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GRA Challenge "Nyah! See?" Broken-- mod conflict?


Frozenwolf150

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I'm having a problem with this challenge from the GRA DLC.

 

I had this problem before when I forgot to create the merged patch for A World of Pain. The game was not recognizing the new weapons from AWOP as legitimate weapons for the various challenges. Once I did create the patch, it worked fine. However, this time it's a little different.

 

I first noticed a problem when the game was no longer counting the Sleepytyme SMG from the Gun Runners' Arsenal as an improved holdout weapon. I tried to sneak it into the Ultra-Luxe (my Sneak was 100) and it got taken away. So then I figured, okay I'll just break into their bank, sneak in, and steal my equipment back. Having reacquired the Sleepytyme, I began the quest "Beyond the Beef" since that presents an opportunity to kill several White Gloves in self-defense. I entered the private investigator's room, ran back outside, and gunned down the two White Gloves with the Sleepytyme. However, the game did not count it towards the challenge.

 

The other weapons still counted. I tried rushing into Gomorrah with the CZ57 and it counted when I killed the Omertas.

 

I don't know if AWOP itself is causing this, or if it's one of the mods I've installed since, as I haven't attempted this particular challenge with AWOP installed. The newer mods are the Monster Mod and the AWOP Monster Patch (which adds the Rumble Zones).

 

I was going to post this in the thread for AWOP itself, but I don't know if it's causing the problem or if it's something else.

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Try adding the mod Holdout weapons list fix by Soplet. (It adds the "Sleepytyme".) Otherwise, you would need to edit the AWOP file in GECK, and add it's weapons to the appropriate formlists.

 

-Dubious-

I've installed that mod, and it does allow me to sneak the listed weapons into casinos. However, the Sleepytype still is not counting for the particular challenge the way it did in the vanilla game. (I immediately tested this by blowing away the Omertas door greeter.) So as of right now, there's no way to complete the challenge without turning the families hostile.

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Well then it's pretty obvious it is using some formlist to determine which weapons "qualify". As you haven't provided the information requested in the wiki "How to ask for help" article, there is no way to tell if you have a mod that might be conflicting. As "The Vault" wiki page on the challenge says the Sleepytyme (GRA) is the ideal weapon, that would be my guess as to your problem. You might try using the "Assault carbine (GRA)" as that will also qualify. If it doesn't as well, that would be evidence that some mod has clobbered the formlist used by the challenge.

 

-Dubious-

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Well then it's pretty obvious it is using some formlist to determine which weapons "qualify". As you haven't provided the information requested in the wiki "How to ask for help" article, there is no way to tell if you have a mod that might be conflicting. As "The Vault" wiki page on the challenge says the Sleepytyme (GRA) is the ideal weapon, that would be my guess as to your problem. You might try using the "Assault carbine (GRA)" as that will also qualify. If it doesn't as well, that would be evidence that some mod has clobbered the formlist used by the challenge.

 

-Dubious-

I would have posted specs and my mod list, but I thought it would be simpler to resolve. However, I might as well now, because I'm having other issues that I wanted to request help on.

 

System is somewhat old, not older than the game, but probably not up to speed with what current mods expect:

 

CPU: Processor Intel® Core i5-4670K CPU @ 3.40GHz, 3401 Mhz, 4 Core(s), 4 Logical Processor(s)

GPU: NVIDIA GeForce GTX 550 Ti (It's old and flickers all the time)

Adapter RAM: 1.00 GB (1,073,741,824 bytes)

Total Physical Memory: 7.94 GB

Available Physical Memory: 4.94 GB

Hard Drive: 663 GB out of 930 GB

 

The current mod list is:

 

