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Billy1969

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Everything posted by Billy1969

  1. Usually pink stuff means you're running out of VRAM (the ram on your video card), these pink textures can show on faces and/or npc hands and hairs but it can happen with load screens also. Maybe you are using too many High Resolution Texture packs for your video card to handle properly? Also, when you start seeing the pink stuff CTD is just around the corner. Edit: If you are on Windows 10 the game can handle less HQ textures than in windows 7 due to how windows10 handles directx 9 games, the video ram gets locked at 4GB maximum even if you have a TitanZ card with 12 GB on board, special thanks to Microsoft who screwed directX 9 games in their latest OS. So in short, if your game ran fine in win 7, it will and cannot handle as many textures as it could before upgrading to win 10 and this can cause your symptoms of pink textures or worse CTD if you had more than 4GB total loaded of them in windows 7.
  2. Thanks for your input, I didn't know the DLC's were supposed to be played before the battle, I thought to do as I did for Fallout 3, finish the main game and then do the DLC's in the order they were published. (I had the mod that enabled you to keep on playing after main game, I also have that mod for FNV) I completed everything in the main game save the battle, I will hold off the battle then and play the DLC's.
  3. It's a shame Obsidian didn't fix that plugin limit, I could run 187 plugins stable in Fallout 3 but I have a limit of 139 in Fallout New Vegas before things start crapping out badly. Of course I merged a whole lot of plugins but still I need more space :) I looked at the first post in this thread and your excel sheet with your mods is very informative, thanks for that! I will certainly consult it regularly to see if I can merge still some mods in :)
  4. You won't believe it but I still haven't made up my mind :) Still no battle for Hoover Dam, although I think I will take the Yes-Man scenario, hopefully the quest for NCR will be closed (failed) or else I'll try that one also lol
  5.     I still have to try out the Rockwell mods, concerning the Bison Steve Hotel, I think it's really good, the focus is more on the quests while having the Casino restored is only a nice bonus, the player doesn't interfere with operations like in Run the Lucky 38, but rather provides Steve the means to rebuild the casino by doing the quests. Also as a nice bonus, it contains Buck's place, one of the nicest player homes for FNV, you can earn it during the quests and it has it's own private vendor, several utilities and even statue mounts to put mannequins on with your gear. For the Enclave is pretty much a must have if you're an enclave fan, and for people who didn't like the enclave you can play it anyways as the Enclave faction you join is a breakaway faction from the evil ones and they have more noble goals :smile: if the ufo you have at searchlight airport is added by the Monster Wars mod then it should be compatible as I run both and I had no problems, though maybe I disabled the ufo by clicking on it and disable it in the console, I honestly don't remember. if it's another mod that added it then I have no idea. Also there's an alternative Enclave mod NWCE but I couldn't try it out as it conflicts badly with For the Enclave, maybe if I ever remove the latter I will try it also.
  6. Well, the three New Vegas Bounties mods, The Inheritance, Deimos, saxon's quest pack, the new bison steve hotel, for the enclave, the New York mod, city of adventurers redux all come to mind, and of course if you like puzzles all the Puce Moose mods are great. Those I can comment on since I played them but I still have to install and play that Christmas mod :)
  7. I recently finished the Boulder Dome mod, highly recommended. But there was an annoying CTD for me in one zone of the new worldspace, it's where the BOS scribes are with their terminal overlooking the ghouls, every time I would fast travel in that zone or approach those scribes I would CTD. I found an easy fix though, approach the scribes until you can see them in the distance, then open the console, target the first one and type 'kill' (without the quotes) followed by enter, then type 'resurrect' (without the quotes) followed by enter. do the same thing for the second one. Since I did that not a single crash anymore, I guess somehow their packages or scripts where caught in a loop of death making me ctd, resetting them as i did restored them. So if you don't CTD all the better but if it happens there you know what to do.
  8. Hi Dubious, My custom override file is not depending on the BP, the BP is not in it's masterlist, but it is rather complementary to the BP. Even the bashed patch can only do "so much". I'll give another example that will hopefully help to make it clearer: I have many mods active that alter NPC appearances, unfortunately if you bash tag all these files with "npcfaces" the last loaded will win and all npc's it alters will have the appearance they have in that mod. However, if I prefer the appearance for a particular npc in a mod that's higher in my load order I do "copy as deep override" with FNVEdit all npc's I want to have a different appearance in my custom override file and load it after the BP to override it's changes I don't want. So my custom file has many masters, but the BP is not one of them.
