-
Posts
40 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by J3tAc3
-
-
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.
-
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?
-
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.
-
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.
-
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.
-
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.
-
Never mind, I found out how to do it properly.
-
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?
-
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.
-
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.
-
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.
-
I'll help out. What mod manager are you using?
-
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!
-
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.
-
[deleted]
-
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):
Amata follower Escape! quest script:
SetLocationSpecificLoadScreensOnly 1
SetInCharGen 1 ; no leveling during chargen
startQuest CG04
; enable NPCs
CG04ActorMarker.enable
CG04AmataREF.enable
; enable separately so can be disabled separately
CG04TomHoldenREF.enable
CG04MaryHoldenREF.enable
; set local map blockers
CG02HiddenPlaneREF.enable
CG03HiddenPlaneREF.enable
CG04HiddenPlaneREF.disable
; change radio to scripted broadcast
RadioVault101REF.enable
RadioVault101REF.SetBroadcastState 0
set CG04.RadioTimer to CG04BroadcastTimer
; lock door to vault exit
Vault101ExitDoor.Lock 255
; lock dad's terminal
CG04DadsTerminalREF.lock 255
; set up player
DisablePlayerControls 1 1 1 1 0 0 1
player.ResetHealth
SetPCYoung 0 ; player should now be back to normal
set CG04.timer to 1
set CG04.runTimer to 1
playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
CG04AmataREF.moveto CG04AmataStartMarker
player.moveto cg04playerstartmarkerTies that Bind Escape! quest script
SetLocationSpecificLoadScreensOnly 1
SetInCharGen 1 ; no leveling during chargen
startQuest CG04
; enable NPCs
CG04ActorMarker.enable
; enable separately so can be disabled separately
CG04TomHoldenREF.enable
CG04MaryHoldenREF.enable
; set local map blockers
CG02HiddenPlaneREF.enable
CG03HiddenPlaneREF.enable
CG04HiddenPlaneREF.disable
; change radio to scripted broadcast
RadioVault101REF.enable
RadioVault101REF.SetBroadcastState 0
set CG04.RadioTimer to CG04BroadcastTimer
; lock door to vault exit
Vault101ExitDoor.Lock 255
; lock dad's terminal
CG04DadsTerminalREF.lock 255
; set up player
DisablePlayerControls 1 1 1 1 0 0 1
player.ResetHealth
SetPCYoung 0 ; player should now be back to normal
set CG04.timer to 1
set CG04.runTimer to 1
playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio
CG04AmataREF.moveto CG04AmataStartMarker
player.moveto cg04playerstartmarker
set TTBDialogue.CG04TrapAmanda to 1
ttbamandaref.moveto ttbCG04AmandaTrappedREFAs 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 ttbCG04AmandaTrappedREFThe 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.
-
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/):
---------------------------------------------------------------
FWE Master Release - Recommended Load Order
---------------------------------------------------------------
Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
<---------------------------.esms from all other mods (except follower and weather mods!)
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
<--------------------------- .esms from Follower and Weather mods
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
<--------------------------- .esps from other mods (except follower and weather mods!)
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES
FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP)
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp (FROM FOIP)
EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Project Beauty.esp (FROM PROJECT BEAUTY)
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)
<--------------------------- .esps from Follower and Weather mods
<--------------------------- Your merged patchBefore 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 FOOK2Merged 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.
