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scamtank posted:As in, the textures work fine when the gun is in your hand but dropping them turns them gray again? I had that for a while, but it started working after disabling and re-enabling archive invalidation in FOMM. That *always* fixed texture problems, especially if it's selective and works on/off or works for some, doesn't work for some.
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# ? May 13, 2011 12:32 |
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# ? May 26, 2024 11:31 |
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Vincent Valentine posted:I just remembered why I stopped playing my old FNV saves, and it's because they crashed all the loving time forever. So i'm going to start all over and re-mod from the ground up.
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# ? May 13, 2011 14:11 |
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Horns posted:You're probably going to run into some conflicts running The Armory and WME together. I also used to get tons of crashes running A World of Pain and the optional Highways & Byways part of Electro-City (usually on exterior/interior transitions and when loading new cells), but it seems to be a really uncommon problem and I'm just one of the lucky few so I may not be the best source on that. The only way The Armory will possibly conflict with anything is if you use the Leveled List version, and then, my understanding is that it adds all the guns via script. The Armory also uses it's own weapon mods. Usually the cause of crashes is not The Armory, or at least I don't see how it could be.
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# ? May 13, 2011 14:17 |
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Point taken. I'm not super knowledgeable about the mechanics of mods, but it just seemed to me that the sheer size of The Armory was bound to cause conflicts with anything else that added or modified new weapon mod kits. VV
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# ? May 13, 2011 15:03 |
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Chronojam posted:I know I couldn't play Fallout 3 without doggles for Dogmeat. Corgis with doggles and other outfits are available for New Vegas now Its not listed in her description, but she does have a mod that four companion Corbis to the game. My current character is Evil, so I will get Lechter.
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# ? May 13, 2011 15:09 |
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How good is XFO? I'm thinking about getting it, but I think it changes the game a bt too much. Are there any mods that add lots of hats to the game? I think all the headgear in vanilla that ain't helmets are boring.
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# ? May 13, 2011 15:13 |
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XFO is extremely modular, so you can pick and choose which parts you want.
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# ? May 13, 2011 15:16 |
I have WME and the new weapon animations installed, which I think are the two mods that are conflicting. Both mods work fine, mostly, but when I go into iron sights on both rifles and pistols, it looks like the animation messes up, but I'm not really sure how to describe it. Does anyone have any idea of what I'm talking about?
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# ? May 13, 2011 16:12 |
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Horns posted:You're probably going to run into some conflicts running The Armory and WME together. I also used to get tons of crashes running A World of Pain and the optional Highways & Byways part of Electro-City (usually on exterior/interior transitions and when loading new cells), but it seems to be a really uncommon problem and I'm just one of the lucky few so I may not be the best source on that. I actually had the Electro-City Hiways and Byways crash issue as well, I didn't know that World of Pain was the root cause though. I'm not really willing to give up WOP so it looks like i'll drop Hiways and Byways and just make do with Basic Electro-city
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# ? May 13, 2011 17:41 |
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scamtank posted:As in, the textures work fine when the gun is in your hand but dropping them turns them gray again? I had that for a while, but it started working after disabling and re-enabling archive invalidation in FOMM. Arenovalis posted:That *always* fixed texture problems, especially if it's selective and works on/off or works for some, doesn't work for some. I haven't equipped either, but yeah on the ground they use the default gray textures. I'll try that (I gotta have my weapon wall in the underground hideout fully stocked and looking pretty ya know )
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# ? May 13, 2011 20:39 |
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After restarting with a new character and a reorganized mod loadout (including Increased Spawns, XFO balances tweaks, Warzones, and Nevada Skies), I had an awesome experience - I was trying to leave Nipton when a hellacious rainstorm started. It was dark and rainy and I could hardly see. I tried to take the main road east of Nipton but had to run away from Giant Radscorpions. I then tried to go over the hills and ran into a raider camp. This began a game of cat and mouse as I tried to pick off the Raiders one by one while evading them in the rain. I was being shot at from places I couldn't see, running for my life with low health, and I eventually managed to kill the last raider with a lucky laser critical. Just then the storm subsided and I could finally see this trail of dead raiders along the hillside. Even on my fifth playthrough this game entertains the poo poo out of me in new ways.
