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Arkitektbmw posted:Ok, what the heck am I doing wrong with this FOMOD script for The Armory? Very odd and the answer you probably don't want to hear but I've never heard about this happening, like ever. Can't even imagine what's causing this. But yeah, like Naky said, try the manual version. There are literally no differences between those two in the manual one you just have to select the .esps by hand. Allow a while for unpacking of the archive and make sure that you have a few GB of space on the drive your windows temp folder is residing and on the drive F:NV is installed. Oh unrelated, this also might be interesting for people not already in the know. The guy who's making enbseries (of "Skyrim-and-GTA4-looks-loving-awesome-with-them" fame) postprocessing shaders decided to make an exclusive set for Fallout:New Vegas. One of the planned features is shadows, as they are in Skyrim. I'm really curious how this will turn out. Police Automaton fucked around with this message at 03:10 on Jul 31, 2012 |
# ? Jul 31, 2012 03:06 |
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# ? May 28, 2024 16:27 |
Capn Beeb posted:Edit: The FNV4GB.exe does meddle with audio. It's especially good at breaking NPC lip-syncing. I don't know the wizardry behind using a modified executable that Steam finds copasetic, but it's complicated enough that you can't edit the regular .exe to simply be LAA. Otherwise Steam will look at it and refuse to start the game up.
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# ? Jul 31, 2012 03:13 |
lethial posted:Is there a more dummy (me) friendly way/tool to install and update mods? Nexus Mod Manager (NMM) is supposed to be the dummy-friendliest utility for downloading, installing, updating, and managing plugins. You might try your luck with that, but be advised: The utility seems very hit or miss for people. It's come a long way, but people either hate it or love it. Personally, it makes it really difficult to troubleshoot people's problems because all it requires the user to do is hit a couple of buttons.
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# ? Jul 31, 2012 03:18 |
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Cream-of-Plenty posted:The FNV4GB.exe does meddle with audio. It's especially good at breaking NPC lip-syncing. I don't know the wizardry behind using a modified executable that Steam finds copasetic, but it's complicated enough that you can't edit the regular .exe to simply be LAA. Otherwise Steam will look at it and refuse to start the game up. So what do I do? Cause with the 4GB launcher it wasn't crashing roughly every minute, but with just music the game is kinda boring.
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# ? Jul 31, 2012 03:20 |
Cirosan posted:I hate to seem like I'm promoting myself here, but CCO's Follower Tweaks module raises the companion cap to a maximum of 5. It bases it off of your Charisma though, and does a variety of other things to balance out companions. You may not like some of the changes. Is there any way to get the CCO Follower Tweaks working with Mission Mojave? I'm trying to make a merged patch using FNVEdit, but I keep getting assertion failures when trying to copy the Follower Tweaks as an override for the stuff in it.
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# ? Jul 31, 2012 03:36 |
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Thank you both very much Cream of plenty and Cirosan. I will try the things you two suggested. Thanks.
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# ? Jul 31, 2012 03:37 |
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Hmm, I have tried installing a new MCM to no avail. This is quite odd. I have made sure all the .dlls are able to be accessed as an admin and have turned off UAC (running win7 x64)... Perplexing.
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# ? Jul 31, 2012 03:53 |
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SquadronROE posted:nvse not working NVSE shouldn't be in your data directory. It should be one level higher, in you 'fallout new vegas' directory. Also, is there a mod that makes the crafting UI a whole lot less lovely. I'm trying to break down a bunch of shittier ammo I don't need into useful ammo and the game is being really unhelpful about it
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# ? Jul 31, 2012 04:00 |
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Looks like Requiem for the Capital Wasteland got taken down, Bethesda cease-and-desisted the creators I guess.
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# ? Jul 31, 2012 05:04 |
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Isaacs Alter Ego posted:Looks like Requiem for the Capital Wasteland got taken down, Bethesda cease-and-desisted the creators I guess. Nope, they didn't. Latest update/info on RFCW/TTW: quote:Alright, I'll talk about the followup to RFCW, A Tale of Two Wastelands. RFCW is finished no matter what, TTW will probably continue on in some form though not on Nexus unless they get Bethesda's blessing (but will still probably be developed even without it).
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# ? Jul 31, 2012 05:45 |
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http://newvegas.nexusmods.com/mods/44266 "The reason I made this mod was to help raise the awareness of autism." You get to be a creepy superhero. What would an Asperger's awareness perk look like?
