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PcGamingWithMods

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  1. At first, I just manually installed NMC and Poco Buenno. Worked fine, but it seemed like the models were messed up. So I installed FCO using NMM. This messed things up, so I did the whole process over again, but instead used FOMM to install FCO because there aren't any instructions for manual install. Now I am stuck in the ground. Type TCL into the console commands and I can only move up and down. Enable TCL and I fall back into the ground. Started a new game to see what was going on, and when I go to make the character's face, everything from FCO is missing. So if I had to guess, I'd say that somehow reinstalling FCO has got me stuck in the ground.
  2. I've not had problems installing them through NMM before. Unless the steam update overwrote the mod textures for some reason there should be no missing textures to begin with, and they persist after installing through NMM, which, as I've said, has worked fabulously for me before. The only visual mods I have are NMC Large files, Fallout Character Overhaul, and Poco Bueno skeleton transparency fix, High Res GS watertank, and Poco Bueno v5 texture pack. Unless the "New Vegas Uncut" series changes textures for people in Crimson Caravan, there's nothing to worry about. Perhaps I should reiterate that the problems only occur upon entrance of Crimson Caravan. I have some mod that continues to spawn fiends right at their gates, and upon entrance I notice their faces are purple. The road textures get all messed up, the gate's textures too. Cass goes invisible, covered by the missing texture exclamation mark, and so do many of the filler NPCs. Blake, the merchant, remains intact. These errors aren't occurring anywhere else, they're triggered by entering the Crimson Caravan area. Interestingly enough, earlier I loaded a save that I suppose I made upon discovering these glitches, and when it loaded the issues were no longer present. I just went back into that save, left Crimson Caravan and went back in. The issue seems to have resolved itself. I suppose that the save I was loading earlier was corrupt somehow. Consider this issue solved. EDIT: Or not. I step out by the Gun Runner shop, and there are black spots on the ground and a few red exclamation marks where I assume plants should be. I haven't any mods that should be affecting this, so I have no clue what's causing this.
  3. Awesome, it's a good start to say the least. Reset the INI and the aforementioned issues with the entrance. I'll be reinstalling Poco Bueno and NMC Texture pack shortly, though I'm not sure what the problem is with the flora, because it turns out my flora overhaul mod isn't installed to begin with. Many of the NPCs too still have red exclamation marks. I assume that means reinstalling Fallout Character Overhaul, so I'll do that too.
  4. So today I downloaded the newest Steam update(s) and then started New Vegas. Upon entering the Crimson Caravan base a bunch of those red exclamation marks appeared over my companions (Cass, ED-E, and Russel is just half invisible), as well as over all the other NPCs in the area. So I verified the integrity of my game cache and downloaded missing files. I tried it again and nothing changed. Upon opening FNVEdit, it tells me a fatal error occurred because it could not find the ini file. I looked for the ini files in both documents/steam/steamapps/common/FNVand couldn't find it. FalloutDefault.ini is in computer/ssdA/steam/steamapps/common/FNV though. I noticed there are a few missing things that appear to have been plants and flora, but Cass' model, and those of other NPCs only go sour upon entering Crimson Caravan (the plants and flora may just be solved by uninstalling and reinstalling my flora overhaul mod and other graphical enhancers like poco bueno). The door too, from a certain distance and perspective, turns into two giant eyeballs staring at you. Any genuine help is appreciated, I'd like to be able to continue this playthrough. I'll be damned if a stupid Steam update ruins it for me. EDIT1: Tried verifying cache again, and everytime I do it now it says there's one thing missing, which has a download size of 432 bytes.
  5. I have not. I will get right to it when I find myself with the time. Thanks for the reply.
  6. View - Show/Hide - Rooms and portals >>> could be simply that? I've never experienced anything like that. The only thing I can think about is something's hidden in the View menu. Other than that, try to re-render the render window, pressing A twice (turn on / off lights), and delete the d3d9.dll if you're going to work on GECK, but I doubt you have it. Sorry I can't think to anything else. If you snap to grid, you shouldn't have big issues. Put a higher grid value in case you still have issues. See the rooms as 2... rooms (...) and the portal is the door. They are 2 big primitives with a face (or part of it) in common, where you draw your portal which is somewhat a "hole" on it. When you are inside a primitive, you can see only objects inside that primitive, or things in another primitive if you look across a portal. So usually you draw a room in coincidence with the walls of a "real room", or maybe a bunch of rooms, and then you draw a portal in coincidence of a door. You should see in game parts of the room appearing and disappearing when you pass from a primitive to another. No. It's not that the rooms are disappearing, it's that pieces of the layout disappear. Thanks for the advice, it will come in handy.