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# ? May 14, 2011 00:16 |
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By the way, anyone who is planning to mod The Armory 2.0 should start planning and work really soon if you would like to have it packaged with the mod on release. I'm releasing the final content build tonight and will start work on the FOMOD script update and final clean up while Anime Schoolgirl works on the leveled list and balancing updates.
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# ? May 14, 2011 01:18 |
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Mr E posted:I have WME and the new weapon animations installed, which I think are the two mods that are conflicting. Both mods work fine, mostly, but when I go into iron sights on both rifles and pistols, it looks like the animation messes up, but I'm not really sure how to describe it. Does anyone have any idea of what I'm talking about?
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# ? May 14, 2011 01:47 |
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Do you guys have Readius installed? Because Readius is known to "conflict" with WAR in that Readius and WAR both fight over control over the left hand IIRC which causes usually harmless glitches.
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# ? May 14, 2011 01:52 |
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Mr E posted:I have WME and the new weapon animations installed, which I think are the two mods that are conflicting. Both mods work fine, mostly, but when I go into iron sights on both rifles and pistols, it looks like the animation messes up, but I'm not really sure how to describe it. Does anyone have any idea of what I'm talking about? Same thing would happen to me, yeah. I just tuned it out after the first hour or two. vv EDIT: No Readius here, though.
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# ? May 14, 2011 02:41 |
Naky posted:Do you guys have Readius installed? Because Readius is known to "conflict" with WAR in that Readius and WAR both fight over control over the left hand IIRC which causes usually harmless glitches. I don't have Readius, but it seems to just be a problem with WAR, so I'll just deal with it for now I guess, thanks for the replies.
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# ? May 14, 2011 02:53 |
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I'm getting a weird bug with WAR in that the one-handed pistol animation is... well, not one-handed. I've reinstalled it several times so it has to be some sort of glitch, but the animation for iron sights and hip-firing is exactly the same one of raising the gun two-handed to eye level.
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# ? May 14, 2011 02:55 |
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MadPierrot posted:I'm getting a weird bug with WAR in that the one-handed pistol animation is... well, not one-handed. I've reinstalled it several times so it has to be some sort of glitch, but the animation for iron sights and hip-firing is exactly the same one of raising the gun two-handed to eye level. I kind of want to see a screenshot of this, cause it sounds pretty funny. So you're shooting revolvers and pistols like rifles?
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# ? May 14, 2011 02:59 |
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Well, two-handed in the sense that the character is holding the pistol grip and then securing the bottom with the other hand- I believe the actual term is "teacupping." So it's only funny in the sense that the animation is really jarring when my gun arm goes from my hip to suddenly in a two-handed shooting stance with no transition.
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# ? May 14, 2011 03:08 |
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MadPierrot posted:I'm getting a weird bug with WAR in that the one-handed pistol animation is... well, not one-handed. I've reinstalled it several times so it has to be some sort of glitch, but the animation for iron sights and hip-firing is exactly the same one of raising the gun two-handed to eye level. What combination are you using? Because there's the main files, but also the optional stances you have to choose and copy over. Without 'em, the mod isn't installed correctly IIRC.
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# ? May 14, 2011 03:09 |
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I'm fairly sure I've installed the main files as well as the optional stances (the relaxed stance and the low pistol hold) but to tell you the truth I find the layout of the WAR files on Nexus confusing and I may have gone without downloading something I likely should have.
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# ? May 14, 2011 03:11 |
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Vincent Valentine posted:I just remembered why I stopped playing my old FNV saves, and it's because they crashed all the loving time forever. So i'm going to start all over and re-mod from the ground up. I'm not sure if WME will play well with The Armory. You might want to add Project Nevada and Nevada Skies to your list (I think there is a URWL-edition Nevada Skies at least).
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# ? May 14, 2011 03:34 |
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Chronojam posted:I'm not sure if WME will play well with The Armory. You might want to add Project Nevada and Nevada Skies to your list (I think there is a URWL-edition Nevada Skies at least). I don't see why it wouldn't. My modkits are unique to The Armory and can only be used by Armory weapons. Unless the IDs conflict, it should be fine in theory.
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# ? May 14, 2011 04:28 |
Chronojam posted:I'm not sure if WME will play well with The Armory. You might want to add Project Nevada and Nevada Skies to your list (I think there is a URWL-edition Nevada Skies at least). The Armory works fine with WME, I haven't had any problems with the two at least.