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# ? Jul 31, 2012 06:21 |
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I've run into a bug in Lonesome Road where the Marked Men are non-hostile for some reason. Anybody know how to fix this? Edit: Fixed with the console. Apparently Delay DLC messes up the faction allegiances. SplitSoul fucked around with this message at 16:15 on Jul 31, 2012 |
# ? Jul 31, 2012 09:58 |
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SpookyLizard posted:NVSE shouldn't be in your data directory. It should be one level higher, in you 'fallout new vegas' directory. Odder and odder and odder. I have the files in the right place, and even tried launching the NVSE_Loader manually and get the same error. It doesn't crash or anything, just doesn't load Project Nevada. Do I need to register NVSE in FOMM or anything? The installation instructions don't mention it.
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# ? Jul 31, 2012 12:53 |
Does anyone know if I'll run into any problems running LPAM and Project Nevada's equipment module at the same time? I know they both add vault-tec power armour, but aside from the possibility of it showing up a little too often due to having two versions with two leveled list entries it should be fine, right?TheVenetian posted:http://newvegas.nexusmods.com/mods/44266 Oh cool apparently I'm fireproof and have superhuman reflexes. TheVenetian posted:What would an Asperger's awareness perk look like? Oh wait, no I'm not . At least I can bask in that + 5 intelligence, +30 science.
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# ? Jul 31, 2012 13:48 |
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I'm surprised no one has (seriously) taken on total conversions to remake Fallouts 1 & 2.
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# ? Jul 31, 2012 13:50 |
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Why bother when you can add a slider that changes the size of ladies breasts to back breaking proportions?!
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# ? Jul 31, 2012 14:05 |
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At what point does the Fallout timeline diverge from our own? Playing through Fallout 3 also and did the dish mission for Three Dog and none of the early space program names in the museum of technology were correct and NASA was referred to as USSA, yet all the revolutionary period stuff is correct when doing the "find the declaration of independence" mission.
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# ? Jul 31, 2012 14:06 |
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Orgophlax posted:At what point does the Fallout timeline diverge from our own? I thought it was just after the end of the Second World War. Late 1945 I think, could be wrong.
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# ? Jul 31, 2012 14:16 |
I was under the impression it was at the beginning of the cold war, yeah. And apparently the war went nuclear in 2077? I figured the actual apocalypse part was much more "near future".
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# ? Jul 31, 2012 14:31 |
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I'm interested in using TTW when they finally support New Vegas's DLC. I can do without FO3's DLC (well, maybe not Point Lookout...). Until then, I'll continue to use RFCW's 5.1AE version, which seems better to me than the recently released .6b. I just wish certain aspects of it weren't so drat buggy, like the FO3 main quest. Or the fact that you pretty much have to start in the Mojave, unless you want to run into a bug when you head to Goodsprings later. I also need to stop relying on Sneak every playthrough, because it's getting old.
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# ? Jul 31, 2012 14:41 |
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Archaeology Hat posted:I thought it was just after the end of the Second World War. Late 1945 I think, could be wrong.
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# ? Jul 31, 2012 14:50 |
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Come on now, is there no apparent fix for this? I've updated everything and it still crashes.Ace Oliveira posted:So, I got back to playing New Vegas a month ago, but there's a problem. It crashes to desktop everytime I start it up. It doesn't even get to the main menu. I don't really know what caused it since I haven't downloaded any mods since last year.
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# ? Jul 31, 2012 15:25 |
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You could try posting on the Nexus mod forums as well, they might be able to give you an idea. The only thing I could suggest is to start eliminating the mods one at a time, starting at the bottom, to try to isolate which is causing the crash. In addition to running NVSE_loader.exe directly, which still didn't apparently load NVSE, I mucked with the load order using BOSS. Still no change. turn it up TURN ME ON fucked around with this message at 15:33 on Jul 31, 2012 |
# ? Jul 31, 2012 15:27 |
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Ace Oliveira posted:Come on now, is there no apparent fix for this? I've updated everything and it still crashes. Honestly, no one is going to be able to help you if you're just coming here and posting these huge gently caress-off load orders. Have you checked for conflicts in FNVedit? Do you use BOSS?
