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n0t0ryczny

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Everything posted by n0t0ryczny

  1. Guys, thank you for saving FileFront resources. It means a lot to me, since my first steps in using mods were taken there, with various modifications for Battlefield 2.
  2. .esm files got updated. OWB patch was a 4 hr download for me. You may notice it i fyou use older mods and tinker around with FNVEdit. .bsa were not updated, instead of newer archives you should have update.bsa.
  3. Redownload and reinstall FOMM. Make sure you run it as admin. If on Vista/win7 disable UAC.
  4. Hey, after I posted my 3 cents here I dl'ed that ED-E retex (blue non-cleaned) and it works despite having to fix the misaligned texture - uploader put 3 identical textures for all ED-E despite Followers' upgunned version using a different mesh. So definetly it is not the mod's fault. Some retextures include .esps because they create additional texture sets or modify formlists. This is not the case. Try redownloading, maybe one of the files got corrupted. Or try another version (ie green).
  5. So you say that you use an alternate reputation mod which turns it into a quest-based system. Then you state that you get a wrong item, which in game is governed by a reputation-based script. Am I the only one that thinks that there may be a connection between those two? Anyway, could you post a link to that reputation system mod?
  6. Do you use FOMM or Wrye Bash to manage your load order? If not, some .esm may try to load before falloutNV.esm and that inevitably causes CTD. Also you should check if animated pros is not missing any of its master files. Another cause could be the menu customization, try to run the game with your loadlist on vanilla menus.
  7. Try to delete your .ini files, the game will rebuild them. And it looks like a menu problem. Anyway, are you using any UI mod? Do you have a mreged or bashed patch? Are you using large texture packs? @theobeau What do you mean by 'mucking around with ArchInvInv'?
  8. Consoling it would free you, yes. But it will not fix the force greet. Get FNVEdit and check for conflicts. Of course the outcome of this depends on your loadlist, so you may as well post it.
  9. You of course understand that admitting to 'trying numerous pirate copies' will prohibit you from getting any help on that?
  10. Is this a default worldspace? I mean have you placed it somewhere in the wasteland made by Bethesda? If yes it is LOD landscape. This is connected to how the ingame terrain is displayed. Lets say that you want to place a large building somewhere. Nice, detailed building. If you stand right next to it, it will be displayed 'as is'. But if you are entering the general area and see it in a distance the game would display a simple box with some features of your building. You may see it in the game when you see LOD distance and fade distances lower. Thing is the landscape has its own pregenerated LOD. As a modder you really cannot change it - trying to recalculate LOD will crash your PC. So to circumvent it you have to place your creations higher to make sure they wouldn't get sunk in LOD. You may sometimes notice floating trees in landscape-modded areas. That's the same issue.
  11. On the picture you admired there are visible file paths, for example nvdlc02\landscape\trees\nvdlc02treeevg3.nif Just get any of Vurt's meshes, rename it to nvdlc02treeevg3.nif and place it in meshes\nvdlc02\landscape\trees\ That is very quick and dirty solution, you would have to know which name represents which tree to know what you are actually replacing. Use FOMM's BSA Browser (in tools, just where archiveinvalidation is) to open HonestHearts - Main.bsa and extract flora meshes. Now you may look at them in Nifskope while you replace them with Vurt's meshes (this would speed up the whole process considerably). However, the changes you make will have no effect on how the vegetation looks from the distance - that's what the LOD patches on VFO's page are for.
  12. For older versions of mods you mentioned I recommend nVamp. For newer versions - creating a merged patch and lots of tinkering with it in FNVEdit. As for your pink menace I think it's some kind of menu problem.
  13. Use one of these: http://www.newvegasnexus.com/downloads/file.php?id=36730 http://www.newvegasnexus.com/downloads/file.php?id=39217 And make sure that you've disabled all autosave options in main menu.
  14. @Mechwarrior94 Seems like they have the problem with not being able to update the game via Steam, if you know what I mean.
  15. That way you will only replace face texture. Head/face shape would remain unchanged. Additionally, you would have to use a custom race mod for your character, because if you wereusing a vanilla race every man or woman in game would use your picture for a face.
  16. Get NV Configator and set preload size limit to 150mb. Defragment your HDD. Looks like textures are too large and your PC cannot handle loading all the stuff when exiting interiors. If it does not happen in DLC worldspaces (especially OWB) that is the problem. Only solution is to use lower resolution texture packs. On the other hand turning bloom/antialiasing/hdr on/off will have no effect on this, because those effects are handled by your graphics card. And the issue is how the game and it's assets is handled in RAM. HDD transfer rate is the key. Make sure you do not have HDD-using programs running in background. If you have more than one physical internal HDD (not external USB/FireWire) set your virtual memory file to the second HDD. This should help somewhat.
  17. You clearly misplaced the textures. You should place them in \Data\Textures\Creatures\nvede\. Remember to turn the ArchiveInvalidation off and on again. Make sure that your ED-E uses vanilla meshes (no nvede*.nif files in data\meshes\creatures\eyebot\). If everything else fails make sure that your Falloutdefault.ini contains line bInvalidateOlderfiles=1 If that doesn't work make sure you placed \data\textures\cratures\nvede folder in your Fallout installation folder.
  18. Get Wrye Bash from nexus, make a bashed patch and fine-tune it with FNVEdit.
  19. It's not so easy. Weapon size scales with character's size, so smaller people use smaller pistols. You may try to scale the mesh in NifSkope, but it would incur many issues, ie. weapon obscuring whole screen when aiming. Setting the .32 reload animation for .44 revolver would not serve you right because .44 has swing-out cylinder and .32 is break-top. You would get a .44 swung like .32, non opening. If you look for large break-top revolver mesh use Ahztek's Verdict c77p (ported from Battlefield 2142) or Angel Arm (http://www.newvegasnexus.com/downloads/file.php?id=40382).
  20. Actually if it comes to weapon modding FNVEdit is more handy than GECK. Besides, if you wanted to disable some weapon's 'long bursts' property you may only do it in FNVEdit.
  21. @SariDecember: Folder path you gave is correct for US edition and maybe the multi-5. For me it's \steamapps\common\fallout new vegas enplczru\. @kvnchrist: Just open windows search and look for FalloutNV.esm. Works every time.
  22. Van Graffs and the Fort trader? I killed them way before installing GRA. Sprtel-Wood: Silver Rush, sold by Gloria Van Graff. Gun Runners, sold by Vendortron if Gloria Van Graff is dead. Smitty Special: Silver Rush, sold by Gloria Van Graff. Gun Runners, sold by Vendortron if Gloria Van Graff is dead. There is also a possibility that you installed GRA when Van Graff was still alive, yet hostile. In that case weapons were added to her vendor chest, but you were unable to trade with her. So the guns are in some dummy cell.
  23. Check those in fallout_default.ini: SInvalidationFile=ArchiveInvalidation.txt bInvalidateOlderFiles=1 Are you using separate ArchiveInvalidation program or just a FOMM function?
  24. How long is your load order? If it's more than 70-80 files your CTDs will be much more frequent. If you use large texture packs deactivating them would make you no good; to make them really a non-issue you would have to manually remove them from their folders, because loose files are always used if you have your ArchiveInvalidation turned on. I'm not saying that you have to delete them, just move them somewhere else. Large landscape and gigantic armor packs are the worst. Download and set up FNVEdit and Wrye Bash from nexus. First polish up your load order, than create a bashed patch. Next thing is running FNVEdit and looking for conflicts unresolved by your newly created patch.
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