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J3tAc3

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Everything posted by J3tAc3

  1. As it says on the tin. I'm working on making a patch for FWE and FOOK2 and I need to zero out some scripts and let players know which things I've disabled when they leave the Vault. Can anyone help me write a script that says something along the lines of, "This [enhancement] from FOOK2 has been disabled - please use the FWE control panel to activate this feature!" I would appreciate any help doing this.
  2. As it says on the tin. Some mod keeps on flashing scenes of a creature of the black lagoon and a ridiculous sound to go with - it's getting really annoying and disruptive to my game.
  3. Title. I've been dealing with this for awhile now and I don't know what's going on here. I've installed New Vegas and done all of the adjustments recommended in the guide on github (learned about it from the ttw forums). Does anyone else know what this is?
  4. Pass me your load order. Do you use a mod manager? If so, what? It sounds like you're using conflicting mesh/body texture, due to a bad install or mod incompatibilities.
  5. From the "towards game stability" section of the troubleshooting wiki, it says to install these mods: NVTF - New Vegas Tick Fix is a lighter, more compatible version of the 64hz stutter bug fix from NVSR and is now the recommended solution to stutter problems. Fully Windows 7 & 10 compatible, including Fast Exit. No more fiddling with INIs!Alternatively, the older New Vegas Stutter Remover (NVSR) (requires NVSE or xNVSE. The NVSR 5.0 beta versions are stable, but many people have problems getting a problem free INI configuration for Windows 10. The author and several users has provided configurations they find to work on the "comments" page, but "your mileage may vary". Check version requirements of other mods when choosing.)New Vegas AntiCrash (NVAC) (solves most common CTDs).FNV Mod Limit Fix (Requires NVSE). Works with latest Steam and GOG versions. Fixes the FNV mod limit bug, allowing a maximum of 255 plugins to be loaded. It can also cause an increase in "Frame Per Second (FPS)", remove game stutter and allow for faster loading times especially when using a large number of mods."Sheson memory patch" for NVSE. (Increases "heap size". Use either the "heap replacement" feature of NVSR or this. Both together do not appear to conflict, but seem to be "overkill" at the cost of almost 1GB of game memory.) See the 'Issue: CTD without warning, "out of memory error", or stops responding' sub-topic in wiki article Fallout NV Mod Conflict Troubleshooting for simple but detailed instructions for enabling this patch or alternatives.Yukichigai Unofficial Patch (YUP) (and the various optional patches for it and other mods, There are other YUP patch files than on that page you may have to search out for other mods). Provides the most current and complete "bug fixes" for the vanilla game without requiring anything else.Get these mods installed and tell us what happens. Do you use a mod manager or are you simply playing the game from Steam/GOG/whatever? If archive invalidation is still a thing, you should toggle it just in case. But before that, I need to know if you're using a mod manager before I can help you further beyond copying/pasting info from the troubleshooting wiki.
  6. In addition to what Dubious said, give this mod a shot: Improved Lighting Shaders: https://www.nexusmods.com/newvegas/mods/69833 . From the description: "xNVSE plugin that almost completely fixes the exterior lighting bug, and allows up to 4x the number of active lights!" The author goes into detail and notes that there were limitations on the maximum number of lighting sources available per exterior cell - shadow problems such as you have posted should be resolved with the mod.
  7. Try to run the game again without any mods loaded - we're going to see if this is an INI problem or a mod-related problem.
  8. As it says on the tin. I'm creating patches for some mods but one mod has a ton of FORMID entries I need to include in the patch. Any way to get all of these things together instead of having to place over 200 entries by hand?
  9. Got some info from one of Dubious's posts, he said this: ":* Currently, the recommended alternative to NVSR, if you are running Win7 or Win10, is to try using the "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)" mods instead. However, until NVTF includes the option, you may want to continue to use NVSR for the "iThreadsFixedToCPUs" setting. Note though, use of NVSR along with NVTF is unsupported." Link: https://forums.nexusmods.com/index.php?/topic/9238658-ctd-every-30-mins-need-advice/ I may have gotten some bad info about heap replacement, but still I use the steps I listed above and never deal with CTD's on my New Vegas install.
  10. Don't give up on that mod yet, marek. I'll take a look at it and see if I can't fix the problems and send to the author for re-upload.
