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Nuclear Pogostick posted:Ha, yeah, I've only been doing it since 3... and my idiocy shows, as now it's crashing whenver I launch it. I have the 2.0 esm, 2.1 esm, the honest hearts vanilla patch, and the cabinet ESP checked in that order. As far as I know they shouldn't be making GBS threads themselves... what'd I gently caress up this time? Having two .esms active for the same mod would probably do it. Also if you have anything loaded before FalloutNV.esm you can't play(FOMM literally does this on my version even after Auto Sort)
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# ? Jul 27, 2011 06:47 |
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# ? May 27, 2024 07:19 |
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Hey Naky, those "AAS Compatibility" options that show up when installing the Armory refer to the Alternate Armor System, right? Also, any estimation of when the next release will be?
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# ? Jul 27, 2011 06:47 |
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Brace posted:Having two .esms active for the same mod would probably do it. Also if you have anything loaded before FalloutNV.esm you can't play(FOMM literally does this on my version even after Auto Sort) Wouldn't one .esm just override the other one? Plus the mod should only reference the most recent one anyway, so one of them is just kind of wasting memory but otherwise shouldn't affect the game at all (except for any stuff in the base FalloutNV.esm that it overrides). -Common causes of crashing at startup: loading something before FalloutNV.esm, as Brace mentioned. -Missing a master for something. You can see what masters a mod requires by reading their description in FOMM - if one of them requires something you don't have, it will always crash. -Improper load order. Most of the time, load order doesn't crash your game, just messes up the mod behaviour. If, however, you have an .esm that relies on another .esm as a master, you have to make sure the master is loaded first. This also goes for .esps that rely on other .esps (this isn't very common among well-made mods, but it's still possible, so make sure to check). The Cheshire Cat fucked around with this message at 06:53 on Jul 27, 2011 |
# ? Jul 27, 2011 06:49 |
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Brace posted:Having two .esms active for the same mod would probably do it. Also if you have anything loaded before FalloutNV.esm you can't play(FOMM literally does this on my version even after Auto Sort) Yeah, I made sure they were after FalloutNV.esm, and it still crashes if I only have 1 of them checked.
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# ? Jul 27, 2011 06:52 |
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Most likely a missing master I'd say, look around for anything that requires something that you don't have enabled or have.
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# ? Jul 27, 2011 06:55 |
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Brace posted:Most likely a missing master I'd say, look around for anything that requires something that you don't have enabled or have. Couldn't find anything, but I'll check again. Load order: code:
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# ? Jul 27, 2011 07:11 |
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What's the WPPatch? also I'm planning on a legion playthrough, is there any way to not have (basically) every companion hate my guts and leave me if I'm legion?
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# ? Jul 27, 2011 07:14 |
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Use Raul or Lily, they don't give a gently caress. Other than that you're stuck (protip, legion are cosplaying assholes with a sperging psuedointellectual douche at the helm, don't play allied with them) Also, I tried disabling the WPPatch, and it didn't make a difference. Beyond that, I'm not sure what it does, the readme doesn't say so.
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# ? Jul 27, 2011 07:23 |
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Try reinstalling the armory with the .fomod version and see if that sorts poo poo out.
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# ? Jul 27, 2011 07:29 |
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Brace posted:Try reinstalling the armory with the .fomod version and see if that sorts poo poo out. Right, I'll give that a shot.
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# ? Jul 27, 2011 07:30 |
It seems weird that the HH weapon mods are a couple hundred caps, compared to over a thousand for most of the other weapon mods. For consistency I think I'll go and make all mods cheaper to match the HH prices
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# ? Jul 27, 2011 07:33 |
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You should generally be using FOMOD installs for everything because it's much easier to activate/deactivate and sort out.
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# ? Jul 27, 2011 07:33 |
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Brace posted:You should generally be using FOMOD installs for everything because it's much easier to activate/deactivate and sort out. Yeah. You can even have FOMM create a FOMOD from a .zip or .rar file if it has the right folder structure (most mods do). I use the package manager to install pretty much every mod.
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# ? Jul 27, 2011 07:35 |
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This was asked a few pages ago and was either ignored or I was blind and missed the reply. Do the guns from The Armory work with the cowboy and grunt perks?
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# ? Jul 27, 2011 07:56 |
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I tried installing it as a FOMOD, but doing so is making FOMM lock up. It doesn't crash, it just... sits there. I can't alt tab to it, I have to minimize everything else, and clicking on it does nothing.
