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EmperorsDynasty

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Everything posted by EmperorsDynasty

  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. After the bashed patch in what...? Originally I thought you meant load order since that was what you were referencing but as I said, ENBs aren't part of the load order, they're not ESPs or ESMs they're just files you drop into the directory but you know this. I'm confused... are you basically just saying that you should not create a bashed patch if you have an ENB installed, but should uninstall it first?
  3. 2.3) One other thing, make sure you enable ( check mark ) the bashed patch Wrye Flash makes, then right click it and choose rebuild patch as the one Wrye Flash makes is empty, which should always be last in your load order unless you're using an ENB, SUM, ASIS, or the Reproccer. I'm thinking about trying out and ENB again. Particular attention to the unless you're using an ENB.... where should the bashed patch go in that instance? Confused by this since ENBs aren't enabled as .esp files so I don't understand how they effect load orders.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.'
  10. 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.
  11. Nope, not that. I've also found that I can 'purge' this by just opening and closing the console! So strange..
  12. 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.
  13. 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.
  14. 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...
  15. 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.
  16. 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)
  17. I'm very new to this. I tried using the BSA Browser from the Skyrim section but it seemed to allow me to do the same thing. I gained access to the paths you described and copied and overwrote the files in the nvdlcpre2 textures and meshes for the tribal raiding with the raider04 textures and meshes and it worked! I have the high-res replacement for the Raider Blastmaster Armor now working on the pre-order armor. Not sure if there was a better way to accomplish this with FNVEDIT but the mod has no .esp so the only thing I could think to try in there was to copy the values over from the armor in FNV.esm to the armor in the TribalPack.esm but it didn't work. Extracting the bsa and replacing the files directly works though. Thanks so much for your help. Much appreciated.
  18. Strange, I only have a nvdlcpre1 and pre3 folder - despite having the Tribal Pack (which works in game) and the Ultimate Edition..
  19. So this armor uses the same exact texture as the Raider Blastmaster Armor (RaiderArmor04 in Data/Texture/Armor and FNVEDIT) but mods like Wasteland Clothing Hi-Res Retexture seem to ignore this armor even while the Raider Blastmaster armor itself is improved. I went into FNVEDIT and replaced all the values of the armor in the TribalPack.esm with the values of the RaiderArmor04 from the main FNV.ESM. I figured this would now 'flag' as the RaiderArmor04 and when reinstalling the mod that changes the RaiderArmor04 it would update the Tribal Raiding Armor as well. Not so ! I can't seem to find the Tribal Raiding Armor as its own separate texture in any of the directories, either. Vault13 and LeatherPreOrder exist, but not this one. What am I doing wrong in my FNVEdit attempts that I am not getting this armor to work with the Hi-Res retexture? If the mod had an esp I would try copying the value from there to the TribalPack.esm rather than from FNV.ESM but it does not have an ESP. How do I proceed?
  20. Say no to the update. As long as NMM shows that the version # is the same as the latest one one this site (2.3.1) then you have the latest version. There is a patch/fix that is 2.3.2 but this is independent of the main file and that is what NMM is 'picking up' as a false update for the main file. Gopher explains this NMM bug in his tutorial here https://youtu.be/luG4WpIzl5A?t=434. Uninstall it, redownloaded. Say no to the update, install, THEN install the 2.3.2 Child eye fix separately.
  21. The Fallout Wikia says that you can recruit the Followers of the Apocalypse in Finishing Touches as an optional objective if you've done the Friends with Followers unmarked quest. I have done all the quests I can for Farkas but she will still accept med donations (Fixers, only it seems) even though I received the Hideout key from her ages ago. I don't see any bugs in relation to this quest but even if I were to use the console to setstage 100 for it now that WildCard Finishing Touches is already started and does not have that optional objective is there no chance of fixing this? Am I missing something? Thanks in advance for any insights
  22. Is there a way or a mod to 'skip' over whatever song is playing on New Vegas Radio and immediately get your news updates? I'd like to be able to hear all the news broadcasts as I progress but I don't necessarily want to have the radio playing the entire time I'm playing in order to 'catch' them.
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