Jump to content

My Tale of 2 Wastelands went off the deep end


mgs5tppfan

Recommended Posts

I'm on my way to bed shortly. But I'll make some quick replies to the points you raised.

 

Re: INI files and saves. They are stored in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder and will not be affected by the move. The official Steam procedure (along with some supplemental instructions) is linked in the "Installing Games" article in my sig.

 

Re: LOOT. Good, I use it the same way. Posting the list from LOOT into the post here is the preferred method. (People are leery of possible "mal-ware" ads on most image hosting sites.)

 

You are undoubtedly having a problem in part because of all those plugins installed in the DATA folder. The game indexes them and counts even the inactive ones against the plugin cap. Move all the inactive ones that you don't intend to use elsewhere. This is one of the advantages of MO, in that it stores ALL plugins elsewhere and only places "links" to them in the DATA folder. Personally I download to a separate folder (by game) and only unpack mods I'm playing into the DATA folder.

 

If you are looking for a mod manager recommendation, I personally have used Wrye Bash for many years and find Wrye Flash to work fine. But then I repackage mod archives into BAIN packages for better install control. As long as the mod manager is able to find the mods and can deal with the package format, it shouldn't matter which is used. However, if TTW is packaged for FOMM and you don't want to deal with repackaging, then it should work. I now suspect it's problems are due to not expecting to deal with 500+ plugins in DATA at once. I really doubt NMM will work any better.

 

Edit: the JIP error is "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\NVSE\Plugins\\jip_nvse_ng.dll (00000001 JIP NVSE Plugin 00000020) reported as incompatible during query". It looks like the report is seeing a double "\" after the "Plugins" subfolder name (i.e. "Plugins\\jip_nvse..."). Might be an artifact of the logger; might be a bad path.

 

And that's it for me until I get some sleep.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

I'm on my way to bed shortly. But I'll make some quick replies to the points you raised.

 

Re: INI files and saves. They are stored in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder and will not be affected by the move. The official Steam procedure (along with some supplemental instructions) is linked in the "Installing Games" article in my sig.

 

Re: LOOT. Good, I use it the same way. Posting the list from LOOT into the post here is the preferred method. (People are leery of possible "mal-ware" ads on most image hosting sites.)

 

You are undoubtedly having a problem in part because of all those plugins installed in the DATA folder. The game indexes them and counts even the inactive ones against the plugin cap. Move all the inactive ones that you don't intend to use elsewhere. This is one of the advantages of MO, in that it stores ALL plugins elsewhere and only places "links" to them in the DATA folder. Personally I download to a separate folder (by game) and only unpack mods I'm playing into the DATA folder.

 

If you are looking for a mod manager recommendation, I personally have used Wrye Bash for many years and find Wrye Flash to work fine. But then I repackage mod archives into BAIN packages for better install control. As long as the mod manager is able to find the mods and can deal with the package format, it shouldn't matter which is used. However, if TTW is packaged for FOMM and you don't want to deal with repackaging, then it should work. I now suspect it's problems are due to not expecting to deal with 500+ plugins in DATA at once. I really doubt NMM will work any better.

 

-Dubious-

 

uh, im not exactly ready to MOVE ~20 gb lol.

 

ah, a fellow LOOT-er, it's an honor. oh, sorry, uh how do i use the code or spoiler tags????

 

whoa, so I'm actually running 500 mods and not 100. dayum. Yes, I download stuff to a separate location and just copy paste or w/e. I'll move all the extras out.

 

WHAT, wrye flash bash? NO WAY! That's for making bashed patches, I wasn't aware it was a mod manager, i use wrye flash nv standalone v 17.5, is that okay?

 

ah, yes, it's definitely my greediness for MODS MODS MODS that has caused my troubles.

 

Uh, lemme delete some stuff and get back to you.

 

Goodnight or afternoon or w/e lol.

