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Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."

Arkitektbmw posted:

Ok, what the heck am I doing wrong with this FOMOD script for The Armory?

I've downloaded it four separate times on two different connections just to ensure the file isn't getting corrupted.

The last two times I've done it, I've noticed less of a delay to get the FOMOD script interface up, but upon selecting:

Main, All the leveled lists, the cabinet addon, and the Honest hearts compatibility, it kicks the same error up every single time.

Edit: Huh, went to Download RFCW and the file's hidden....awesome. Is it being updated?

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

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Capn Beeb posted:

Edit:

Yeah this is doing something loving weird to audio. The above bug is when I use my optical jack, and I get _zero_ sounds over analog cables. And conversations are going way, way too fast. Can't I just edit the regular .exe to be large address aware?

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.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

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.

Beeb
Jun 29, 2003
Probation
Can't post for 25 days!

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.

ihatepants
Nov 5, 2011

Let the burning of pants commence. These things drive me nuts.



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.

If all you want is more companions and nothing else, try the Unlimited Companions mod. I haven't tried it myself and I've heard some of the newer patches and DLCs broke it, so make of that what you will.

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.

lethial
Apr 29, 2009
Thank you both very much Cream of plenty and Cirosan. I will try the things you two suggested. Thanks.

turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.
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.

SpookyLizard
Feb 17, 2009

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

Isaacs Alter Ego
Sep 18, 2007


Looks like Requiem for the Capital Wasteland got taken down, Bethesda cease-and-desisted the creators I guess.

Naky
May 30, 2001

Resident Crackhead

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.

Basically, there was a Falling Out (heheheh) between MisterYster, and everyone else on the team who was actually doing work on RFCW, so they left MisterYster in favor of starting TTW, after Nexus drama that got both mods pulled, we're still working to make A Tale of Two Wastelands the best it can be.

We'll be fully integrating both games and its DLCs together, you'll find raiders in Springvale with .22 S. SMGs and Lever Action Shotguns, and Fiends with Chinese and Normal Assault Rifles, fully ironsighted. LvL'd lists have been redone for most factions, so you'll also see FO3 Enclave with Gauss and Multipas Rifles, and even Plasma Casters.

They'll be a train that will allow you to go to and from the wasteland areas, and will cost 3000 caps per ticket.

The DevCut version will have all sorts of added goodies, like lore friendly weapons from past games, improved armories, and more.

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).

TheVenetian
Jul 26, 2007
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?

SplitSoul
Dec 31, 2000

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

turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.

SpookyLizard posted:

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

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.

Electric Pope
Oct 29, 2011

Oh I'm still alive
I'm still alive
I can't apologize, no
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

"The reason I made this mod was to help raise the awareness of autism."


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.

physeter
Jan 24, 2006

high five, more dead than alive
I'm surprised no one has (seriously) taken on total conversions to remake Fallouts 1 & 2.

Rabhadh
Aug 26, 2007
Why bother when you can add a slider that changes the size of ladies breasts to back breaking proportions?!

Orgophlax
Aug 26, 2002


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.

Archaeology Hat
Aug 10, 2009

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.

Electric Pope
Oct 29, 2011

Oh I'm still alive
I'm still alive
I can't apologize, no
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".

Emberfox
Jan 15, 2005

~rero rero rero rero rero
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.

Orgophlax
Aug 26, 2002


Archaeology Hat posted:

I thought it was just after the end of the Second World War. Late 1945 I think, could be wrong.
Thanks. Sorry for posting that here though, I thought I clicked on the discussion thread.

Ace Oliveira
Dec 27, 2009

"I wonder if there is beer on the sun."
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.

Here's the load order. I've got it up to date and I have the latest version of that 4GB thing.