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# ? May 14, 2011 05:03 |
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I had a cursory look at the pages since the latest update (1.3), is there an alternative to 3GB FNV Enabler PLUS? I think I remember there was a way to manually edit the executable for Oblivion but I don't remember what it was.
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# ? May 14, 2011 05:31 |
Parachute Underwear posted:I had a cursory look at the pages since the latest update (1.3), is there an alternative to 3GB FNV Enabler PLUS? I think I remember there was a way to manually edit the executable for Oblivion but I don't remember what it was. You're probably thinking of programs like CFF explorer, which set the executable to handle addresses larger than 2 GB. Unfortunately, because New Vegas's executable is examined by Steam whenever it starts, manual changes are usually ineffective. You need to be able to circumvent Steam if you want them to work properly. In other words, there aren't as many LAA options are there were for FO3 and Oblivion.
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# ? May 14, 2011 05:42 |
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Haha yep, toggling archive invalidation off and on fixed my texture problems. Thanks E: Anyone know what might cause a random static hisssssss? I don't have a radio on and it's kinda weird and seems to be random. Beeb fucked around with this message at 06:09 on May 14, 2011 |
# ? May 14, 2011 05:44 |
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Cream-of-Plenty posted:You're probably thinking of programs like CFF explorer, which set the executable to handle addresses larger than 2 GB. Unfortunately, because New Vegas's executable is examined by Steam whenever it starts, manual changes are usually ineffective. You need to be able to circumvent Steam if you want them to work properly. In other words, there aren't as many LAA options are there were for FO3 and Oblivion. Is it that big of a deal if I skip it? I have a lot of RAM and would like to make better use of it, especially if it means avoiding crashes. I got Purge Cell Buffers and Better Game Performance, would those help avoid CTDs? Hell once I'm done modding I'll probably just try it out.
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# ? May 14, 2011 05:49 |
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Parachute Underwear posted:I had a cursory look at the pages since the latest update (1.3), is there an alternative to 3GB FNV Enabler PLUS? I think I remember there was a way to manually edit the executable for Oblivion but I don't remember what it was. I miss this mod so much. I have serious stutter issues and FPS issues with any decent graphics settings without it, even with various fix mods like the dude listed above.
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# ? May 14, 2011 06:07 |
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Naky posted:I don't see why it wouldn't. My modkits are unique to The Armory and can only be used by Armory weapons. Unless the IDs conflict, it should be fine in theory. I had a bunch of problems with WME when I used it with other stuff a while ago, including having it somehow double up the entries for the mods Not a good experience.
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# ? May 14, 2011 07:21 |
Parachute Underwear posted:Is it that big of a deal if I skip it? I have a lot of RAM and would like to make better use of it, especially if it means avoiding crashes. I got Purge Cell Buffers and Better Game Performance, would those help avoid CTDs? Hell once I'm done modding I'll probably just try it out. It only becomes a deal when you start using texture packs with higher resolutions than the game came with. For example, stepping up from 512 x 512 and 1024 x 1024 to 2048 or 4096 resolutions can force your game to its RAM ceiling in 10 or 15 minutes. If you're not running a lot of mods and textures that push the engine harder than NV does by default, you should be fine. Some argue that PCB actually increases the frequency of crashes, but improves the quality of the game while it works. Neither PCB nor Better Game Performance are going to reduce the frequency of CTDs, however. They simply help with the framerates while the game is running. Chinaman7000 posted:I miss this mod so much. I have serious stutter issues and FPS issues with any decent graphics settings without it, even with various fix mods like the dude listed above. I've played around a LOT with the Stutter Remover for Oblivion, FO3, and NV. If you aren't using it, it might be worth looking into. It gets rid of the micro-stutter but more importantly, it allows you to cap your framerate at an arbitrary number. While that doesn't sound very exciting, it's allowed me to get rid of virtually every "black hole" (those areas where the framerate randomly plummets for no discernible reason when you look in certain directions). It's also net me a really, really stable FPS. For example, by capping it at 35 FPS in FO3, I'm observing almost no drops, be it in firefights, Rivet City's Market, the Red Racer Factory, or wandering around. And this is at 2x AF 1920 x 1200 on my laptop. I'm not entirely sure why that is, but it's like preventing the game from trying to calculate 60 frames a second allows it to do other things instead. I'm no scientist, however. Cream-of-Plenty fucked around with this message at 08:47 on May 14, 2011 |
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# ? May 14, 2011 08:24 |
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I'm sure it's old news but I get such a kick out of this poo poo. http://www.newvegasnexus.com/downloads/file.php?id=35037 "Well I can't add any further suport to this mod because my dad took my computer (he found porn...should've locked it with a bios password) anyways.... " "4/27/11: HERE YE, HERE YE! There is a chance I can start adding support to the mod again! I might be able to go get my disk out of my dad's office and re-install on my laptop." It just amuses the poo poo out of me.
