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yungskiz

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Everything posted by yungskiz

  1. Issue caused by a mod called enhanced npc awareness or something incompatible with it, tried loading last and still got the bug, I just won't use it, took me almost an hour of loading the game and testing to figure that out and it was the 19th mod in my lo, if it was one of the last I would have uninstalled before finding it lol
  2. When I use a thrown explosive or launched explosive about 20 seconds later the player will freeze, as if player controls were disabled via console or cutscene. Using enableplayercontrols does not work, disable then enable, resurrect, coc to a new cell, player.setscale, showracemenu the exit....long story short nothing works. I am truly stumped. While unable to move I cannot open pipboy, use hotkey, attack, aim, nothing I also cannot save using the escape menu or quicksave or casm. Using getavhealth I am at full health so the player didn't die due to the explosion and just not have the death scene play. Also not using a controller, keys are not losing their bindings and resetting does nothing This isn't part of the vanilla game so I started unchecking mods, nothing active that affects explosives ie Eve impact revised ballistics and it still does it, don't have any mod added explosives to uncheck, I'll continue filtering through my lo But does anyone know an alternate way to reenable the player controls? I've just been not using explosives but it takes away from the game as NPCs can use them just fine....that's probably important
  3. I didn't have any active effects, thanks for the suggestion though, I made a hard save and deleted all my casm save files and it fixed the issue, I don't think its possible for a mod added script to be attached to an autosave but what do i know lol.
  4. Im having an issue where the courier takes damage and I get a message saying courier six is unconscious I used to run death alternative debuff and the near death mod...on another playthrough but those mods were never loaded on this save group. Its super inconsistent damage wise, not at 50% or 25% health and its bugged, the PC can't move and is frozen doesn't fall to the ground and my ui disappears. It doesnt go away either I have to load a prior save, I can save using the escape menu and reload that save and im still stuck. I have no idea. I've tried dispelallspells with no results as well as killall hoping that it works like companions and the PC would regain consciousness I've tried searching for a console command to force "wake up" with no luck. I thought it might be fatigue related but using the getav fatigue during normal operation is returns the value of 610, and while unconscious I get the same number and I have tried both setav and forceav to different numbers and the PC still doesnt get up. Idk if this is a simple bug with an easy fix or im going to have to reinstall :/, also it does not do it with other playthrough saves, but this one is level 26...I've wealth with it for a bit
  5. i will apoligize for my lack of formatting, but this is how i brainstorm, mainly a dumping of ideas, but hopefully you can find some useable stuff make use of the HH tribals, clothes and melee weapons, get inspiration from far cry, easter egg, take the drug that allows you to hunt the yao guay ghost and -script wise- transports you to an alternate version of the island filled with ghouls, kind of like an "undead nightmare" and have the sky red, ammo pick ups, shotguns, mahetes stimpaks laying around maybe like one merchant if any at all warring tribes and your caught in the middle, have to choose sides or play both and have to choose which side at the last minute climactic turn of events....thats actually the entire new vegas plot lmao outside team of mercs paid to kill all the tribals so island can become a resort, they are either their own faction or aligned with one of the islands tribes (lying saying they are there to kill the other tribes and make them rich or give them cake or something) and then actually turn on them at the last second, they have work for the courier or he can choose to support the tribals and fight against the mercs and capitalism XD make a group of islands, fast travel by boat, or vertibird, each island could be its own cell at that point make one gigantic island the opening slideshow screen would say far cry : new vegas..