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# ? Jul 27, 2011 08:10 |
Nuclear Pogostick posted:I tried installing it as a FOMOD, but doing so is making FOMM lock up. It doesn't crash, it just... sits there. I can't alt tab to it, I have to minimize everything else, and clicking on it does nothing. Yeah, its working. It doesn't have a progress bar for instillation and for something like the Armory it just takes a while.
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# ? Jul 27, 2011 08:12 |
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Arrath posted:Yeah, its working. It doesn't have a progress bar for instillation and for something like the Armory it just takes a while. Okay. I'll leave it for 15 minutes and see if it's finished by then.
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# ? Jul 27, 2011 08:13 |
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Just so that no one thinks I'm entirely full of poo poo and also to give a little preview, here is the armory of my new hideout. This shot is taken from a the extreme southwest corner wall so in this shot you see over 50% of the space in the whole hideout. It will extremely compact and the storyline I've planned so far will give it an interesting style hopefully. Almost all of the really tedious stuff is done with, weapon placement, ammo shelves, the goddamn weapon wall hooks, etc. I've got a few more ammo shelves to stock up and script and after that far more fun stuff like writing up the backstory, adding actual lighting, and adding clutter. I've got to move to a new apartment in two days but I am hoping to have it released and completely functional in a week or week a half max.
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# ? Jul 27, 2011 08:43 |
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Aha, it did work! The only issue I'm having now is that the magazine of the bren gun appears to be missing a texture, otherwise it's working like a charm. E: Omnicarus, that looks jawesome.
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# ? Jul 27, 2011 08:44 |
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That looks really good from a design standpoint. It really serves to drive home how godawfully low res the default textures in New Vegas are though.
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# ? Jul 27, 2011 08:46 |
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Imo it really compliments the team that did the lighting in New Vegas. The textures themselves are low res but most of the time the lighting in close quarters is done very well and you don't notice it so much. Pretty much every area of the game when fully lighted looks like poo poo even though some areas look remarkably well done in game. The vault hotel on the strip and the jungle vault are especially good examples of this.
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# ? Jul 27, 2011 08:50 |
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Yeah, I don't think it was the art team's fault, more just working around RAM limitations on the consoles.
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# ? Jul 27, 2011 08:52 |
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Omnicarus, that looks pretty great. I like that you're keeping it kinda dingy and compact, never really cared for how pristine and labyrinthine some of the bigger house mods are.
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# ? Jul 27, 2011 09:24 |
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CommissarMega posted:So, I was trying out that Willow mod I posted earlier. My review: Being able to change her armor is based on companion quest advancement, not getting something better to give her.
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# ? Jul 27, 2011 09:32 |
Riolith posted:This was asked a few pages ago and was either ignored or I was blind and missed the reply. Do the guns from The Armory work with the cowboy and grunt perks? I believe Naky said that the next release will provide support for those perks.
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# ? Jul 27, 2011 10:28 |
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Looking good, Omni. Is the mod just for OWB, though? I thought you mentioned something about that earlier?
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# ? Jul 27, 2011 10:47 |
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SmokinDan posted:Looking good, Omni. Is the mod just for OWB, though? I thought you mentioned something about that earlier? I'm going to release supplementary packs that add stuff from each respective DLC. The one for OWB will add a two way teleporter once you finish OWB that will let you go in between the two at will. On the same note the weird empty spaces on the weapon walls and in the ammo shelves are spaces that will get filled up by DLC weapons or .45 Auto ammunition once I make the additional packs for DLCs. Edit: The old world flag actually covers the door that will eventually be an elevator to take you to Naky's Armory, but that is way off I need to get the core hideout and DLC stuff supported first. Omnicarus fucked around with this message at 11:46 on Jul 27, 2011 |
# ? Jul 27, 2011 11:44 |
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Well, I guess Underwater Home is a bust. The auto-sorting lost my Q-35 Matter Modulator get lost in the ether and I had to revert to an earlier save. I tried installing the Beta files for it, but those change the layout and functionality of the place for the worse (why did the Snowglobe display disappear? What the heck) and they don't even fix the problem. I'm too nervous to stash my stuff there. Also, the author has made it pretty clear that he won't be working on updating it anymore, so it has some basic support for Dead Money and that's all. It's a real shame because it's one of the coolest ideas for a player home that I've seen, and it was executed pretty well outside of this bug At least I have Omnicarus' place to look forward to, but where is a good looking place to keep my stuff without it vanishing into the ether for the time being? I can go back to Underground Hideout or something if nobody has any better suggestions for a player home.