Link to comment
Share on other sites

"Edit: the JIP error is "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\NVSE\Plugins\\jip_nvse_ng.dll (00000001 JIP NVSE Plugin 00000020) reported as incompatible during query". It looks like the report is seeing a double "\" after the "Plugins" subfolder name (i.e. "Plugins\\jip_nvse..."). Might be an artifact of the logger; might be a bad path.

And that's it for me until I get some sleep."

uh, so, how do i uh fix it?

yep, I've troubled u enough lol.

Link to comment
Share on other sites

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH! IT WORKS! IT fking WORKS! ALL I HAD TO DO was DELETE some mods, i now have ~480 total mods, i used to have ~520 total mods! HECK YEAH!

 

I did it! WE DID IT!

 

Remember, kids, NEVER get addicted to mods unless u wanna end up like me- going mad because u were too GREEEEEEEDY for moar moar moar mods.

 

Now, it's time for me to GET even more mods!!!!! AAAND, my "ultimate" mod merges are not working hahahahahahahhahahhahahhahahhahhaaaahhhhaaaaa! lol. anyways, thanks a megaton for helping me, Dubious!

 

Phew.....

 

here, have some fresh nuka cola.

Edited by mgs5tppfan
Link to comment
Share on other sites

Congratulations. You have just confirmed that the underlying problem is "too many plugins in the DATA folder." Don't stop there. Get that DATA folder pared down to just the essentials.

 

Wrye Flash v17.5 is what I am using. The "Install" tab is BAIN, which is what I use to manage my mod installation. The "Mods" tab is the "mod manager" portion (in combination with LOOT). If you aren't fully aware of all it's capabilities, I highly recommend use of the Wrye Bash Pictorial Guide to quickly get functional. It applies to WF as well.

 

BTW: WF is being merged into the rewrite of WB, which is currently in beta. However, they haven't gotten to updating the "patchers" (for lack of the correct code language developers) for the various games as yet, so don't expect too much when it is released.

 

You might consider "moving" (as in "renaming") the current game DATA folder to something else and then recreating the game DATA folder and re-installing your TTW mods through WF. Just "verify" files after renaming the old folder and it should rebuild the basic game DATA folder.

 

I've written a number of wiki articles on how to get the game setup for trouble free play. Start with "Fallout NV General Mod User Advice". It links to the others. Including "Merge Plugin Guidelines for Personal Use".

 

As for the FNV4GB log entry about the JIP Plugin; I wouldn't worry about it (now) too much as long as everything else NVSE is working correctly. It isn't a requirement for FNV4GB to work. (Check the "NVSE" and "JIP_NVSE" log files in the game root folder for any errors.) I suspect it is just a typo in the "query check". (To the best of my knowledge, you can't create a double "\" path under Windows. Not to say it is impossible if you really tried. Just not normally.) Roy Batterian is the most likely to know if it's a harmless error. Best to report it under the Nexus download page comments for FNV4GB.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

Congratulations. You have just confirmed that the underlying problem is "too many plugins in the DATA folder." Don't stop there. Get that DATA folder pared down to just the essentials.

 

Wrye Flash v17.5 is what I am using. The "Install" tab is BAIN, which is what I use to manage my mod installation. The "Mods" tab is the "mod manager" portion (in combination with LOOT). If you aren't fully aware of all it's capabilities, I highly recommend use of the Wrye Bash Pictorial Guide to quickly get functional. It applies to WF as well.

 

BTW: WF is being merged into the rewrite of WB, which is currently in beta. However, they haven't gotten to updating the "patchers" (for lack of the correct code language developers) for the various games as yet, so don't expect too much when it is released.

 

You might consider "moving" (as in "renaming") the current game DATA folder to something else and then recreating the game DATA folder and re-installing your TTW mods through WF. Just "verify" files after renaming the old folder and it should rebuild the basic game DATA folder.

 

I've written a number of wiki articles on how to get the game setup for trouble free play. Start with "Fallout NV General Mod User Advice". It links to the others. Including "Merge Plugin Guidelines for Personal Use".