  6. i feel like this has been done already but i just went through the entire list of armor mods on the nexus. also tried using the search bar to no avail, i also need glasses so meh im looking for a bullet proof(resistant XD) vest that can be worn over clothing....and other armor i suppose. so i was thinking just rip the chest plate off the powder ganger guard armor, ive seen the tacticool vests but i was hoping to find a nifscoped version of the ingame asset any ideas? also it needs to be functional, and added to loot lists/npcs would be awesome, im using new vegas essentials, and your armor becomes an extension of your health so being able to find bullet "proof" vests strewn about would add a useful dynamic, possibly with different ballistic ratings (which would transfer into higher item health)
  7. thanks, doing so found 18 missing files, one of which was the billiard triangle, i forgot about this utility.....but for both EWIs and ojo bueno overhaul mods i somehow lose that specific object haha. so it didnt fix the issue :( i was able to fix it though! i downloaded "precision ballistics and munitions" from the nexus....which happens to replace projectiles! i had to remove unneeded masters (tribal, caravan, mercenary pack ect) because i dont have those but i placed the esps that mod adds at the bottom and it fixed it, it wasnt like that when they were higher up in the load order. so something somewhere was causing an issue. who knows lol
  8. so is happening to several mods at once, and ive tried deactivating several and reactivating one at a time to see if one of them is causing it, to no avail but im getting a red triangle when i fire specific guns from different mods the projectile mesh/texture is "missing" i put that in quotes because i opened two (one at a time to control variables) of the problem mods in the geck to see what the projectile data was set to to see if maybe im actually missing something, well several of the "problem" guns use 308 or 5.56 so if those graphic files are missing it would cause havoc to ALL the guns using that projectile.....nope just certain ones, i figured maybe it was a load order issue, so one at a time i put different effected esps at the bottom and that didnt help, i havent recently added any mods, and i would think that all the guns that use the 5.56 or 308 projectile would have this issue due to how the game works. am i missing something? i use impact and eve, havent had this issue before, impact does not modify projectile look as per the description, im going to reinstall eve, though im not sure it will do any good as the issue im having should not exist, like there are guns within those mods that work fine and also use 5.56 or 308. if it was one mod i could see there being a bug, but its with multiple that ive not had this issue before in all seriousness can i just replace the red triangle mesh/texture with a muzzle flash haha edit: so i noticed that within one mod there is a suppressed variant of a rifle that works fine but the standard version generates a red triangle when fired. so this made me think that maybe it was the actual muzzleflash file that was missing. so i downloaded a replacer, installed it and it didnt fix anything, but as far as a projectile goes......im not sure thats my issue because when everything worked there was a visible projectile leaving all of the guns (no idea what mod i have that caused that or if it was vanilla, my unmodded fnv experience came to an end not long after the game came out) so i feel like that might lead to a red triangle flying through the air towards the target when i fire
  9. if your using FOMM, back your save up (i wont say first, you should just do that after every play session with this game) then remove archive invalidation, load the game, do stuff....or not, its gonna be buggy, HARD SAVE.....not quick save....like escape menu save, exit the game, open fomm, re-apply archive invalidation, load game, cross fingers XD sometimes this works for me, if your getting close to the limit, learn about merging mods, it is a journey unto itself that can shorten your load order and seriously break stuff if you do it wrong, dont merge a crap ton of esps until you know the ins and outs. also dont be intimidated, if you break something just dont use that merged esp and use a back up save, merging can be more tedious than install breaking, take that advice with a grain of salt, i mod/merge/experiment willy nilly and i only have one reinstall left in my fnv experience. if i have to do that ill do one more play through, make it look as stunning as my setup will allow, only lore friendly mods and play the game from start to finish, ive been playing since the day it came out, and ive never beat it,never wanted to, but then ill have "finished it" and ill play fo4 :D
  10. first check to see what these esp's require as masters. but looking at your load order does willow (cazy) have willow esp as a master? if it does switch the order of those two - willow esp first (i dont have willow so i wouldnt know) you may have a Nevada skies issue, i used to use that as well, i would move the ttw edition to the bottom, dlc edition in the middle and basic first - IF ttw edition and dlc edition even have the basic edition esp as a master (i really dont remember) also whats deep blue? i searched the nexus and didnt find anything under that name, then googled fallout new vegas deep blue, now this is not meant to insult your intelligence in any way but is that a fallout 3 or 4 mod? i have done that by mistake myself back when i played 3 and new vegas also, and this is my favorite, check all the mods when you add them for masters, sometimes they say they require every bonus back (tribal, mercenary, ect) but they dont actually use them, in that case you have to wait for an update or remove those masters (thats its own separate process, and i type to fast for grammar to keep up so just google it :smile:
  11. i remember having this issue, the not so simple fix is to go in the geck and fix it to some default sounds and that takes some time, i think there was an update for it at one point, but if your looking at the modgames page in russian you wont find it. its a link in the description if i remember right. you can paste links into google translate and open the translated page. i either found the update at one point, or a fix for it because i no longer have the issue. but i have also installed a lot of sound replacers for NV and it really adds to the immersion, especially to be able to hear shots off in the distance, and high quality ones up close.....