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[ ] ClassicPack.esm
[ ] MercenaryPack.esm
[ ] TribalPack.esm
[ ] CaravanPack.esm
[X] Active Wasteland.esm
[X] CompanionInfAmmo.esm
[X] Military Explansion Program.esm
[X] NSkies URWLified.esm
[X] ELECTRO-CITY - Highways and Byways.esm
[X] ELECTRO-CITY - CompletedWorkorders.esm
[X] Weapon Mod Expansion.esm
[X] WME - Dead Money.esm
[X] WME - Honest Hearts.esm
[X] NVStripOpen.esm
[ ] SCAV.esm
[X] WARZONES - Misanthropy Pure.esm
[X] DFB - Random Encounters.esm
[X] Project Nevada - Core.esm
[X] Project Nevada - Equipment.esm
[X] IWS-Core.esm
[X] Caliber.esm
[X] CaliberXhonesthearts.esm
[X] The.Armory.esm
[X] CASM.esp
[X] DynamiCamera.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] populatedcasino.esp
[X] RefinedCasinoPeople&Suits.esp
[X] StripOpenNPCs.esp
[X] clean McCarran.esp
[X] Realistic Portable Tent.esp
[X] XFO - 9a - Enemies - AI revamp.esp
[X] XFO - 9da - Enemies - NPC Healing - low.esp
[X] Project Nevada - Rebalance.esp
[X] cOMBOhEADGEAR.esp
[X] cOMBOhEADGEARHonestHearts.esp
[X] GlovesGalore_DeadMoney.esp
[X] GlovesGalore.esp
[X] Project Nevada - Dead Money.esp
[X] Project Nevada - Honest Hearts.esp
[X] CONELRAD 640-1240.esp
[X] ExtendedNVRadio.esp
[X] CRL9K_ThisMachineSound.esp
[X] NewVegasBounties.esp
[X] Active Wasteland - Vanilla Replacements.esp
[X] Active Wasteland - Coffee Maker.esp
[X] Active Wasteland - Dead Money Replacements.esp
[X] Active Wasteland - Dead Money Coffee Maker.esp
[X] IWS-Core-Patrols.esp
[X] IWS-Core-Guards.esp
[X] IWS-Core-Civilians.esp
[X] IWS-DM.esp
[X] IWS-HH.esp
[X] ManualReload.esp
[X] Rustyhwys.esp
[X] AG Supplementary Uniques.esp
[X] AG Supplementary Uniques-Dead Money.esp
[X] AG Supplementary Uniques-Honest Hearts.esp
[X] AK_AR15WP.esp
[X] FN FAL.esp
[X] Alexscorpion'sNVG.esp
[X] Armory_of_Xzax.esp
[X] FlashlightNVSE.esp
[X] Geonox_Wasteland_outfits.esp
[X] VT Custom Ranger Gear.esp
[X] Unified Backpack Mod.esp
[X] FleshBurningPlasma.esp
[X] Desert_Scorpion.esp
[X] Sunglasses Shipment.esp
[X] Tailor Maid - NV.esp
[X] Tailor Maid Black Retex - NV.esp
[X] TGsArmorCollectionVegas.esp
[X] w44Satchels - Lite.esp
[X] WastelandNecklaceCollection.esp
[X] CompanionDisguises.esp
[X] Companion Sandbox Mode.esp
[X] GARU.esp
[X] ImprovedCompanions.esp
[X] [atomic mods] backpacks_nv_eng.esp
[X] dD - Enhanced Blood Main NV.esp
[X] dD-Smaller Wounds.esp
[X] dD-Screen Blood Vanilla.esp
[X] dD-Smaller Spatters Realistic.esp
[X] body blood replacment.esp
[X] Modified Combat Values v2.esp
[X] More Realistic Aiming.esp
[X] Permanent_Weapon_Shells_Medium.esp
[X] UsableCigarettes neunen Ver for New Vegas.esp
[X] Weapon Mod Expansion.esp
[X] AG Supplementary Uniques WME.esp
[X] AG Supplementary Uniques-Dead Money WME.esp
[X] AG Supplementary Uniques-Honest Hearts WME.esp
[X] Project Nevada - WME.esp
[X] WME - Dead Money.esp
[X] WME - Honest Hearts.esp
[X] WME - Dead Money Arenovalis Retex.esp
[X] WME - Honest Hearts Arenovalis.esp
[X] Vurt's WFO.esp
[X] NSkies URWLifiedHH.esp
[X] NSkies URWLifiedDM.esp
[X] Interior Lighting Overhaul-Realistic Interiors-Full.esp
[X] ILO-RI-Dead Money.esp
[X] ILO-RI-Honest Hearts.esp
[X] mossberg500.esp
[X] nopipboyglove.esp
[X] Full-Auto Svc-Rifle and Mks-Carbine - v2.1.esp
[X] MobsterShotgun.esp
[X] WearableDogtags.esp
[X] Lock, Stock and Two Smoking Sawn-Off Barrels.esp
[X] zoomfov75.esp
[X] zoomfov75deadmoney.esp
[X] zoomfov75honesthearts.esp
[X] Red Bandana.esp
[X] Forward Obsever.esp
[X] LexFONVclothingI.esp
[X] The.Armory.Sample.Sounds.esp
[X] The.Armory.HonestHearts.Patch.esp
[X] The.Armory.Cabinet.Addon.esp
[X] Gunslinger.esp
[X] BoonieHats.esp
[ ] blank.esp
[X] gear.esp
[X] Thearmorybetterpistols.esp
[X] betterlightmachinegun.esp
[X] thearmorybetterm60.esp
[X] tactical gear.esp

turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.
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

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

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?

Orgophlax
Aug 26, 2002


Ace Oliveira posted:

Come on now, is there no apparent fix for this? I've updated everything and it still crashes.
Your 2 options when you have a huge mod list, if not already suggested:

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.

Big_Daddy_Fabio
Oct 26, 2010

It ain't like I expect you to have a family history of getting shot in the head. Oh...

Electric Pope
Oct 29, 2011

Oh I'm still alive
I'm still alive
I can't apologize, no

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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Also an immediate crash to desktop usually means a missing .ESM master file.

SpookyLizard
Feb 17, 2009
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.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."

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

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

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:

GunRunnersArsenal.esm
DeadMoney.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
OldWorldBlues.esm
HonestHearts.esm
LonesomeRoad.esm
FalloutNV.esm
More Perks.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
CASM.esp
More Perks Update.esp
ProjectRealityMkIv5HDR.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
TGsArmorCollectionVegas.esp

Total active plugins: 27
Total plugins: 27

In that order. Any ideas?

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.

turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.
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.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
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 :)

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

SquadronROE posted:

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.

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.

Ace Oliveira
Dec 27, 2009

"I wonder if there is beer on the sun."

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?

Genocyber
Jun 4, 2012

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.

turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.
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

Beaumont
Dec 12, 2011

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.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

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.

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.

Don't forget the actual NVSE files as well the FNV4gb.exe!

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turn it up TURN ME ON
Mar 19, 2012

In the Grim Darkness of the Future, there is only war.

...and delicious ice cream.

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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