  7. Alright, so I've been making a vault, and I've been having a few issues with the cell. http://imgur.com/a/pfEL9 This is the album I made to picture the issues I am having. In the first picture, the issue is one with rooms. When I saved my esp and reloaded it once, the rooms caused an issue that made many of the pieces in the cell disappear. It doesn't affect the cell when you play it in game, but it makes it a lot harder to edit either the rooms and portals, or the rest of the cell, as you can't see what you're trying to change. I have a temporary fix, which is to filter for room markers in the cell view and edit the z value on the axis by adding a prefix of -50, moving the room markers far from the rest of the pieces of the cell. The only way I can think of fixing this permanently is to delete all of the room markers, finish with the rest of the cell and then re-do the room markers and portals. Also on the topic of rooms and portals, has anyone got any tips on drawing portals correctly the first time? I find it difficult to properly connect the portals to the rooms as described in the Bethesda tutorial. Are the rooms supposed to intersect on the exact same point, and then is that where you're supposed to place the portal, then link it to both rooms? What happens if two rooms overlap (for example, if you have one room above another on the Z-axis, and you pull the room marker on the upper level down 32 units below the floor of the upper level, making it intersect with the room belonging to the lower level, making the two rooms overlap, will this negatively affect anything beyond making it a little bit harder to select the correct room when linking it to a portal? (If anyone has an in-depth guide to getting rooms and portals correct, I would really appreciate it, thanks) Moving onto the second and third picture, this is something that has only just started happening. I know that there are pieces in the empty spaces circled, as shown in the fifth picture, you can see that I have something selected in the cell view, but it's not appearing in the render window. This too, will make it difficult to edit the cell layout. Finally, the fourth picture. In the circled area, you can see that there's a part missing. This occurred when I was trying to place lighting, and, moving a light to that area, the piece that was there seemed to disappear. I'm not sure if it just went invisible, or if it was teleported some distance away, but for whatever reason any piece I try to place in that spot disappears before I can align it. You can probably tell why this makes it so hard to work with. Thanks for reading, and for any help you may be able to offer.
  8. I'm going to be doing a weight overhaul on chems, gun primers, energy ammo ingredients, bullet cases, and other items that weigh either nothing or seem off. If anyone can provide a realistic weight database for bullet cases, lead and other bullet ingredients, please do share.
  9. So I'm trying to do this quest "The good, the bad, and the Ghoulish." I know it must be from some mod, but I can't recall which, as it's not its own mod entirely, and I seem unable to finish the quest as the quest markers just point at the ground and tell me to "Investigate." I'm not sure if I'm supposed to be finding an item that's spawned, or if it's bugged. Either way, if someone could provide a walk through or an answer of some sort, I'd appreciate it. EDIT: I just needed to explore the interior, the quest markers were not helpful.
  10. So I'm trying to edit an exterior navmesh on a mod, and I go into one of the interiors and double click the door marker to see its reference in the Wilderness cell. Then I deselect that reference and click the navmesh editing icon. At this point, it loads fine for a few seconds and then just stops. I've tried waiting without touching anything for more than five minutes, but it never loads. Can anyone help?
  11. Hopefully this proves to be an easy fix. I'm trying to edit the (exterior) navmesh of a mod, one that I did not make myself. There is an issue of followers clipping with buildings and after checking out some of the interior navmeshes I found that the creator's navmeshes are present under objects, and I suspect this is what's causing the clipping. So I go into one of the interiors and double click on the thing that connects the cell (door) to the exterior, bringing me to the exterior of the cell. But when I try to edit the navmeshes, the GECK begins loading and just stops working. It doesn't close until I click somewhere and it says it's stopped responding. Is this normal? If not, how can I fix it?
  12. You made this yourself? This is great! Exactly what I need! I can't thank you enough. Now I can finish the design of the rooms, add some (more) clutter, add traps and NPCs, and maybe publish it soon. Thanks again!
  13. Thanks! I never thought about scaling the pieces. EDIT: Didn't work as well as I'd hoped. I suppose I'll start looking into blender.
  14. Thanks! On the subject of the GECK though, there's another issue I'm having. It's my first time making a mod, and I've chosen to make a vault and fill it with raiders. The only problem is that pieces that appear under the same naming conventions (VRmSm1WayR01 for example) don't exactly line up as well as I would like. Let me explain: When I look through the render window or in game, the pieces don't come together to form a complete wall or ceiling, so you can still see outside a bit. I can't seem to find a (corner) piece that fits Vrmwallr01 so that it looks like a completed wall/ceiling. Any help there? Thanks again for the .esp, though.
  15. Hey, this ought to be a quick fix, so I won't waste too much time getting to the point. I don't know which mod, but one of the many I have installed changed the name of the in-game drug "Med X" to morphine. None of the mods that I have installed said anything about changing any such things, but I suppose one of the mod authors snuck-or misplaced- that file inside their mod, and I just want to reverse it. So if anyone can direct me to where in the Fallout New Vegas folder I can find the file just to manually change it (I assume it's a .txt, just tell me what line to search for to edit) or if anyone has a file that will reverse this effect, I'd like to know. Thanks for your help.
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