  12. so i recently discovered what merging mods was/is and how that can be abused to be able to load way more than the #of allowed esp's....well i broke something im using the merge plugins utility, and i made a merged plugin (like my 5th...i got cocky?)....a gun pack, from 30 separate esps that added anywhere from 1 to maybe 10/12 guns i figured it worked because i can pull them up in the item browser mod and the game doesnt crash, but some of the guns show up as red triangles (not all, and with no consistency or pattern that i can see) i thought i corrupted some meshes and then reinstalled one of the original mods (inverse Berettas) and i still got the red triangles, so i thought NV was messing up, so i loaded the ORIGINAL esp, added the items and they worked fine, now heres where it gets weird, with the original mod esp loaded the guns that were in the merge pack now show up properly as well, even though theres no master file relations going on....its like with the original esp checked the game is all of a sudden able to find the meshes that were there to begin with, even though there are separate esp's can someone explain to me whats going on and maybe how to fix it.....probably not merge 30 esp's edit: found someone that merged 40 :D edit: found something interesting, inverse Beretta uses a BSA file.....do merge plugins and bsa files not mix? lol im trying, i found that bsa files do indeed cause trouble when merging, however i am using this http://www.nexusmods.com/skyrim/mods/69905/? which has a section about bsa files, maybe im not using the utility right
  13. so i just installed NV on my new machine with all sorts of mods (i now have 16g ram and more vram than a game this old knows what to do with :D) but im having some camera issues. i cant "turn my head" in 1st or 3rd while walking or running, and if i look around then move it locks my vision to where it was when i pushed the wasd key(s) its a touchpad, on a laptop(not touch screen). my old toshiba did not have this issue (its only flaw is that it liked to eat hard drives and was also five years old) i thought it might be mod related, but i plugged my external mouse in and it does not have this issue, so while this is not a game breaking bug, i prefer to use the touchpad over a mouse and im probably one in a million like that, and its also because i hotkey a lot of things to the numpad, aside from that there are 3 games where i have the numpad set up as the movement controls (8=forward, 4=left, 6=right, 2=back, 5=activate.....and for fallout i use B=activate) really hoping that this issue does not translate and that a fix for NV might help with games down the road i can still play, it would be nice to use the touchpad......i dont have a desk to put a mouse on XD thanks :3
  14. check your data folder to be sure the mods actually exist. make sure your mod manager is: managing the right game (fomm does fo3 & fonv, NMM does a host of games), and that knows where too look for said game/mods (directory) also, i have this issue with magix music maker (totally unrelated software) upon closing it will delete any synthesyzer (cant spell :P) presets i make because i need administrative permission to save to that directory, and it never actually asks me to verify/enter admin password
  15. im having some issues and was wondering if anyone had a solution. whenever push the "7" key in the pipboy my game immedietly crashes. as in to assign an item to the hotkey i have not added any mods recently and it even does this with no mods active i have verified the integrity of my files and 1 file was missing (did not fix the issue after downloading but it no longer gives me a java runtime error woohoo ) the second issue is coming from companions, there are several cells (victors shack, prospector saloon, the main cell of the ncrcf, the hideout added by cabals hitman mod) which crash my game upon entering. im actually used to that, it usually means that my save has been corrupted, which is why i have a backup folder but this time around thats not the case, im using the CAM mod and i have it set so i dont make any autosaves (and when i reload the game it allows me to save withouth crashing) when i dont have my companions with me these cells still crash, but if i set all of them to "setplayerteammateto 0" - it doesnt crash, im using the ezcompanions mod. somewhat fixed, the 7 key works now, i shut down & updated at the end of the day as usual (well, when there is a windows update anyhoo) annnnd today it works. i have NO idea, but im not going to question it. dear future readers who have the same issue, restart and/update.
  16. yeah, it just has misc items in its ammo list, this would be more of an nvse thing, a hotkey starting the animation for the throwing knife then doing damage via scripting more so than an actual "thrown weapon" the reason i suggest using the closed police baton is because it wouldnt look like anything in particular and would make this compatabile with custom added weapons.