  9. merged patch and bashed patch both at the same time would be redundant. If you have an easy or straightforward load order and you want to keep it simple, use the merged patch from FNVedit. If you want more control over what will exactly be merged (take the time to study the bashed tags and comprehend what they do), then go for the bashed patch from Wrye. I use the latter since Morrowind, as I have a complicated load order with many merged files, and even then I create one manual override .esp myself to correct or add things the bashed patch didn't take into account. For example let's say you have three mods that alter weapons, two .esm's and one .esp, the merged patch strictly follows your load order and the modifications made by the .esp will win as it is loaded after your esm's. In case of the bashed patch you can bypass that load order limitation by assigning bash tags to your loaded mods and it will import the things you selected, so it is more configurable than the merged patch. But let's say I want the weapons stats from the first .esm, the "on dead" effects from the second (like the beautiful energy weapons criticals from EVE) and the weapon mods from the third then I have to create a manual override after the bashed patch to do just that. (by copying the weapons in a blank .esp file that I load after the bashed patch and copying the things I need from the three mods in my example.) Same thing for character appearances, Lings and Mikoto can be made to work together this way for example, by selecting the npc records you want from both, the possibilities are virtually endless. But to summarize, want it simple with no headaches: go for merged patch want more control? Go for bashed patch Want headaches and other pains but have a great game afterwards? go for bashed patch + custom override .esp loaded after it :smile:
  10. Did you use masterupdate the mods in your load order with FNVEdit? If yes, then that could be your problem, one of your mods doesn't like to be masterupdated, the same problem occured with a Fallout 3 mod (Apocalypse Armory) when you masterupdated it, when entering the escape tunnel under the Washington memorial every object in that cell would clutter around the player, and you couldn't move an inch and make metal banging noises like you describe, maybe it's the same problem. Or if you didn't masterupdate then try to disable all mods, and enter that cell with just vanilla game, if it works, great, reactivate your mods one by one and enter again until the behaviour occurs to find the culprit.
  11. you might also want to install one mod at a time and check if everything works each time in game. A very common error people that add mods to their game make is that they download and add a bunch of mods, don't check their load order, don't have the script extender installed for mods that require it, etc etc, and then they fire up their game and of course it crashes, not saying you did this, but best is to take the gentle approach, add one mod at a time, check, backup, continue.
  12. Well, I'm facing the endgame for the first time, so I don't know how this will affect my continued playthrough after I finish the main quest, but I think I might have screwed up a bit. Let me explain myself, I played this game trying to be as much as possible on the good side of everyone, and there are only two factions that hate me: powder gangers and the legion. So, I turned against the Legion from the beginning, and eventually later on I also took Mr. House out of the picture, so those are history, and pose no problem. But I'm idolized by the NCR and I got the Brotherhood of Steel, the Boomers and the Enclave Remnants siding with them when the final battle at Hoover Dam wil begin. BUT I also did the side bets quest for Yes Man and I have him installed in the Mr. House mainframe. I got the Followers of the Apocalypse siding with him for an independent New Vegas. So, I have the For The Republic quest active and I'm up till the point I have to visit General Oliver, which I didn't, president Kimball is still alive, I saved his butt during and after his speech at the dam. I also have Side bets: the finishing touches quest active up to the point where I have to inform Yes-Man that the Followers are choosing our side in the final battle. Now, I have to decide which side between NCR and Yes-Man I'll pick in the Hoover Dam battle, currently I'm very torn. In an ideal world my choice would be to side with Yes-Man and become the Kingpin of the Strip replacing Mr. House but have the NCR still holding the dam and providing protection for New Vegas and the Mojave. However, correct me if I'm wrong, I think this is not possible, I fear that if I choose Yes-Man the NCR will be wiped out along with the Legion by his upgraded Securitrons, and perhaps they leave the Mojave to me as a sole master, but without the protection their troops provide. If on the other hand i choose the NCR, I don't want them to take over the Strip and Freeside and have them rule over the Mojave. So what should I do? Yes-Man or the NCR? Argh. Also I fear that if I choose the NCR and finish the For the Republic quest, Yes-Man's quest will remain active and mess up my game after I resume playing after the ending (I have CAGE to continue my playthrough and the DLC's after the main quest), and what would happen if after the ending the quest remains active and I choose to finish the side bets quest? Will there be a second ending? Will my game crash? I have no idea lol. And of course same thing could happen if I choose Yes-Man and the For the Republic quest stays active? As you can see I'm in a bit of trouble here, I should have chosen earlier, well it in fact I though the for the republic quest would fail once I diverted the generators to the strip for Yes-Man but it didn't. And since I have BOS, Boomers, Enclave siding with NCR, will they fight me also during the Battle for Hoover Dam? Lol, a big potential for bugs there if I choose the independent way. So what would you do, and more importantly having both aforementioned quest still active cause bugs?
  13. In Fallout 3 there was a mod that removed the backpacks from the miniguns and the flamers, anything like that available for FNV?
  14. I have fallout 3, new vegas and skyrim enb's running smoothly on Windows 10 Pro
  15. Ok, so I promised to come back when I found the conflict, and I did. I had to uninstall the enhanced item info mod http://www.nexusmods.com/newvegas/mods/60534/? as it causes the pipboy to CTD with the last NVSE beta 3 that is required for Lunette. Now everything works again.