 

As for the FNV4GB log entry about the JIP Plugin; I wouldn't worry about it (now) too much as long as everything else NVSE is working correctly. It isn't a requirement for FNV4GB to work. (Check the "NVSE" and "JIP_NVSE" log files in the game root folder for any errors.) I suspect it is just a typo in the "query check". (To the best of my knowledge, you can't create a double "\" path under Windows. Not to say it is impossible if you really tried. Just not normally.) Roy Batterian is the most likely to know if it's a harmless error. Best to report it under the Nexus download page comments for FNV4GB.

 

-Dubious-

 

thanks lol, i should have mentioned i had 500 mods, but i was uh....scared?

 

I saw the pix, thanks.

 

oh, that's good to know, but i think the current version is just fine.

 

nope, i don't have a fast internet and my esps, esms, meshes, and textures are a-okay cool, and i have some rare stuff y'know?

 

I learnt how to merge plugins w/o any tutos, i use the xedit script......

 

it's a harmless error lol.

 

btw- is it like possible using wrye to do a MASS rename of ALL the UNUSED esps and esms or w/e, it'd be a heck lot faster than manually moving things around? I know of the ghost feature, but I'm not sure what it does EXACTLY, can u help me there???? pls?

 

ps- should i use dynavision 3 with ttw, what about performance and is it true that dynavision causes disappearing npcs? Also, is nmcs texture pack worth it?

 

BYE!

Link to comment
Share on other sites

When I suggested using WF as your mod manager, I did not mean to imply you should download mods again. No need for that, Just place the existing downloaded mod archives in the "Bash Installers" folder (created as part of the WF setup), and then install them through the BAIN tab so WF knows about them. It works with the archive files just fine. Personally I would uninstall them through FOMM (or whatever was used previously) first, then "verify" to ensure the vanilla files are all restored, backup the vanilla "loose file" folders under DATA (Meshes, Textures, Shaders, Sound, Music, Menus, and Video) into their own archive files which you install under WF BAIN first (so it has them for restoring "vanilla" files when you "anneal" after removing a mod), and then install mods. But that is only necessary if you are intending to switch mod managers.

 

If you are reluctant to risk already installed files, and do not have the original source archive files to re-install from, what are you going to do if you get a corrupted DATA folder? The time to take precautions is before they become necessary.

...
btw- is it like possible using wrye to do a MASS rename of ALL the UNUSED esps and esms or w/e, it'd be a heck lot faster than manually moving things around? I know of the ghost feature, but I'm not sure what it does EXACTLY, can u help me there???? pls?

 

There is a "sort by activation status" option in WF under the "Mods" tab context menu (where you build the BP). That will at least get you a list of the "inactive" mods which you could then copy to the clipboard and use to process outside of WF. But nothing in WF for mass renaming or moving of files. Not it's intended purpose. The only "mass renaming" in that regard is when building the BP and you tell it to "de-activate" merged plugins: that causes the plugins to be "ghosted".

"Ghosting" is a "renaming" process in that it adds the ".ghost" suffix to a file. That is sufficient that the game doesn't count the file against it's cap. The major difference though, is that a "ghosted" file is one that has been fully incorporated into the "bashed patch" file, and subsequently "de-activated". It is not intended for "unused" files, so I wouldn't recommend trying to use that extension with otherwise "inactive" ones. That would cause more confusion down the road.

 

If nothing else, you want to get the unused plugins (whatever their name) out of the DATA folder simply so WF and the game engine don't have to waste time looking through 5 files just to find 1 that they are interested in. That all adds up to slow load times.

ps- should i use dynavision 3 with ttw, what about performance and is it true that dynavision causes disappearing npcs? Also, is nmcs texture pack worth it?


I haven't played with TTW as yet, so you had best ask that question on their forum. I haven't notices a "disappearing NPC" issue with it in FNV.

 

-Dubious-

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...