-
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:
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 ArmorKeywords.esm
9 9 WorkshopFramework.esm
10 a HUDFramework.esm
11 b DEF_WIDGETS_CORE.esm
12 c PANPC.esm
13 d MakeFoodFasterFramework.esm
14 e Damage Threshold.esm
15 f SettlementKeywords.esm
16 10 IndustrialScrapping.esp
17 11 Homemaker.esm
18 12 SimSettlements.esm
19 13 VotWMaster.esm
20 14 TrueStormsFO4.esm
254 FE 0 Loot Detector.esl
21 15 Darlene.esm
254 FE 1 AmmunitionAndExplosiveManufacturing-nodlc.esl
254 FE 2 VotWSpecialVideos.esl
FAR.esl
22 16 SettlementMenuManager.esp
23 17 WorkshopPlus.esp
24 18 OVT.esp
25 19 Faster Terminal Displays (100x).esp
26 1a ImmersiveScrapping_SeasonPassVisPatch.esp
27 1b ImmersiveScrapping_TidyUp.esp
28 1c ImmersiveScrapping_SeasonPass.esp
29 1d Atomic World.esp
30 1e RAW INPUT.esp
31 1f Crimsomrider's DLC Ammo.esp
32 20 Free_the_Beards_NW.esp
33 21 LooksMenu.esp
34 22 LooksMenu Customization Compendium.esp
35 23 CBBE.esp
36 24 Armorsmith Extended.esp
37 25 Armorsmith Cat_woman1989.esp
38 26 AlexSleevePatcher.esp
254 FE 3 NoLoopingWeaponSounds.esp
254 FE 4 NoLoopingWeaponSounds_DLC_Nuka.esp
39 27 Superboss Swan.esp
40 28 Deeper Thoughts - Expressive Curie.esp
41 29 StartMeUp.esp
42 2a No more monochrome - Color setting for the Pipboy!.esp
43 2b VIS-G Item Sorting.esp
44 2c WmkActiveEffects.esp
45 2d CompanionStatus.esp
46 2e HoloTime.esp
47 2f SurvivalOptions.esp
48 30 SurvivalOptions_SurvivalStatsWidget.esp
49 31 WheelMenu.esp
50 32 TransferSettlements.esp
51 33 FLF-Main.esp
52 34 FLF-Medium-Far Harbor DLCCoast.esp
53 35 FLF-Light-Nuka World-FDI.esp
54 36 Vault-Tec Historical Preservation Initiative.esp
55 37 FLF-Full Dialogue Interface Compatibility Patch.esp
56 38 PIP-Pad.esp
57 39 PIP-Pad_LMCC.esp
58 3a SCDC_v0.5.esp
59 3b SCDC_Optional_-_Mute_Player_Character_Voice.esp
60 3c E3PC.esp
61 3d LegendaryModification.esp
62 3e LegendaryModificationMisc.esp
63 3f LegendaryModification - DLC Far Harbor.esp
64 40 KillTips_by_tooun.esp
65 41 Friffy_Holstered Weapons.esp
66 42 Holsters & sheaths.esp
67 43 VisibleWeapons.esp
68 44 CigaretteInMouth.esp
69 45 DansesWearableHolotags_v01-2.esp
70 46 Assorted Revolutionary Capes.esp
71 47 Balaclava.esp
72 48 Canteens of the Commonwealth + VIS.esp
73 49 Crimsomrider's Accessories.esp
74 4a CitySurvivor.esp
75 4b ApalCSA.esp
76 4c MLA.esp
77 4d Eli_NukaStuff.esp
254 FE 5 TheKite_Railroad_Handmaiden.esp
78 4e Crimsomrider's Tomb Raider.esp
79 4f TTOutfit.esp
80 50 Mercenary.esp
81 51 Armorsmith L0rdOfWar.esp
82 52 AnS Wearable Backpacks and Pouches + Addons.esp
83 53 Armorsmith Pack It Up.esp
84 54 WestTekTacticalOptics.esp
85 55 WestTekTacticalOptics-AWKCR.esp
86 56 APAL_CSA_Mod3.esp
87 57 EnclaveX02.esp
88 58 CROSS_Jetpack.esp
89 59 EXALT Cybernetics.esp
90 5a AK74M.esp
91 5b F4NV-AMR.esp
92 5c BullpupBozar.esp
93 5d DP_CaravanShotgun.esp
94 5e Wana_SA58.esp
95 5f DOOMDesertEagle.esp
96 60 ImmersiveDOOM50AE.esp
97 61 F4NVServiceRifleRedux.esp
98 62 F4NVServiceRifleRedux_AWKCR.esp
99 63 MA37.esp
100 64 LightsaberMod.esp
101 65 Tactical Flashlights.esp
102 66 Tactical Flashlights - Settings.esp
103 67 brotherhood of steel overhaul.esp
104 68 W.A.T.Minutemen.esp
105 69 FO4 NPCs Travel.esp
106 6a Immersive Fallout (DLC).esp
107 6b Some Assembly Required.esp
108 6c Some Assembly Required (Legendary Patch).esp
109 6d Impervious Power Armour.esp
110 6e Impervious Power Armour - Automatron.esp
111 6f Better Power Armor - Extended.esp