  17. i tried a more difficult setup using the cover based stealth mod and more traits mod. -5 DT for everyone and 250% of the vanilla damage. long story short ive never died this many times in the first few hours of a new game. now, with these settings its more of a "who stikes first" kind of thing. as i was gunned down during the ghost town gunfight quest (ran out of ammo, but i had a cleaver) i thought...THROW THE CLEAVER so i searched the nexus, and not much turned up, so came the idea of being able to throw......anything! it would need nvse, but push a hotkey and you throw your equipped weapon instantly! it removes it from your inventory adds it to your targets inventory idk if theres a way to make it show up on the ground if you were to miss or hit a rock/wall/static object now it would work fine for vanilla weapons, but in the intrest of compatability the thrown weapon model could be the police baton, preferably closed, as its just a black cylinder and wouldnt look like anything in particular spinning through the air damage wise....im not too sure, it would be awkward to have a hollywood throwing knife kill using a 9mm pistol.....so i was thinking multiply the players strength by the weight of the object (f=ma..ish) and possibly include a mellee skill bonus multiplier....or a multiplier if its a mellee weapon your throwing (akin to getting a bladed or blunt object stuck in your target)its supposed to be a last ditch effort but it should do SOME damage so as to save your rear when your last enemy is down but not out thanks for reading :)
  18. so...its an EBR, with an underbarrel grenade launcher, the reciever of a browning auto rifle and a thumbhole stock this thing should weigh 30 lbs XD this could be a job for a talented mashup modder by the name of spamptrs you could literally take the front end of an ebr or the vanilla marksman rife...or the all american, put the automatic rifle reciever in the middle, and use the varmint rifle stock, although i......dont remember if the original had the thumbhole lmao, i know millenia's does though
  19. ok, i saw it a million times when i didnt want it, now i cant find it, even with the all knowing google: the jacket from drive aka matt pop scorpion jacket, it maaaaay have been on another mod site, but i cant remember. thanks if you can help me out, if you happen to have it and dont mind sharing i can pm you my email http://la.guestofaguest.com/wp-content/uploads/2011/10/0-ryanone.jpg
  20. would love to see a suppresor on that, it was one of his early mods. fyi spamptrs has a suppressed version
  21. bond123 made the "star ship orion" mod for oblivion, and it served as an awesome house for my characters till i stopped playing, it has over 5000 downloads so im sure there are others who remember this mod as well, its here http://www.nexusmods.com/oblivion/mods/10020 i wont ask for a port as ive found out thats its not plausible with the files used in that mod, but i think something in the likeness of it would be great for new vegas, bond worked a certian amount of magic with textures, but there are a lot of files in the speedy resource pack that would fit well here. unfortunatley there are not very many pictures on the mod page and the links to external pages are dead, the pictures from users are still there, one is of the player's quarter's dining room and the other is of the pool there was also a coffee shop with dining space, weapons/armor shop, a chapel/church, quarters on different floors for different ranks of crewmen (and women), sized and furnished accordingly, a large kitchen, large infirmiry, exterior balconies, player/capitan quarters, reactor room, and the front of the ship the players quarters had a large dining space leading ito a living room with the bedroom/bathrooms off to the side the reactor room was immense, modded vault reactor rooms may come to mind but this was comepletley different, it was like a large indoor park with grass and trees with a reactor at each end and didnt look like a reactor room at all the front of the ship opened up into something akin to a war room, and nv has a lot of vanilla resources for that (the wall map with moving magnifying glass, the circular hologram map/table thing ect) and then it went into the cockpit, something large scale would be cool but the vertibird cockpit would fit just some things that the oblivion mod had, since there arent many pics on the page itself. in terms of style picture the (removed?) terran starship command mod, but built for oblivion, just to put things in perspective, obviously if the speedy resources mod were used its going to have the look of those resources thanks for reading, and happy new years :)
  22. Did anyone ever find this armor, and weapon? thank you for helping me find the mod from my knife post, that pic jarred my memory lol. that is from BF2142 and you wont find that or my mod on the nexus. the armor was lost with an "underground" mod site whose address started with f3......it was made by "toxa" the guns can still be found though, i dont think we can link to external mod sites, especially when its content that cant be posted to the nexus, but i can tell you that is russian - hint use chrome - its a .net address and you go there to "mod" your "games" umm.... ".net"
  23. im looking for what i believe to be a gun mod, but i dont remember what it was, what i do remember/want were the knives that the mod also included as a bonus. some may recognize it from a popular fps game, but i know it as the m-tech extreme http://images1.opticsplanet.com/365-240-ffffff/opplanet-mtech-xtreme-tactical-fighter-knife-11in-mtx8054-main.jpg edit: found it, thanks to magnvs bringing the armor/wep post up. this is from an AK5c weapon pack, just not on the nexus
  24. well, the mod will not work without UIO, and will give you that error message if you do not have it, as it did me (grammar? oh well) re download uio and jip, install uio, then jip again
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