  16. So, Since I wanted to try the new Lunette companion I installed the required NVSE version 5.0 beta 3, which is also the latest. I ran version 5.0 beta 1 prior to that. However, with the latest version, whenever I open the pipboy readius, the screen freezes, sometimes the sound loops and after a few seconds CTD without the slightiest error message, bam directly back to desktop. restored my backup and using NVSE 5.0 beta 1 again, and no problem, pipboy readius behaves as normal, using beta 3 bam CTD, made sure to try it 3 times, so no go. Anyone having his/her readius working with NVSE 5.0 beta 3 ? Or someone else want to try this to see if it's on my end or a conflict with the readius and latest NVSE beta? Thanks! EDIT: downloaded latest stable NVSE version 5.0 beta 2 and readius works flawlessly, tried again with beta 3 and bam CTD every time... so my question above still stands EDIT2: Tomminfinite the author of Lunette companion mod reports that beta 3 and readius work for him, then it must be another thing conflicting on my end, will try to troubleshoot more tomorrow, it's going to be a pain to find the culprit, will disable all my mods and start from barebone FNV with the DLC's and activate one by one, I have a ton of mods merged though, so what a headache, will take me a long time to pinpoint it, when I find it I will report back hopefully with the cause so anyone else having the same problem will know where to look Anyone that had the same problem can still help me a lot if they found a solution or cause for it though, so you're welcome if you fixed it and answer this post :smile:
  17. I can attempt a fix IF I have that very saved game file just before talking to Ralph Thank you for your kind help, but in the meantime I found a workaround myself, I uninstalled the readius, got the normal pipboy working again with console commands, then got the pimp boy 3 billion, saved, reactivated the readius mod and now all is fine again without the ugly glove. Not very elegant but it worked so I am all happy, still it would be cool to find an easier workaround for players who have the same problem in the future
  18. I have been looking all over the web for a solution, but didn't find any so here we go: I use the Pipboy Readius mod with no problem at all, however when I complete the Omerta quest, next time I talk to Ralph in Mick & Ralph store and tell him the omertas will buy from him again he rewards me with the Pimp Boy 3 Billion. When you use the regular pipboy this should change it into gold or something, now when using the Readius mod like I do, it changes nothing of course, except it equips you with a white glove that looks like garbage on most armors. I tried removing it through console, revert to the normal pipboy by talking to Ralph again, but nothing helps, the ugly white glove is permanently there. Now of course I saved just before talking to Ralph, so in my savegame I still have the normal Readius without the glove. Should I just not choose the dialogue option about the omertas and move on? (and having my OCD screaming in my head you still have a dialogue unresolved) Yeah, I know I could just skip that dialogue but I don't like leaving landmines behind, I can already picture myself choosing that dialogue in about a year or so then finish a 12 hour quest mod and then realising I have the white glove lol, so I am very curious if someone found a solution.
  19. those symptoms appear when you have too many mods running, unlike Fallout 3 who can handle more, FNV can only handle about 138 mods maximum before it starts to crap out with missing textures etc...
  20. FWE and Fook can't work together no matter what, installing them both = crash city
  21. You have to create a shortcut for fose_loader.exe on your desktop and in the options you have to enable it to always run as an administrator, do this with the shortcut and the .exe itself, same thing for the fallout.exe, the 4gb patch modifies the game executable to be able to address memory above the normal range, which helps with stability and makes it possible to load more mods into memory, the fose_loader.exe shortcut should work with or without the 4gb patch though.
  22. I launch Fallout 3 with the FOSE launcher no problem, the regular launcher doesn't work I think, windows 10 complains about Fallout 3 being not compatible when you install it also, so I guess you need FOSE, I run it with Fose + 4gbpatch + ENB no problem
  23. Well to be honest I have no experience with AMD processors, I have only used Intel's so far. However, if you right click on the device (coprocessor) and select properties there should be a message why the device has the exclamation mark, sometimes it's pretty generic like "device not installed properly" but it can also reveal useful info like "there is no driver installed". I suspect it is the latter, a quick search on google revealed that you're not the only person with this problem, people solved it by installing the correct coprocessor driver for windows 10 from their motherboard manufacturer website if it was available, some people didn't find a windows 10 driver but installed the windows 7 or 8 one instead and it also solved the exclamation mark problem. So if I were you I'd check your motherboard manufacturer website and search for your exact motherboard model, from there you can find the latest drivers, bios etc...
  24. The coprocessor thingie in other devices is strange, do you have an intel or AMD processor? If it's an intel then try to install the latest intel drivers from their website, if that doesn't work you can try to right click on the coprocessor, select uninstall this device and then reboot, windows should detect it again and hopefully install it right this time.
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