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Nexus Mods Profile

  1. Have you tried seeing if anyone who has your mods could send you their files? I don't know what kind of work you've been doing on it but it would be better than staring from scratch.
  2. Thank you, your posts were very helpful. I solved it by simply reinstalling the ARESproject.esp. I had not actually cleaned that esp, the only change I made to it was flagging it as an ESM in the header so I could make it a master to a different esp to make changes. I wanted to change some of the scripts and GECK doesn't seem to like having esp's mastered to other esp's (when I try to save it any overright of a reference from the master esp gets replaced with a -DUPLICATE000) I do wonder why when I had disabled ARESproject.esp last night the spiral of doom still happened unless I also disabled Active Wasteland, yet it works fine now without making any changes to Active Wasteland. I'm not too worried about that though, at least not yet...
  3. I've been playing on this save for a while and so far everything has been working fine since I used FNVedit to painstakingly fix every conflict and merged files I could, until I tried to enter Vault 11's Lower level: http://i.imgur.com/A7yrTL9.jpghttp://i.imgur.com/przapqy.jpghttp://i.imgur.com/ehw3tOX.jpghttp://i.imgur.com/Mj8mQJ6.jpg If it is hard to tell what is happening here, every creature and item in the cell seems to be stuck to the exact same point, the cell's center presumably. The entire cell is completely clean as seen in the last picture, but is impossible to move my character and my body is fused with my companions (unseen because I was in first person when I used the TFC command to take the screenshots).. I can turn, shoot, talk to my companions, but even when I turn off collisions my character still cannot move, and will only play a running animation in place. I checked in FNVedit and this cell (vault11c) is currently being edited by: The New Bison Steve Hotel.esm, Interior Lighting Overhaul - Core.esm Project Nevada - Equipment.esm Project Nevada - Cyberware.esp ARESproject.esp Ultimate Invisible Wall Remover.esp Active Wasteland MERGED.esp ILO MERGED1.esp None of these mods show any conflicts though, and only place some objects. Unchecking ARESproject and Active Wasteland both fixes the issue (it still persists with either one remains checked), but the strange thing is that if I move my character to a different part of the cell, save my game, reactivate those two esps and then load up the save, I and all the cell's objects will teleport back to that point. I already have a plan to work around it since I can just remove the changes those esps made and rework the ARESproject quest to avoid the issue altogether, but since this is an outright bizarre error with no obvious cause I really want to know if anyone else has encountered it and knows the reason.
  4. That error occurs when a reference has a formID that doesn't exist, and for me usually comes up when merging mods since the formIDs are often changed and not correctly replaced with a new existing reference. Right-click on the esp you want to check for, and click "Check for Errors." FNVedit will scan the directory and display any errors in the Messages tab, including the <Error: Could not be resolved> forms. It will tell you the directory of each instance. There are a few glitches that will make this not work though, specifically if you remove a master from an esp's file header to clean it out it can mess up the form ID's of records that don't even have relations to the deleted master, replacing them with <Error: Could not be resolved> records, but when that happens the FNVedit error scan doesn't detect them for some reason.
  5. I only recently acquired New Vegas for PC after growing tired of it on console, and decided to completely revamp it with as many mods as I could working with a clean save and my experience modding Oblivion, and I was successful until I ran into a very unusual error. I installed a few new mods and when I went to test them, the game became unstable. To be precise, all modded meshes, such as my pip-boy 2500, the faces of every character affected by the Fallout Character Overhaul (which is all of them save for my own), and other such modded resources fail to load and became missing mesh icons. The pause menu became unavailable (the esc key was unresponsive), the screen turned pink when I brought up the console (which may be due to a dynavision missing texture that added static to it) and if I attempted to enter a new cell the game would crash. Obviously my first assumption was that there was a conflict, but couldn't find what it could possibly be when viewing the files. I uninstalled those mods anyway to be safe, and tried a different batch. The same problem occurred. After some experimentation I found that there wasn't any conflicts, just that the game would fail to load modded resources if I had any esp's active in the '8f' ranking of the load order. It is also worth mentioning that when loading a clean save, the game works fine at first until it finishes loading the esp in the 8f rank, then suddenly the meshes disappear and the game becomes unstable as described above. However, as soon as I deactivate any esps until there is no longer one in the '8f' slot, the game works fine. This is my current WORKING load order. The game runs perfectly with the list posted here, but the second I activate any one of the unchecked esps shown or and any other esp (yes, even the innoculous TWO BEARS HIGHFIVING.esp and several weapon and armor additons), the game becomes unstable. [X] FalloutNV.esm [X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] CaravanPack.