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# ? May 14, 2011 08:39 |
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Chinaman7000 posted:I miss this mod so much. I have serious stutter issues and FPS issues with any decent graphics settings without it, even with various fix mods like the dude listed above.
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# ? May 14, 2011 08:43 |
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The Armory levelled lists ESP conflicts with the (experimental unreleased) Project Nevada equipment module. At least, FNVEdit throws a wobbly when I try to make a merged patch of them.
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# ? May 14, 2011 13:00 |
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The Lone Badger posted:The Armory levelled lists ESP conflicts with the (experimental unreleased) Project Nevada equipment module. At least, FNVEdit throws a wobbly when I try to make a merged patch of them. What's conflicting so maybe Anime Schoolgirl can look at avoiding it? Or is it a simple matter of their equipment lists modifying the leveled lists as well?
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# ? May 14, 2011 16:11 |
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Naky posted:What's conflicting so maybe Anime Schoolgirl can look at avoiding it? Or is it a simple matter of their equipment lists modifying the leveled lists as well? I'm not totally certain. But when I try to make a merged patch using FNVEdit (I do that everytime I change my mods) it gives this error: [test.esp] Adding master "The.Armory.Leveled.List.esp" [0100280D] <Error: Could not be resolved> Which isn't particularly informative. Using the compare function in FNVEdit both mods seem to be trying to change GunRunnerGunsAllTier3 and LL2Tier1GoodspringsPowderGanger50 (levelled lists) There doesn't seem to be a collision with The Armory itself, only the levelled lists. I know some FO3 mods used scripts (quests?) to modify the levelled lists on-the-fly once the game started to avoid collisions like this (the extra items would be added to whatever levelled list was already there, instead of two levelled lists fighting it out). That sounds complicated though. The Lone Badger fucked around with this message at 16:27 on May 14, 2011 |
# ? May 14, 2011 16:25 |
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Horns posted:Have you tried the Stutter Remover? It gave me a nice little boost in performance (managed to get rid of the nasty 10FPS+ hit I'd take if I turned on any of the water options) and the experience overall for me is much more consistent since it lets you set a framerate cap. Just be sure to set it to at least 35FPS, the default setting of 30 can actually make the stuttering worse. I do use it, and it usually smooths out my gameplay for a little bit but only for the first few minutes. I use the purge cell mod too which does keep me from CTD'ing as much as I usually qould over long times. To be honest I can barely run the game with no mods and decent graphics settings even though my computer should be more than good enough. It could be a driver issue, but I had always assumed it's cause of the useless 2GB limit. (hope games stop that poo poo)
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# ? May 14, 2011 17:29 |
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Is there a mod that changes hardcore mode to not have the h20/food/sleep bars? I like all the other changes it adds, but I find the food and water bar management tedious and annoying.
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# ? May 14, 2011 19:37 |
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RBA Starblade posted:Is there a mod that changes hardcore mode to not have the h20/food/sleep bars? I like all the other changes it adds, but I find the food and water bar management tedious and annoying. Well, I had the exact same opinion but couldn't find a mod that did exactly that. Fortunately Imp's Timescale adjuster has an option to set hunger/thirst/sleep rate multipliers. You can set them so low that they don't increase at all. Mod here.
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# ? May 14, 2011 19:49 |
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# ? May 26, 2024 11:31 |
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Andrast posted:Well, I had the exact same opinion but couldn't find a mod that did exactly that. Fortunately Imp's Timescale adjuster has an option to set hunger/thirst/sleep rate multipliers. You can set them so low that they don't increase at all. Recent comments say that DLC like Dead Money causes it to crash. Has that been fixed?
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# ? May 14, 2011 21:22 |