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IedSoftworks

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Everything posted by IedSoftworks

  1. Ok. Thanks for your time, but when you not know a anwser for my specific question, then you didn't have to discuss. ;)
  2. 1. Wrong. When a Character got a voice, it also get a animation for the mouth, by SourceEngine-default. (Its also a guess, because I cant imagine that Obsidian created the animation by hand) And I qoute: "My guess, the animations are the problem here." 2. That not a problem, I used a very old leptop with 4 Gigs and the game went fluid. 3. For integraded GPUs you're right, but this litte guy here have 1 Gigs VRam from the GPU. And anything you said about 32-/64-bit and my ram has no effect to my game or anything else. As I said, I used a old leptop with 4 Gigs and I use always a 64-bit CPU. I am not dump with PCs, you know. So. Again, when I disable all FaceGenHeads everything works, with 30 FPS, because I didn't have the heads AND ANIMATION anymore, but thats no option, reason in the thread-start. I hear the voice, so that not because of a sound problem. And when I enable FaceGenHeads, I have the animations, heads and frame drops again. And yes, its not a problem when you talk to one guy, but when you came in a room, and f.E. Raider are talking. Then try to aim in 19 FPS. The fps drops, when I hear a conversation, too. Simply because the animation will be loaded, no matter if I can see them or not. I simply need a way to disable FaceGen-Animations, if exist a way.
  3. The point is, the issue was already in the vanilla-game. And without FCO I have no character-mod, who changed Vannila-NPCs.
  4. Hi, I installed recently Fallout New Vegas on my new leptop (for me new) and had a problem with the multithreading of my CPU. After that problem solved, I found another problem. Everytime when a NPC talked to me, my FPS go down to 19 - 10. Normal: 30 capped. I sayed to me: "Ok. Its for dialogue playable." But it get on my nerves, now, so I searched on Google and found diffent solutions. "disableEmotions": Nope. "iFPSClamp=60" / 40: Nothing. The only thing that worked, was to disable FaceGen-heads, but that is a bad solutions, because the camera goes crazy if I talk to people. After a time I talked to a NPC, who came from the "World Of Pain"-mod. Not voiced, or anything. And the FPS was 30. (normal Gameplay) But if I talked to Pete (who stands for vanilla-NPC), who stand at my side, the FPS goes down. My guess, the animations are the problem here. A interesting thing is, according to MSI Afterburner, my CPU or GPU are not at 100%, not even at 50% sometimes. So, It exist a mod or a INI-Change, to disable the animations? Thanks in advance, IedSoftworks Specs: Samsung R780: Intel Core i5-430 4 GB RAM, nVidia GeForce GT 330M ModList: This issue has nothing to do, with my mods, but here are my modlist. https://pastebin.com/774qpgaY
  5. Hi, thanks for the answer and the tips. I use Windows 7 and that will never get an update anymore and I didn't update NVSE or JIP. I simply done nothing with mods or upgraded .NET, drivers (No need, because no longer updated) or what ever. Well I updated Visual Studio. But after that, I could play the game complete normal, without those issues. Only yesterday it gets started have troubles and I installed nothing. I will do the "chkdsk" overnight and create a merge patch over FNVEdit, and let`s see if it helps. Good Night, Nine
  6. Well. The file is not uploaded, why ever. Here is my loadorder: 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 Fallout3.esm 7 7 Anchorage.esm 8 8 ThePitt.esm 9 9 BrokenSteel.esm 10 a PointLookout.esm 11 b Zeta.esm 12 c CaravanPack.esm 13 d ClassicPack.esm 14 e MercenaryPack.esm 15 f TribalPack.esm 16 10 TaleOfTwoWastelands.esm 17 11 YUPTTW.esm 18 12 Project Nevada - Core.esm 19 13 Project Nevada - Cyberware.esp 20 14 Project Nevada - Equipment.esm 21 15 Project Nevada - Extra Options.esm 22 16 Project Nevada - Rebalance.esp 23 17 SolidProject.esm 24 18 TTWInt_FollowerGoHome.esm 25 19 TTWInteriors_Core.esm 26 1a TTWInteriorsProject_Combo.esm 27 1b Weapons.of.the.New.Millenia.esm 28 1c WMVM.esm 29 1d AWOPDeadMoney.esm 30 1e AWorldOfPain(Preview).esm 31 1f SpeedyResources.esm 32 20 Primary Needs HUD.esm 33 21 FCOMaster.esm 34 22 Project Nevada - All DLC.esp 35 23 Project Nevada - Cyberware Additions.esp 36 24 Project Nevada - Rebalance Complete.esp 37 25 The Mod Configuration Menu.esp 38 26 The Weapon Mod Menu.esp 39 27 dD - Enhanced Blood Main NV.esp 40 28 LootMenu.esp 41 29 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp 42 2a Weapons.of.the.New.Millenia.Leveled.Lists.esp 43 2b Weapons.of.the.New.Millenia.Store.esp 44 2c 001 Project Weaponry.esp 45 2d KDS Wearable Backpacks.esp 46 2e TTW Expanded DC Vendor Inventories.esp 47 2f ttw_-_custom_race_ending_fix.esp 48 30 FlyingHouse.esp (Own Mod) 49 31 