Boursk Posted September 18, 2016 Author Share Posted September 18, 2016 Something I suppose I did forget to mention is the fact that some of the mod have files that clashes against each other so I don't know which ones to keep or to get rid off.. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 18, 2016 Share Posted September 18, 2016 (edited) This is what is referred to as "the install order". When files in multiple mods have the same name (including ones used by the vanilla game, which are stored in the BSA files), each one replaces any that already exist. (Use "ArchiveInvalidation" to cause the game to use the "loose" files from the mod instead of the vanilla files in the BSA.) It's your job to "overwrite" every file when installing a mod (so it gets the files it is expecting to work with), and determine the order in which you install them. Not all mods are going to overwrite all the same files. The end result is often going to be a mixture of files from different mods. This is where your choice of order is most important. The last installed "wins" simply because it is the one file remaining. (The others might as well not have existed. Which is why the advice is "always overwrite". Saves you anguish and the end result is the same.) You need to minimize the number of mods replacing the same files. Classic case in point: texture replacers for the "wasteland". It's best to pick one and stick with it. You can combine "replacer" mods, but the result may not be what any of the mod developers intended. With items, like armor or weapons, developers tend to use unique names just to avoid conflicts. But where they exist, again "last one installed wins". -Dubious- Edited September 18, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
Boursk Posted September 20, 2016 Author Share Posted September 20, 2016 This is what is referred to as "the install order". When files in multiple mods have the same name (including ones used by the vanilla game, which are stored in the BSA files), each one replaces any that already exist. (Use "ArchiveInvalidation" to cause the game to use the "loose" files from the mod instead of the vanilla files in the BSA.) It's your job to "overwrite" every file when installing a mod (so it gets the files it is expecting to work with), and determine the order in which you install them. Not all mods are going to overwrite all the same files. The end result is often going to be a mixture of files from different mods. This is where your choice of order is most important. The last installed "wins" simply because it is the one file remaining. (The others might as well not have existed. Which is why the advice is "always overwrite". Saves you anguish and the end result is the same.) You need to minimize the number of mods replacing the same files. Classic case in point: texture replacers for the "wasteland". It's best to pick one and stick with it. You can combine "replacer" mods, but the result may not be what any of the mod developers intended. With items, like armor or weapons, developers tend to use unique names just to avoid conflicts. But where they exist, again "last one installed wins". -Dubious- lol I can't seem to get it to work even though you say that :'( My games still crashing every 20 minutes or so after hour upon hour of troubleshooting with the mods. Honestly if there's any issue that I need to adress first before I actually even think about trying to fix the mods is; The extreme speed of things caused by the fact that I turned VSYNC off. I KNOW there's a way to fix this and make everything go at the speed it's supposed to, but I have searched a billion times on google and I cannot find a fix that works for this... so if anyone has a clue how to fix it; please tell. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 20, 2016 Share Posted September 20, 2016 (edited) You are mistaken in assuming that all symptoms are the result of a single problem. Each symptom needs to be identified and treated separately. In your first post you said: Well the crashing issue I had before was in the form of: I would go someplace, trough a gate whatever into a new area - Once I was done there, I would go trough one more - And the third area I would "enter" the loading circle would just keep spinning and never stop. I did have just outright crashes too. This is highly suggestive that you are using the game's built-in "auto-save" feature. As pointed out here in the "FNV General Mod Use Advice" article I pointed you to in my first reply, that is known to cause corrupted saves that manifest when you change cells. This is not a "mod" problem but rather a game engine problem. That same section of the article also has a number of "stability" suggestions. I see you are using YUP. You should seriously consider NVAC and possibly NVSR as well. Adding any of the others will require using a "merge patch" file to resolve record level conflicts. See this issue in the "Fallout NV Mod Conflict Troubleshooting" guide about your CTDs as well. Why are you turning off VSYNC if it's causing your game to be "too fast"? What is your video card and which version driver are you using? Are you using any "graphics post-processor|" like ENB or SweetFX? -Dubious- Edited September 20, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
Boursk Posted September 21, 2016 Author Share Posted September 21, 2016 (edited) I did not say the VSYNC problem is the cause of all my problems, I just said it's probably what I should deal with first - As everything moving at superspeed I highly doubt helps my game running any better lol I turned VSYNC off in the INI because if it's not off the mouse movement is extremely sluggish. It's really stupid because the amount of FPS in the game actually determines how fast characters move, attack and do misc. actions (at least above 60 FPS). I don't think I've ever seen anything like this in any game except for Bohemia games. Also my GPU is GTX 780Ti. I'll get back to you on the mod part, will post a screenshot and show you which ones I'd like to use. As far as the saves go though, I'm fine as long as I don't use the autosave function? Can I use the Quicksave/Quickload function without issues or should I also download a mod that is meant for saving? (F6) Edited September 21, 2016 by Boursk Link to comment Share on other sites More sharing options...