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# ? Jul 31, 2012 15:28 |
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Ace Oliveira posted:Come on now, is there no apparent fix for this? I've updated everything and it still crashes. 1) Get BOSS to make sure the mods are in their correct load order. 2) Disable a mod, start up NV, and if it crashes, reenable it and disable the next mod. Go up the list until you find the one that lets NV load after disabling it.
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# ? Jul 31, 2012 15:29 |
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It ain't like I expect you to have a family history of getting shot in the head. Oh...
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# ? Jul 31, 2012 15:37 |
Orgophlax posted:2) Disable a mod, start up NV, and if it crashes, reenable it and disable the next mod. Go up the list until you find the one that lets NV load after disabling it. Adding to this, it's faster doing a binary search, as in disable half the mods, if it works re-enable half the ones from that group, and so on.
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# ? Jul 31, 2012 15:38 |
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Also an immediate crash to desktop usually means a missing .ESM master file.
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# ? Jul 31, 2012 15:51 |
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If I remember correctly, the universes diverged when the fallout one didn't invent the transistor. There's a page on the fallout wikia though that's got all that info. Additionally, Ace, you may want to disable AND deactivate/uninstall all of your mods and then revalidate your local files with steam to see if anything got corrupted or something. Then reactivate a few mods, enable them and launch after five or six mods. Maybe less if you're enabling stuff that does massive changes.
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# ? Jul 31, 2012 15:55 |
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Ace Oliveira posted:Come on now, is there no apparent fix for this? I've updated everything and it still crashes. There's a bunch of mods (for example electrocity) which are known to cause problems. You don't even have a merged patch and I'd be suprised if you even know what half your mod load order does, because I can already see a few which will undoubtly conflict with each other. My advice is to remove most of your mods, then see how you like the game actually in its original form, then add mods from the OP after reading their description, then if you still want to add dozens of mods read up how fnvedit works and make sure to understand what a merged patch is good for, else you'll never enjoy a stable game with a load order like this. All in all, This isn't oblivion anywas, so it really doesn't need such an load order. Police Automaton fucked around with this message at 16:10 on Jul 31, 2012 |
# ? Jul 31, 2012 16:08 |
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SquadronROE posted:Well... now it keeps telling me that it cannot detect the NVSE. I've got NVSE in the Data directory, and I'm using the fnv4gb.exe from the OP, and I get the same error whether I fire it off manually from the directory. The game will load up, and then FNV tells me that Project Nevada cannot detect NVSE. Here's what I've got firing off so far: Is that your actual load order? Because that's all sorts of messed up. FalloutNV.esm, for instance, should always be on top as it's the main game file. Give it over to the BOSS sorter and see how it runs then.
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# ? Jul 31, 2012 16:42 |
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I just gave that a shot, here's the revised load order: FalloutNV.esm More Perks.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm Project Nevada - Core.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp Project Nevada - Equipment.esm CASM.esp The Mod Configuration Menu.esp Lucky 38 Suite Expansion.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues (No Cyberware).esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp More Perks Update.esp TGsArmorCollectionVegas.esp ProjectRealityMkIv5HDR.esp Total active plugins: 28 Total plugins: 28 Should I start cutting out mods down to the bare minimum Project Nevada ones and see if I can get it to work? I am at a loss with how NVSE works.
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# ? Jul 31, 2012 16:58 |
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I think generally you want to keep the official DLC loading straight after, in their order of release. Project Nevada should certainly come after them, not before. I don't think I can see any other issues... good luck
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# ? Jul 31, 2012 17:02 |
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SquadronROE posted:I just gave that a shot, here's the revised load order: Are you using BOSS? That will usually show you any glaring issues (incompatibilities, etc.) What I would do if I had this situation: - Take note of the mods that I had running (I think FOMM can export to a list of both active ESM/ESP files, and Packages) - Rename the Data folder to Data.old - Revalidate cache through Steam (Right Click Fallout New Vegas => Properties, somewhere in there) - Update to latest NVSE - Redownload/Reinstall mods, one at a time (I start with Texture replacers, Project Reality, then move to Project Nevada/gameplay mods) Sounds like a pain in the rear end, but you'll probably spend less time doing that then trying to troubleshoot a giant load order, of which you may not know if they are up-to-date or not.