TTW-DisableTickets.esp (Own Mod) 50 32 WeaponModsExpanded.esp 51 33 WMX-ArenovalisTextures.esp 52 34 WMX-DLCMerged.esp 53 35 WMX-EVE-AllDLCMerged.esp 54 36 WMX-POPMerged.esp 55 37 AWOP WRP Patch.esp 56 38 AWOP-FCO3.esp 57 39 AWOP-WMX-EVE AllDLCMerged.esp 58 3a AWOPDeadMoneyVendorPatch.esp 59 3b All Weapon Sounds Overhaul .esp 60 3c JIP MiniMap.esp 61 3d HUD Extended.esp 62 3e Stimpak Hotkey.esp 63 3f Quick Trade.esp 64 40 BLIND.esp 65 41 Area 51 - Project Roswell.esp 66 42 KFE - Refill Water Bottles - Unbreakable Bottles.esp 67 43 KFE - Refill Water Bottles.esp 68 44 PN-Refill Water Bottles Patch.esp 69 45 VATSdisabled.esp 70 46 Weapon Retexture Project.esp 71 47 WRP - TTW.esp 72 48 EVE FNV - ALL DLC.esp 73 49 FCO - GlowingOne.esp 74 4a FCO - NPC Changes.esp 75 4b FCO - OHSB NPC Edits.esp 76 4c FCO - Roberts Patch.esp 77 4d UN-Main.esp (Own Mod) 78 4e UN-AWOP.esp (Own Mod) 79 4f BetterNVStart.esp (Own Mod)
  7. Hi Guys, some time ago I installed Fallout New Vegas with Tales of Two Wastelands. At this time I installed a bunch of mods. (See the attached file for the exact list) They worked all incredible together, anything works. But after I started my game today and loaded my current character, and get a bunch of error messages from following mods: "The Mod Configuration Menu", "The Weapon Mod Menu", "Project Nevada", and "Solid Project". Most about UI. Had someone the same issue and/or (even better) a solution. Greetings, Nine
  8. Hi, I hope this is the right Subforum and someone can help me generally with my mod. I currently write on a Fallout 3 - Mod with Deathclaws with magical abilitys. The player itself can use some of the abilitys, because the player become an half-deathclaw. And yes, lore-friendly is something else. The programming-work was and will be done by me, but I need someone who can create models for this mod. So. If you have fun to help with my mod, just write a comment, maybe with discord-tag, than we can discuss anything else. Sincerly, IedSoftworks
  9. Well, the teleport problem is solved. :happy: But, maybe you can me help at another point. I created a dialouge with a remote safe. I would create a container, but when i try open the container over the papyrus fragment in topic info, it doesn't work. :confused: This is my code: Container property Chest auto Chest.Activate(Game.GetPlayer())And the error is: Starting 1 compile threads for 1 files... Compiling "TIF__01005EC7"... E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\TIF__01005EC7.psc(9,0): no viable alternative at input 'Container' E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\TIF__01005EC7.psc(9,19): no viable alternative at input 'Chest' No output generated for TIF__01005EC7, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__01005EC7 Can you help me here? I don't know what the problem is. :sad:
  10. Yes. I know, but thank you. Now works all, nearly... or not. But this is a problem, that cause with the AI Package that force him to sit and the MoveTo-Command. But i look, how i fix this problem. xD
  11. Oh... Good to know. Thank you. Now I get no error messages. But Seran didn't appear. Well, it could be the problem, that Seran is in a Interior and i want teleport him to the Tamriel-Worldspace. But i could be a problem, that I could solve myself. But thank you very much. I was very frustrated. Now can i continue my work on the mod.
  12. Hi everyone. I ran into a problem, where I can't found any solution in the web and i am a complete newcomer in the Skyrim CK. If anyone can helped me, i would be very happy. I want make a mod, where the player can safe the items. One good Idea later, i created a dragon, named "Seran" and tried to summon him with a spell, over the "Summon" effect archetype. That works very fine, but i couldn't talk with him, what my target is. Another idea was, to set him in the Interior-Cell, what i created for the items. I set him on a floor, gave him a reference-id ("SeranREF") and wounder, where are the checkbox "Persistent Reference", what i knew from the GECK. I thourd, "Maybe the actors always persistent." And write in the magic effect, where i changed the effect archetype to "Script": Event OnEffectStart(Actor Target, Actor Caster) SeranREF.MoveTo(Game.GetPlayer()) endEvent And the compiler said: Compiling "SummonSeranSCRIPT"... E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\SummonSeranSCRIPT.psc(4,1): variable SeranREF is undefined E:\Steam\steamapps\common\skyrim\Data\scripts\Source\temp\SummonSeranSCRIPT.psc(4,10): none is not a known user-defined type No output generated for SummonSeranSCRIPT, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Can anyone help me? I have no idea, how i set the reference to persistent or how i create a variable with the actor-reference. And it NOT help, when you send some links, without explanation, okey? Sincerely, Ied Softworks
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