  11. Try these steps: 1. Disable New Vegas Tick Fix and Heap replacer. 2. install New Vegas Stutter Remover: https://www.nexusmods.com/newvegas/mods/34832/ 3. And please, for the love of [insert favorite Nuka Cola here], install FNV Mod Limit Fix: https://www.nexusmods.com/newvegas/mods/68714 Take a look at this description of the mod limit fix mod: "This plugin fixes the Fallout New Vegas mod limit bug. It allows a maximum of 255 plugins to be loaded. It can also cause an increase in fps, remove game stutter and allow for faster loading times especially when using a large number of mods." This mod is practically a godsend - really helped my Fallout 3 stop being crazy and it may significantly solve many problems with your NV install. 4. Install New Vegas Anti-Crash: https://www.nexusmods.com/newvegas/mods/53635/ 5. Install 4gb patch: https://www.nexusmods.com/newvegas/mods/62552/ Come back and tell me how it goes after you've done all of these steps. As an extra step, be sure to toggle archive invalidation off and back on again.
  12. I'll help out. What mod manager are you using?
  13. Mod Organizer 2 for the win with me. Virtual file system, no messing up your install, install/remove mods as simple as checking a box - I wish when I first bought Fallout 3 I went straight for Mod Organizer instead of Nexus or FOMM. I'll never look back at those two - MO2 for me!
  14. I'll take a look at the workbench and see what's going on. Which 20th century weapons pack are you using? I'm using this: 20th_centuary_weapons_5.12_with_addons 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668 If these are the same as yours, I'll see what's going on here and perhaps I will be able to generate a patch.
  15. You're going to have to open records in xEdit and see where the conflict is. To speed things along, I've created a patch for the two specifically. You said there were key NPC disappearing from existence. The problem is that the scripting for the first quest that gets you out of the vault, named Escape!, is modified by Ties That Bind and the player's sister needs to be referred to make things work. Let's take a closer look to show you what I mean (if you don't care about coding, you can skip the spoiler - it's meant to help others who might be having similar problems): As you can see comparing the lines of code, the Ties That Bind adds these lines specifically at the bottom: set TTBDialogue.CG04TrapAmanda to 1 ttbamandaref.moveto ttbCG04AmandaTrappedREF The Amata Follower adds this line specifically near the top: CG04AmataREF.enable <-- This line enables Amata to be available for processes when in the vanilla game she wouldn't be nor is she in the Ties That Bind scripting The conflict between the two is that to get the two to work together, you're going to have to make a patch and add some references to the quest. I've already made a quick fix for the two which I'll send to you via pm. Since these are follower mods, these mods should be placed at the bottom of your load order. Put my batch beneath these two mods in your load order and run the game again. Be certain to place this patch at the absolute bottom of your load order except for your merged patch - you'll probably need to rebuild your merged patch if you choose not to put the patch beneath it.
  16. This mod list is messed up. Going off a combination of the load order posted by the FWE Team and a list by BitRaiBec for Fallout 4, I've divided my mods up into distinct categories in Mod Organizer: UI/HUD, Bug Fixes, Textures, Audio/Music, Core Mods, Followers/Weather Mods. FOOK2 should be considered your core mod around which everything else will be built. Taking a quick look at your list, you should have all mods that you do not want to overwrite FOOK2 above FOOK2 and those mods which you specifically want to overwrite FOOK2 below it. Look at FWE's load order instructions (source: https://www.nexusmods.com/fallout3/mods/2761/): Before we do anything on your list, have you considered using Paradox Ignition's mergers? That team has compressed ironsights into far less esp's, so that means far less confusion and a cleaner load order. DALCO Inventory Sorter. I see that it simply adds prefixes to items. The problem with this is that it's going to remove the effects of items by replacing them with vanilla effects and simply giving items an improved name. To have the effects of FOOK2 items and get the names, you're going to have to make a patch for them. The items list is pretty long - that's why, while I'm making this patch for FOOK2-FWE I'm keeping it simply just those two overhauls and nothing else. Compressing your list into a more readable and doable format, this is how your mod list should go. When I give the titles, I refer to all ESP's associated with each mod. ESM Files CALIBR.esm ProjectBeauty.esm ESP Files Bugfixes Unofficial Fallout 3 Patch Radio Ownership UI/HUD IHud DALCO Inventory Sorter Pip-Pong DarnUI <--- User Interface Organizer STRONGLY recommended Audio/Music GNREnhanced Gameplay Sprint