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# ? Jul 27, 2011 12:40 |
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Cream-of-Plenty posted:I believe Naky said that the next release will provide support for those perks. Cowboy's been supported since 1.0, Grunt will be supported in 2.5. Also NP, your original issue was that you were loading the 2.1 armory esm... that's a WIP esm for Anime Schoolgirl only. The proper esm is always and will always be named The.Armory.esm regardless of build version.
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# ? Jul 27, 2011 14:04 |
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Omnicarus, that looks awesome. Very batcave-esque.
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# ? Jul 27, 2011 14:22 |
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I feel like I'm the only person on the planet that prefers houses that have a room with a table, a trunk and a bed to any of this uber-Vault ridiculousness. I mean do you really need boxes for each individual ammunition sub-type?
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# ? Jul 27, 2011 16:32 |
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The Goodsprings Home might be what you want. The uber-vault section is through a trapdoor. The main house looks just like the other houses in Goodsprings; bed, couch, table with chairs, oven, and a wardrobe. The screenshots on the page are outdated, though.
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# ? Jul 27, 2011 16:39 |
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fennesz posted:I feel like I'm the only person on the planet that prefers houses that have a room with a table, a trunk and a bed to any of this uber-Vault ridiculousness. I mean do you really need boxes for each individual ammunition sub-type? Nah I prefer that too. Although I do like weapons walls in theory most of them end up looking really bland and not really presenting the weapons in a way that's at all special or aesthetically pleasing, they're all just hung up there like tools in a garage. I feel like if someone developed a mod with a weapon wall that only mounts uniques and gave plaques to each weapon and maybe some kind of fancy display it would be a huge improvement on the formula, bland weapon rooms seem to be a feature of every housing mod and it's time someone took it to the next level. SheepNameKiller fucked around with this message at 16:50 on Jul 27, 2011 |
# ? Jul 27, 2011 16:44 |
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fennesz posted:I feel like I'm the only person on the planet that prefers houses that have a room with a table, a trunk and a bed to any of this uber-Vault ridiculousness. I mean do you really need boxes for each individual ammunition sub-type? Same. But I haven't seen anything that I like better than the Lucky 38, plus I like to fill up the bathtub with pencils or pool balls or whatever.
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# ? Jul 27, 2011 17:02 |
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Does EVE do anything about goo/ash piles never going away, or should I install Ephemeral Ash and Goo Piles ( http://www.newvegasnexus.com/downloads/file.php?id=37573 ) to go with it?
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# ? Jul 27, 2011 17:16 |
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potaties posted:Well, I guess Underwater Home is a bust. The auto-sorting lost my Q-35 Matter Modulator get lost in the ether and I had to revert to an earlier save. Are you using Project Nevada? There's an issue with the q-35 at the moment: http://code.google.com/p/project-nevada/issues/detail?id=57#c0
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# ? Jul 27, 2011 17:59 |
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OneTrueBru posted:Are you using Project Nevada? There's an issue with the q-35 at the moment: http://code.google.com/p/project-nevada/issues/detail?id=57#c0 Oh poo poo, I am. If it's PN causing the issue, then maybe I shouldn't have been so hasty. How exactly does this fix work? Turning off Weapon Charging in the PN settings menu, grabbing it back out of the container, and then turning it back on?
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# ? Jul 27, 2011 18:10 |
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potaties posted:Oh poo poo, I am. If it's PN causing the issue, then maybe I shouldn't have been so hasty. How exactly does this fix work? Turning off Weapon Charging in the PN settings menu, grabbing it back out of the container, and then turning it back on? I actually tried to test this for you, but I can't even put the drat thing in a container without the game crashing. Guess you may as well give the toggling fix a shot, see if it works. E: Whee, it didn't crash. I can report that switching off the chargeable weapons option does indeed return the standard q-35 to your inventory. Squiggly Beast fucked around with this message at 18:29 on Jul 27, 2011 |
# ? Jul 27, 2011 18:23 |
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Much obliged! Guess my character isn't homeless after all!
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# ? Jul 27, 2011 18:38 |
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# ? May 27, 2024 07:19 |
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For some reason with the armory mod almost all the revolvers have the cylinder in first person view appearing way way lower than they should be sitting.
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# ? Jul 27, 2011 19:49 |