112 70 Better Power Armor - BLD - Patch.esp
113 71 AWKCR - Mod Power Armor Engine Glitch Fix.esp
114 72 Consistent Power Armor Overhaul.esp
115 73 Brotherhood Power Armor Overhaul.esp
116 74 BPAO - Automatron Patch.esp
117 75 More Power Armour Mods.esp
118 76 PAMAP.esp
119 77 Better Locational Damage.esp
120 78 Better Locational Damage - DLC_Far_Harbor.esp
121 79 BLD - Leveled Lists - DLC.esp
122 7a Better Locational Damage - VIS+Addons.esp
123 7b Better Explosives Redux.esp
124 7c Better Perks Enhanced Merge.esp
125 7d CriticalHitsOutsideofVATS.esp
126 7e FIXEDGoodfeels_no_DLC_needed.esp
127 7f PushAwayCompanions.esp
128 80 Give Me That Bottle.esp
129 81 MakeFoodFaster.esp
130 82 MakeFoodFaster - Far Harbor.esp
131 83 Weapons of Fate.esp
132 84 More Smarter Companions Mod.esp
133 85 Wastelander's Cookbook.esp
134 86 Gameplay Mods Merge.esp
135 87 Realistic_conversations.esp
136 88 SilentProtagonist.esp
137 89 LootableCars.esp
138 8a PA-Quick Animations.esp
139 8b LMBTOverlays.esp
140 8c The Eyes Of Beauty.esp
141 8d LookingStranger.esp
142 8e KSHairdos.esp
143 8f KSHairdos_oel.esp
144 90 Lots More Male Hairstyles.esp
145 91 Glowing Eyes.esp
146 92 UniqueMalePlayerAndFollowersDLC.esp
147 93 Truly Unique Nick - VR+MSCM.esp
148 94 Natural Curie - Subtle Tweaks (Tanned).esp
149 95 Dogmeat A True Companion Insanity.esp
150 96 DarleneDLC.esp
151 97 HeatherRedux.esp
152 98 llamaCompanionHeather.esp
153 99 llamaCompanionHeather-VIS-G - AE Patch.esp
154 9a PD_LowerWeapon.esp
155 9b Better Vendor Stalls.esp
156 9c Northland Diggers.esp
157 9d OCDecorator.esp
158 9e SSEX.esp
159 9f WorkshopSupplyRemover.esp
160 a0 Homemaker - Bunker Disabler.esp
161 a1 Homemaker - Streetlights Use Passive Power.esp
162 a2 BetterGenerators.esp
163 a3 Better Harvests.esp
164 a4 Power Conduits and Pylons - Increased Radius x3.esp
165 a5 Waterworks.esp
166 a6 AS_CraftableInstituteStations.esp
167 a7 ManufacturingExtended.esp
168 a8 ManufacturingExtendedFH.esp
169 a9 MEAddonComboButcher.esp
170 aa Northland Diggers New.esp
171 ab CraftableAmmunition_Adjustable.esp
172 ac CraftableAmmunition_FarHarbor.esp
173 ad DD_MMX_Faction_Flags_AlwaysAvail.esp
174 ae HappyMaker.esp
175 af OCDecoratorDLC.esp
176 b0 OCDispenser.esp
177 b1 Thematic and Practical.esp
178 b2 Thematic and Practical - DLC.esp
179 b3 TrueStormsFO4-GlowingSeaExtraRads.esp
180 b4 TrueStormsFO4-FarHarbor.esp
181 b5 TrueStormsFO4-NukaWorld-FH-Compat.esp
182 b6 Cleaner Settlements DE.esp
183 b7 SOTS.esp
184 b8 MarketRedone.esp
185 b9 FortStronger.esp
186 ba LibertaliasReign.esp
187 bb InstituteJunkyard.esp
188 bc USNBOSTONWRECK-WithMarker.esp
189 bd commonwealthextended.esp
190 be CombatZoneRestored.esp
191 bf LimaOutpost.esp
192 c0 WilkesEstate.esp
193 c1 Skip DIMA memories.esp
Are there any known offenders in this mod list?
EDIT: breaks inserted for easier viewing
-
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. -
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.
-
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.
-
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.exeWhat 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?
-
Take a look and do absolutely everything herein:
https://steamcommunity.com/app/22370/discussions/0/828937546147175081/
-
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?
Help getting a script to write a message when outside Vault 101
in Mod Troubleshooting
Posted
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.