Mod Bullet Time No UI Blur Clothing/Armor/Gadgets Advanced Recon Tech ColtM4 Carbines Blackwolf Backpack Worldspace/Buildings DC Interiors intro Street Bus and Dupont Alignment Rivet City Alignment Core Mods: Project Beauty RH_Ironsights FOOK2 <-- Core Mod. This is your focus, build around it. WeaponModKits RH_Ironsights/WMK Patch Marts Mutant Mod Marts Mutant Mod/FOOK2 patch Marts Mutant Mod/DC Interiors Patch Project Beauty/Marts Mutant Mod Patch FOOK2 Overriding Files Pipboy Lighting Mods <--We place these mods here because we want them to override any FOOK2 changes to the game. Cromwell Has a Break No Player Cursor on Maps Enhanced Blood Textures Safe Regulator HQ Double Barrelled Shotgun Fix Followers and Weather Mods: Enhanced Weather Flora Overhaul Fellout <-- Remove this mod, it's already included in FOOK2 Merged Patch This is a reasonable load order that should pretty much give you everything you want. Be aware that you will still need to run all of the esp's though xEdit and make patches for FOOK2 and Project Beauty to work together correctly at the very least and check for any other conflicts that may arise. The question you should ask of yourself is, "What do I want this mod to do specifically?" The problem with a lot of mods is that they do more than a single thing and not necessarily to your advantage, so you'll have to sort it out manually. So let's take a look at FOOK2-Project Beauty specifically. FOOK doesn't change their faces, but Project Beauty does. So, you're going to have to open up FOOK2 and project beauty files together in xEdit, search for conflicts and copy all the conflicting NPC records from FOOK2 into a new ESP, let's call it FOOK2-ProjectBeauty. Now, you'll need to copy the face codes from every single Project Beauty record to their corresponding record in your newly-created FOOK2-Project Beauty patch. Grab a beer and put yourself into low-power mode because you're going to have A LOT of work to do. Find the next conflicting NPC, copy the face code from Project Beauty into the new NPC record in your patch. Rinse and repeat until all conflicts are resolved. You'll have to do this with Cromwell as well and possibly the shotgun fix if it edits shotgun records directly. I can't stress enough, using Mod Organizer 2 has been a tremendous boost and a massive weight off my shoulders in modding. I don't know too much about Vortex, but I do know the pain I had with Nexus Mod Manager and FOMM earlier. With MO2, your install directory stays clean and you can simply install/remove mods at will without overwriting anything and Bork'ing your install altogether. I hope this serves as help not only to you but to others as well. It's taken me awhile to get to this point, might as well ease the burdens of others so they can enjoy themselves during this time of quarantine.
  17. Howdy folks - it's just as it says on the tin. I've been banging away at this for two days and I just can't figure out what's going on here - can anyone help me with this? Here is my load order: Are there any known offenders in this mod list? EDIT: breaks inserted for easier viewing
  18. After doing some research, I think the thing is that I've exceeded my plugin limit at 131 exactly. Others may have more generous leeway in their systems, like 135-140 or so, but for me, it's 131 at max with no screw ups. If I go so much as 1 over 131, that's when the trouble begins. I'm leaving this here for posterity's sake - if anyone else has this problem, this is what worked for me.
  19. As it says on the tin. What does this mean? I also am getting red diamonds with white exclamation mark inside, even though all of my meshes are installed and I'm getting body textures stretched out on the ground as well. This is happening at Camp McCarran.
  20. Thank you for the help. I've rebuilt the LOD and the LOD errors have been all but eliminated - I think I need to run it once again after sorting my load order with LOOT first.
  21. Hello there. I've been having trouble with The Courier's Cache mod that keep generating this in my NVAC log: 13233512 _ DISABLED _LOD_ERR 13233512 e 006FCF03 C0000005 FalloutNV.exe 13233512 _ DISABLED _LOD_ERR 13233512 e 006FCF03 C0000005 FalloutNV.exe 13233512 _ DISABLED _LOD_ERR 13233529 _ 00400000 00000000 FalloutNV.exe What does this mean? Other mods generated Disabled LOD ERR entries as well, even though I did an xEdit QuickAutoClean and reopened and saved the esp's in the GECK. Is it possible to correct this mod or is it simply messed up and fixable only by the author?
  22. Take a look and do absolutely everything herein: https://steamcommunity.com/app/22370/discussions/0/828937546147175081/
  23. As it says on the tin. Could use some help here. Was able to filter my weapons by weapon type (energy weapons), but when I try to create a merged patch, it doesn't create a patch tying all of my weapons together. Can anyone help with this or point me to some tool that will merge the filtered weapons?
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