GameMode=FalloutNV

FalloutNV.esm=1

DeadMoney.esm=1

HonestHearts.esm=1

OldWorldBlues.esm=1

LonesomeRoad.esm=1

GunRunnersArsenal.esm=1

ClassicPack.esm=1

MercenaryPack.esm=1

TribalPack.esm=1

CaravanPack.esm=1

YUP - Base Game + All DLC.esm=1

AWorldOfPain(Preview).esm=1

AWOPDeadMoney.esm=1

WMVM.esm=1

Momod.esm=1

YUP - NPC Fixes (Base Game + All DLC).esp=1

AWOPMonsterPatch.esp=1

The Mod Configuration Menu.esp=1

The Weapon Mod Menu.esp=1

New Vegas Extended Crafting.esp=1

MojaveExtended100.esp=1

MBOWBExtended100.esp=1

SkippableDLCIntros.esp=1

WeaponModsExpanded.esp=1

WMX-DLCMerged.esp=1

AWOPDeadMoneyVendorPatch.esp=1

hunter.esp=1

MoMod-NightSpawn.esp=1

MoMod-MCMMenu.esp=1

MoMod-Terminators.esp=1

MoMod-Aliens.esp=1

AWOP-WMX.esp=1

WMX-POPMerged.esp=1

Max Level 255.esp=1

Performance Of The Gods.esp=1

LFox Sink Bug Fixes.esp=1

AWOP Interim Fixes.esp=1

holdout weapons list.esp=1

AWOP Merged Patch Aug15.esp=1

 

 

I should mention my other big problem, which is that once I started using Monster Mod with AWOP, I've been getting frequent "out of memory" crashes, such as every time I go through a lot of loading screens in quick succession. This didn't happen with AWOP alone.

Edited by Frozenwolf150
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I don't see any specific plugin that would affect the challenge formlist (though I am not familiar with them all), but you might want to take a look at the file "AWOP Merged Patch Aug15.esp" in FNVEdit. Assuming that is a manually created "merge patch" file, it is possible that is affecting the formlists involved (whichever they are). You might want to experiment with having "Wrye Flash" creating a "bash patch" (without your patch file active) and then compare the results.

 

If that file is not a "merge patch" for all the files in your "load order", then you need to remake it to cover them all. Please see the 'Third Rule: The Rule of One' and 'Merge Patch file' sections of the wiki "FNV General Mod Use Advice" article.

 

As for your CTDs, please see the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. With that older video card, you might want to look into the ENBoost entry as well.

 

"Performance of the Gods" has mixed reviews. Please see the 'Towards Game Stability' section of the wiki "FNV General Mod Use Advice" article.

 

Edit: Even with only 1GB of VRAM, that system should be more than adequate. (Except for the video card, it's comparable (though your CPU is better) than mine.) Just stay away from "hi-rez" textures. You might also want to consider limiting the number of AI's running at once. (This is a GMST setting you can tweak in the "Wrye Flash" Bashed Patch.)

 

-Dubious-

Edited by dubiousintent
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If you are still getting CTDs after those steps, then you need to look into the associated Windows Errors in the Eventlog. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article. It also can't hurt to check the NVSE.log as well.

 

-Dubious-

 

Okay, I'm still getting crashes, sometimes when I'm trying to start up the game. It occurs at the exact moment the mouse cursor is supposed to appear. I'm not sure which lines of the error log are relevant, but the last section of falloutnv_error.log looks like this:

MODEL ERROR: Could not find file 'RagdollConstraint\Default.rdt'.
Initializing Player...
Initializing Scripts...
FORMS: Chunk size 618 too big in chunk SNAM_ID in form TES4_ID (FF000000).

Max size is 512, data truncated to "WMX-POPMerged v1.0 - (For WMX v1.1.2 or later)



WMX-POPMerged adds WMX support to the new weapons in the official Pre-Order DLC packs (later re-released together under the name 'Courier's Stash'), by merging WMX-PreOrderPackCaravan, WMX-PreOrderPackClassic, WMX-PreOrderPackMercenary and WMX-PreOrderPackTribal into one plugin. It should be used INSTEAD of those plugins - not as well as.



This plugin must load after WeaponModsExpanded.esp.



Please see the readme for more information on using WMX-POPMer".


FORMS: Chunk size 618 too big in chu

I don't know why it has that advisory about WMX-POPMerged, because I thought I was using it correctly, and I don't even have the other plugins. The chunk size advisory keeps showing up, and as you can see, it gets chopped off right before the game locks up.

 

Nvse.log doesn't say anything other than the directory paths.

 

The Windows error message doesn't have any of the specific information mentioned in the article. It just says there was a crash and the app was terminated.

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The bit about WMX-PopMerged is "standard advisory" and not related to any particular error.

 

The "chunk size" error is a warning and not fatal. Basically it means the SNAM_ID field is ignored beyond 512 bytes of data. It's primarily info for the humans.

 

You need to look at the Windows error messages in the Eventlog. The info splashed on the screen does not contain details. Only the Eventlog does. The "Game error logs" article linked previously has details on how to access this.

 

Edit: See "Checklist item #4" in the wiki "Fallout NV Mod Conflict Troubleshooting" guide on how to enable the NVSE error logging to "falloutnv_error.log", which is not turned on by default.

 

-Dubious-

Edited by dubiousintent
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