECK won't do. When the ai scans it's looking for a true or =1 instead of =0 yes an no, true or false. So to speak it can be complex just to set up a simple ai on a npc. Adding to this difficulty is the scripts, quests, and dialogs. Because most of the game is controled by scripts, quests, dialogs, an packages. If you don't know what you are doing you stand very little chance of getting it right the first time. Instead keep playing with it for a few years. You can get a modder to look at your file too an see what you did wrong. So long as the .esp/esm. isn't larger than 250k when in .rar you can even attach that to this page. -
Modded items disappear
SpitBlock replied to TheSentinelSuperSpy's topic in Fallout 3's Mod Troubleshooting
Well most of the time you want to start a new game if you going to install something. So play the character out until it's time to find another mod. Play it till they get killed then go find another mod an start a new game. Makes it easy to avoid a large amount of issues from being a waffle an switching the load order around. The game will auto correct all the content you moved an added, but it doesn't always work correctly. Then it pretty much blows up in your face, only waffles come out an that's when all the people that create the mods rush over to your house to collect them all for our waffle party. You got to do it fast before everybody else grabs all the waffles you know. I hurt my ankle last time someone did that, but I got 10 waffles, yep yep. -
I can look at that for you. If you are still around. Modding the hell out of FNV huh. That's the spirit. It takes a very long time to learn each type of data an how it relates in the last genereation gamebyro. It's longer than a few years, but I mean look at TES III an IV they've been doing it forever. We could try some things, but given the nature of the problem a inspection might help. You could also just delete it an try again, that's how you get good, by making the same thing over an over. It sounded like you have no idea what you are doing, else you wouldn't be here. Let me know an we can be modding buddies an go fishing for raider heads in the river sometime. ou ou I caught a fresh one.
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Trouble activating Unified HUD Project
SpitBlock replied to ronm4250's topic in Fallout 3's Mod Troubleshooting
So don't use NMM, Use FOMM/NVMM this was the old one that stopped being updated. It still works an NMM is roughly based on it. Just disable the online parts of FOMM so it doesn't waste time checking for updates an all that, while most of it works some parts were never fully developed. The package manager was an it's what you would use. Lots of times you get corrupted downloads which is just data loss from point a to point b when it's in travel to your computer. It doesn't happen as often if you use a wired connection, but still happeneds every so often. -
I'm getting the weirdest missing mesh errors.. AGAIN!
SpitBlock replied to RemQ's topic in Fallout 3's Mod Troubleshooting
Oh geez, GaryBash/WyreBash will merge some of those mods when you created a bashed patch. It's mostly automated. -
Uh those conflict, most of the larger mods will. They make patches you load in the load order to fix it, but you would have to figure out where to put it.
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What's it for? Like if we wanted to see what people were working on.