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EmperorsDynasty

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  1. I fixed this once before but I've forgotten exactly what it was... I THINK nvidia geforce experience causes the game to crash on startup? I exited out but it still occurs - do I need to uninstall it?
  2. Has anyone ever noticed this before? The entire cell is one floor with only two exits that are both doors (not elevators) and yet one door leads to the lobby (1F) while the rear door behind the kitchen leads to (2F) hallway in the casino. ...what....!!? Magic.
  3. Are you playing in Full Screen mode or Windowed Mode? If you're playing in Full Screen, try changing to Windowed Mode. If that fixes your issue then get Game Companion http://www.nexusmods.com/newvegas/mods/42956/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D42956&pUp=1 . It will force a borderless windowed mode.
  4. I would suggest posting over in the Mod Troubleshooting forums since something you've done with your mods is messing things up for you. I'd include a screenshot or two of textures, a list of all the mods you're using and your load order. Gromulos' pinned guide at the top of that forum is a short read and very useful, as well. I'm not familiar with FOMM but in Nexus Mod Manager turning archive invalidation off (uncheck) then on (check) has fixed texture issues that I've personally had.
  5. Devin, thank you so much for your response. What you say makes sense. I looked at JIP's Fast Travel Anywhere mod since does what you describe via XML with corresponding .dds for the map, markers, cursors, etc. I don't know XML at all but in the age of youtube tutorials maybe I'll give it a shot? I notice the UIO happens to come from JIP who made the aforementioned Fast Travel Anywhere mod. I haven't actually installed or used his fast travel mod yet but I from what I've seen in videos he doesn't use map markers other than as static text, all the input is done with a longitude/latitude style cursor. He also is uses a full-scale map (one of his .dds) that is unique from the pipboy map since you don't have to 'drag about' with the mouse to view various locations. For my purposes, that kind of overhaul isn't necessary to what I'd like to do. The default "World Map" that shows up in the pipboy would suffice just fine. Of course, it would have to be 'cut out' of the surrounding pipboy texture and and not queue'd to trigger your character pulling out and looking at his arm for it to display - rather, for it to just popup OnActivate of the console. Further, I'd have to get the game to recognize this world map as a Menu with all the features of a GetButtonPressed, map markers being recognized as iButtons that activate the scripts. Thanks again for your input.
  6. I had originally posted this in the Mod Talk forum but it looks like I should have posted it here instead. Can this be done? Example... Activate a console in Lucky 38 Penthouse, it opens a world map with limited map marker locations (either ones that game already used or custom). Selecting that marker won't fast travel you, but will instead... say... activate a script that will deploy (spawn) securitrons at that location. Or another application, you tie the same type of console to an area wherein any objects or people will be .moveto the location that you associate with the map marker 'button'. Now you've basically created a 'teleport field' that you can send objects or (with JIP CC) companions, through. I'm assuming the script extender would be used. Please, if you're certain this can't be done let me know so I don't waste my time trying to figure it out. Thanks in advance.
  7. Basically Dog/God has become a permanent follower while the game both believes I have no followers (JIP Companion Mod for instance will asy I have no companions) but he won't stop following me and makes it impossible to progress in Dead Money because I can't take Christine or Dean with me to complete their quest since they won't travel with me while I have a follower. There is no console command for terminating a follower script. Even enabling infinite followers with JIP as a workaround does not work, nor does disabling him. Killing him is literally the only thing that works but for obvious reasons that also makes it impossible to proceed. In case anyone else has this or a similar issue the following commands worked (sort of) set "010012FD".rCurrentFollower to 0 set "010012FD".bHaveCompanion to 0 the first digits (01) depend on load order of DLC but anyway... that allowed me to recruit the others, despite the fact that Dog is still following me instead of staying at the station even after the quest is 'complete.'
  8. Can this be done? Example... Activate a console in Lucky 38 Penthouse, it opens a world map with limited map marker locations (either ones that game already used or custom). Selecting that marker won't fast travel you, but will instead... say... activate a script that will deploy (spawn) securitrons at that location. I'm assuming the script extender is used.
  9. Nope, not that. I've also found that I can 'purge' this by just opening and closing the console! So strange..
  10. Didn't always have this issue, and I'm not sure what the cause of it is but maybe by the very specific symptom I'm hoping someone might have an idea as to the issue? Basically, after a playing for a little while the game will hang for 1-2 seconds whenever I open any container or corpse, sometimes the audio will stutter during this as well. However, if I alt-tab out then back in it will actually go away for a bit.
  11. Like this... ? Also there was no crosshair fix listed there... in the other section there was something about ironsights if that is what you were referring to..? https://www.youtube.com/watch?v=cTsqePG4mPg I skipped over the merging patches because I might want to disable some and keep others sometimes (i.e. keep reduced sunlight, but turn off darker nights and vice versa) and I'm not concerned about .esp caps because I'm not close to it. I also unchecked the Alias Mod Name box since the box on the right was empty.
  12. Ahhh.... well I hope I didn't break anything. Is there any way to test outside of stumbling upon issues in-game? I thought all the green check marks meant I was in good shape. Now that I've moved the bashed.esp into the data folder as soon as I open Wyre Flash I get an error stating "The following mods have an unrecognized TES4 header version: Bashed Patch, 0.esp". Ignore this? Also when I right click and hit rebuild patch there is a prompt with a ton of check boxes, only "Alias Mod Names" is ticked by default... should I just leave that and hit Rebuild, or should I Select All or...
  13. Very, very odd. When I run around the city, and the outside area where the Monroe is I get 40+ FPS. The NCR have already wiped out all the Khans EXCEPT Jessup and his Khan in the building. As soon as I go in there to kill them (and get the quest complete) the entire area around surrounding Boulder City comes has a huge FPS drop, sometimes as low as 5 FPS. It actually will start out at 60 and then quickly plummet. It is directly tied to the Boulder City Showdown quest because if I don't kill the last 2 Khans the area is fine. Once they are dead however, it is as if their souls nuked the entire Boulder City surroundings with a memory leak of doom. I've disabled most of my mods but it seems to have made no difference. Any advice would be appreciated. UPDATE: Doesn't appear to be mod related at all. I pulled all 3 .ini files and let the default load (only altering the ugrid size since the savegame has them to 9, so anything less would crash, right?) Narrowed it down to the Fallout.ini in documents and games, going to compare the differences between the one that works and the one that doesn't to find out what is causing this mess. SOLVED: "bBackgroundPathing=0" being set to 1 fixed this. I must have toggled this off with NVConfigurator. Weird. Well, now I have to reinstall all my MODS +_+ My thanks to the creators of Notepad++, that Compare Plugin is a Godsend.
  14. When I make a Merge Patch, it is an actual .esp file that can be dragged around, turned on and off. I don't see any such thing for the Bashed patch? You say it automatically makes a file... where? It doesn't show in my Mod List in Wyre Flash or anywhere else...? Not sure if I even need to do or worry about this step since I was able to turn all checks green using the FNVEDIT "Sort Masters" option that I didn't know about (thank you!). I went to that step after I found orange checks with 'masters' out of order with one being an esm and the other and esp (so impossible to change the order) or where they were both .esms but by changing the order it made two other mods go orange. Sort Masters FNVEDIT seemed to clear all that up. Just wondering about the bashed patch thing because I've since disabled my two merge patch .esps since you said you can't have both merge and bash and I'm wondering if I'm losing the benefits of that (if there are any)
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