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# ? Jul 31, 2012 17:24 |
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Police Automaton posted:There's a bunch of mods (for example electrocity) which are known to cause problems. You don't even have a merged patch and I'd be suprised if you even know what half your mod load order does, because I can already see a few which will undoubtly conflict with each other. My advice is to remove most of your mods, then see how you like the game actually in its original form, then add mods from the OP after reading their description, then if you still want to add dozens of mods read up how fnvedit works and make sure to understand what a merged patch is good for, else you'll never enjoy a stable game with a load order like this. All in all, This isn't oblivion anywas, so it really doesn't need such an load order. I actually got up to the Hover Dam battle without mods. I find the mods having conflicts weird, though. Before, the game didn't crash, but having all of the DLC how make it crash now. I actually think it may be a missing .esm file like Gyshall said. When I disable all mods, the game works. But when I go down the load order list and disable mods individually or in groups, the game still crashes. I also use BOSS to sort out my load order, but I don't that would be a problem would it?
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# ? Jul 31, 2012 17:33 |
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SquadronROE posted:Should I start cutting out mods down to the bare minimum Project Nevada ones and see if I can get it to work? I am at a loss with how NVSE works. First, run BOSS to check your load order. Look at the notes (like if it says an esp will conflict with another) and make sure they do not apply to your load order. After that, disable all plugins except for official stuff (i.e. the game and DLC) and then able a few at a time. Once you start to crash again, uncheck the last ones you checked, and check them one at a time. Once you've figured out what mod(s) is causing the problem, find its page on the nexus (or wherever you got it from) and double check the installation instructions. A crashing problem I had was caused by not having another mod one I had required. Oh, and you don't need to worry about NVSE. Just put the files in the New Vegas directory and FOMM will automatically use it.
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# ? Jul 31, 2012 18:05 |
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It's actually not a crashing problem at all, it's NVSE not loading up. I think the best suggestion will just be to nuke it from orbit and start over though. It will probably end up taking me less time. So here's the order in which I will install things: 1. Nuke the data directory, re-validate 2. Allow all mods to do their thing 3. Install texture update 4. Install Project Reality 5. Install Project Nevada 6. Grab the FNV4gb.exe that uses NVSE 7. Install Electrocity 8. Install CASM That look good? If I can get that working I might try adding The Armory since that seems to include quite a few new guns and toys. Also, I created the load order from a few posts ago with BOSS (as I noted) and didn't see any warnings about incompatibility. EDIT: I will log in and make sure that FNV actually works between the steps too. That's probably a good idea. Sweet christ I'm putting more work into this than I put into my last major surgery. turn it up TURN ME ON fucked around with this message at 18:31 on Jul 31, 2012 |
# ? Jul 31, 2012 18:11 |
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Colgate posted:I'm interested in using TTW when they finally support New Vegas's DLC. I can do without FO3's DLC (well, maybe not Point Lookout...). Until then, I'll continue to use RFCW's 5.1AE version, which seems better to me than the recently released .6b. I just wish certain aspects of it weren't so drat buggy, like the FO3 main quest. Or the fact that you pretty much have to start in the Mojave, unless you want to run into a bug when you head to Goodsprings later. How are you finding it, anyway? I've downloaded some loot rarity mods just to help balance the economy a little, and I've massively reduced the value of assault rifles. And increased the damage of the Chinese Pistol to be on par with Maria because the C96 is the most stylish gun ever. But yeah, F3 really needed some money sinks. Are there any good mods that enable me to pump my cash into something without giving me grotesque returns on my investments? You can definitely use companion mods, but I've no idea about anything else - I'm wary of using any mods that references ammo types etc that don't exist. I wonder if Fellout works, I'm sick of that green tinge already.
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# ? Jul 31, 2012 18:29 |
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SquadronROE posted:It's actually not a crashing problem at all, it's NVSE not loading up. I think the best suggestion will just be to nuke it from orbit and start over though. It will probably end up taking me less time. Don't forget the actual NVSE files as well the FNV4gb.exe!
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# ? Jul 31, 2012 18:30 |
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# ? May 28, 2024 16:27 |
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Rather Dashing posted:Don't forget the actual NVSE files as well the FNV4gb.exe! Ah-ha. So FNV4gb.exe and the NVSE_loader (and associated DLL's) go into FNV's root directory, right? When I was troubleshooting last night I grabbed the FNV4gb.exe that is to be used with NVSE but didn't grab a fresh copy of the NVSE_loader and associated files. I'll give that a shot first, as that might be all that is missing.
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# ? Jul 31, 2012 18:33 |