Boursk Posted September 21, 2016 Author Share Posted September 21, 2016 (edited) Managed to fix the Super speed issue - Added FPS clamp to all 3 ini's, but now I have a problem with the game not wanting to stay on Very Hard difficulty - Tried changing difficulty in ini, no effect. EDIT: Turned difficulty to Very Easy and noticed I was basicly the Terminator - I was not taking hardly any damage at all from being shot in the face several times, so something must've happened with the files where Very Hard is now the same as playing on Very Easy or Easy - What do? :o Edited September 21, 2016 by Boursk Link to comment Share on other sites More sharing options...
dubiousintent Posted September 21, 2016 Share Posted September 21, 2016 (edited) "Auto-saves" are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical. Most importantly, completely disable all manner of autosaves in the game options. The CASM and CASM with MCM mods attempt to provide more control over such situations. Simple Saves provides timed interval "full saves" without all the features of CASM, but only keeps 5 versions before it starts overwriting older files after the 5th save. They are all better than the built-in mechanism, but don't rely upon any auto-save exclusively. Manual "full saves" after waiting about five seconds with nothing happening are still safest. Also, you can use Clean Quick Saves to create a new "quick save" file every time. You will need to periodically clean old ones out, but the purpose of a quick save is for a "temp" for safety's sake rather than a place to go back to. They do not save as much data as a "full save". QSaves are best reloaded when you are still in the same cell (preferably in the same position) as when you saved. As for your "difficulty" settings: that's a new one to me but highly unlikely to be related to the VSYNC/"FPS clamp" issue. The "load order" you showed earlier doesn't have any mods I am familiar with that include XML files, which have the possibility of causing interface problems. (In game controls are handled by XML files.) You might take a look at the wiki article "HUD-UI-Menu issues" which explains the problem and see if anything seems likely. [Edit:] Recent nVidia drivers has had some problems with dropped support for FNV. If you have updated the driver recently, you might try reverting to the previous driver and see if that has any impact. -Dubious- Edited September 21, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
Boursk Posted September 21, 2016 Author Share Posted September 21, 2016 (edited) "Auto-saves" are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical. Most importantly, completely disable all manner of autosaves in the game options. The CASM and CASM with MCM mods attempt to provide more control over such situations. Simple Saves provides timed interval "full saves" without all the features of CASM, but only keeps 5 versions before it starts overwriting older files after the 5th save. They are all better than the built-in mechanism, but don't rely upon any auto-save exclusively. Manual "full saves" after waiting about five seconds with nothing happening are still safest. Also, you can use Clean Quick Saves to create a new "quick save" file every time. You will need to periodically clean old ones out, but the purpose of a quick save is for a "temp" for safety's sake rather than a place to go back to. They do not save as much data as a "full save". QSaves are best reloaded when you are still in the same cell (preferably in the same position) as when you saved. As for your "difficulty" settings: that's a new one to me but highly unlikely to be related to the VSYNC/"FPS clamp" issue. The "load order" you showed earlier doesn't have any mods I am familiar with that include XML files, which have the possibility of causing interface problems. (In game controls are handled by XML files.) You might take a look at the wiki article "HUD-UI-Menu issues" which explains the problem and see if anything seems likely. [Edit:] Recent nVidia drivers has had some problems with dropped support for FNV. If you have updated the driver recently, you might try reverting to the previous driver and see if that has any impact. -Dubious- Sorry, here is my new list of mods that I have on atm (forgot to post it) http://i.imgur.com/bRy25Yz.png Also I'm fine with using just manual save, I can wait the extra couple of seconds :-D I did change a lot of ini stuff so I dunno, maybe I f***ed something up in there. In the three INI's I changed: iPresentInterval = From 1 to 0 (because VSYNC sucks and causes mouse lag)bUseThreadedAI= From 0 to 1iFPSClamp= from 0 to 59 (to solve speed-up issue as result of turning off VSYNC)Added to the bottom of [General] tab iNumHWThreads= 4 (Since I have i7 3770K Quadcore) In NVSR INI I changed: (in order to combat VSYNC speed-up issue) bInjectFPSClamp= from 0 to 1fMaximumFPS= from 40 to 59 HEAP SECTION - iHeapSize= from (whatever the initial default value was) to 512 Done. I did read into the XML files conflicting and saw "User Interface Organizer" (UIO) needs to be installed last. This is so it can stitch together all the various HUD-UI-Menu XML files from various mods into a combined "User Interface". I preeeeetty sure I did not install UIO last of the stuff so I suppose that might be it.. I am launching with FNV4GB (incase that somehow possibly is related to the difficulty issue, which I assume not) Whether these ini changes could've caused difficulty issue or not you'll have to tell me, as I am very much still a novice when it comes to modding :-P I definetly appreciate the help so far though! Edited September 21, 2016 by Boursk Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 22, 2016 Share Posted September 22, 2016 Bethesda's idea of Difficulty is Bullet Sponge Mechanics, try my mod BLEED for a glass cannon type of play on normal to very hard difficulty. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 22, 2016 Share Posted September 22, 2016 You should only use one "FPSClamp" method. It's recommended to edit the "NV_Stutter_Remover.ini" setting to "iFPSClamp=0". I don't see any problems with the other INI settings, except ... If you are going to use the NVSR "Heap" setting (it can cause CTDs for some people) you need to test the effectiveness of each Heap Algorithm to determine which works best for you. See this for more on the subject. Your mouse lag problem is more likely to be the driver you are using. Is it by any chance a Logitech brand? If so, check this out. -Dubious- Link to comment Share on other sites More sharing options...
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