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] Project Nevada - Core.esm[X] Project Nevada - Cyberware.esp[X] Project Nevada - Equipment.esm[X] Project Nevada - Rebalance.esp[X] Project Nevada - Extra Options.esm[X] JIP Selective-Fire.esm[X] FCOMaster.esm[X] Inventory Access.esm[X] Active Wasteland.esm[X] More Perks.esm[X] More Perks for Companions.esm[X] More Traits.esm[X] DFB - Random Encounters.esm[X] Companion Core.esm[X] RobCo Certified.esm[X] IWS-Core.esm[X] AWorldOfPain(Preview).esm[X] Children of the Wasteland.esm[X] UWHNV-Core.esm[X] SomeguySeries.esm[X] Niner.esm[X] CFWNV.esm[X] Interior Lighting Overhaul - Core.esm[X] Interior Lighting Overhaul - L38PS.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] NSkies URWLified.esm[X] The Mod Configuration Menu.esp[X] Project Nevada - Rebalance Complete.esp[X] Project Nevada - Cyberware Additions.esp[X] Project Nevada - All DLC.esp[ ] TWO BEARS HIGHFIVING.esp[X] WeaponModsExpanded.esp[X] WMX-DeadMoney.esp[X] WMX-GunRunnersArsenal.esp[X] WMX-HonestHearts.esp[X] WMX-LonesomeRoad.esp[X] WMX-ModernWeapons.esp[X] WMX-MW-GRA.esp[X] WMX-OldWorldBlues.esp[X] WMX-PreOrderPackCaravan.esp[X] WMX-PreOrderPackMercenary.esp[X] WMX-PreOrderPackTribal.esp[X] WMX-PreOrderPackClassic.esp[X] UHNV.esp[X] UHNV-OWB.esp[X] UHNV-Lonesome Road.esp[X] UHNV-Honest Hearts.esp[X] UHNV-Dead Money.esp[X] WeaponJamming.esp[X] JIP Realistic Weapon Overheating.esp[X] FCO.esp[ ] Ambient Temperature - PPA.esp[X] Jump Fall Fixer.esp[X] Powered Power Armor.esp[X] LFox Bottle That Water.esp[X] Alternative Repairing.esp[X] Alternative Repairing - Honest Hearts.esp[X] Alternative Repairing - Bottle That Water.esp[X] Active Wasteland - Coffee Maker.esp[X] Active Wasteland - Dead Money Coffee Maker.esp[X] Active Wasteland - Dead Money Goggle Tints.esp[X] Active Wasteland - Dead Money Replacements.esp[X] Active Wasteland - Goggle Tints.esp[X] Active Wasteland - Vanilla Replacements.esp[X] dressup.esp[X] Companions Relax.esp[X] AllCompanionsEssential 2.0b.esp[X] Follower Home Marker.esp[X] More Perks Update.esp[X] More Perks for Companions Update.esp[X] More Traits Update.esp[X] pipboy2500_edisleado.esp[X] DFB - Random Encounters - Update - MCM.esp[X] RobCo Certified Friendly Hit Fixer.esp[X] NVWillow.esp[X] Project Nevada - WMX.esp[X] The Weapon Mod Menu.esp[X] Light My Flare.esp[X] GRARG.esp[X] AWOPDeadMoney.esp[X] AWOPDeadMoneyVendorPatch.esp[X] FlashlightNVSE.esp[X] Children of the Wasteland - No Essential.esp[X] Glow Sticks.esp[X] UWHNV-Addon-DLC.esp[X] UWHNV-Addon-FollowerHome.esp[X] UWHNV-Addon-GRA.esp[X] UWHNV-Addon-NoCompanionsRoom.esp[ ] UWHNV-Addon-Time for Bed NV.esp[X] UnlimitedCompanions.esp[X] WMX-AWOP Patch.esp[X] TheInheritance.esp[X] NewVegasBounties.esp[X] NewVegasBountiesII.esp[X] Russell.esp[X] Faster Terminals.esp[X] delilah.esp[X] Colored Piplight - Amber.esp[ ] Colored Piplight - Blue.esp[ ] Colored Piplight - Green.esp[ ] Colored Piplight - White.esp[X] Piplight Brightness - 200%.esp[ ] Piplight Brightness - 300%.esp[ ] Piplight Brightness - 400%.esp[ ] Piplight Brightness - 500%.esp[X] BrigComp.esp[ ] SunnyCompanion.esp[X] DLC Weapon Integration.esp[X] CFW-DLC.esp[ ] CFW-PN.esp[X] CFW-PN-DLC.esp[X] Unique skill Magazines.esp[X] AG Supplementary Uniques-AllInOne.esp[X] AG Supplementary Uniques-GRA.esp[X] MCL_Weapon_Pack.esp[X] Gyrojet.esp[X] UltimatelyStrongAutoShotgun.esp[X] Karabiner98k.esp[X] ASG.esp[X] Jmod Bullpup Pack.esp[ ] Minimissilelauncher.esp[ ] MosinNagant.esp[ ] M14.esp[ ] G43.esp[X] IWS-Core-Guards.esp[X] IWS-Core-Patrols.esp[X] IWS-Core-Civilians.esp[X] IWS-DM.esp[X] IWS-HH.esp[X] IWS-OWB.esp[X] IWS-LR.esp[ ] LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp[X] LUMENARIUM - Working Sunglasses ONLY.esp[X] ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp[X] NSkies URWLifiedDM.esp[X] NSkies URWLifiedHH.esp[X] NSkies URWLifiedOWB.esp[X] ELECTRO-CITY - Darker Nights.esp[X] LUMENARIUM - Bright Clear Days.esp[X] ILO - A World of Pain.esp[X] ILO - Dead Money.esp[X] ILO - Fallout New Vegas.esp[X] ILO - GS Shack.esp[X] ILO - Honest Hearts.esp[X] ILO - Lonesome Road.esp[X] ILO - NSkies URWLified Patch.esp[X] ILO - Old World Blues.esp[X] DYNAVISION 3.esp I'm really against the wall here. While I am more or less satisfied by the currect active mod list I would like to find a way to get a few more weapon/armor addons to work.
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