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SpookyLizard
Feb 17, 2009
And why is it awful?

If you like to go a little bit more current, you might want to try Michael Buble.

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Name Change
Oct 9, 2005


SpookyLizard posted:

And why is it awful?

If you like to go a little bit more current, you might want to try Michael Buble.

I'm going to go out on a long limb and say no one in a Fallout thread cares or wants to read about iTunes. I am sure there is a concise YOSPOS thread though.

quote:

I like the vanilla music, but it does need an injection of variety.

Don't get me wrong, the musical stings on the options menu and the loading screen should give anyone a Mad Max hardon. But otherwise Fallout 3's music is better.

SpookyLizard
Feb 17, 2009

OneThousandMonkeys posted:


Don't get me wrong, the musical stings on the options menu and the loading screen should give anyone a Mad Max hardon. But otherwise Fallout 3's music is better.

The only thing it had going for it was it didn't have a bug that made every other song Johnny Guitar.

csm141
Jul 19, 2010

i care, i'm listening, i can help you without giving any advice
Pillbug
Mister New Vegas kicks the poo poo out of Three Dog, though.

SpookyLizard
Feb 17, 2009

Chief Savage Man posted:

Mister New Vegas kicks the poo poo out of Three Dog, though.

So does Johnny Guitar.

The Lone Badger
Sep 24, 2007

I'm using Project Reality, and I like the ability to have weather but I'm getting annoyed at the very-frequent storms that make it as dark as night. I can turn storms off in the config, but there doesn't seem to be any settings to make them less frequent or less dark. Is there anything I can do to get occasional rain etc but not be limited to 10m visibility half the time?

Man Whore
Jan 6, 2012

ASK ME ABOUT SPHERICAL CATS
=3



SpookyLizard posted:

So does Johnny Guitar.

Johnny Guitar ain't got nothing on Butcher Pete. :colbert:

Sunny Dove
Mar 22, 2013
I'm having a mod-related issue that has me dumbfounded. Using the exact same load order, two of my characters get drastically different frame rates in various areas (Ex: standing in front of the Bison Steve facing toward the NCR camp, Character A gets 60 FPS and Character B gets 40). Character B began having large, regular performance dips about the time I got done with the Sunny Smiles tutorial quest. With the other character, I have played all the way to Nipton and have never dropped below 59 FPS except when loading new cells. Any thoughts?

i7 2600 @3.40
GTX 670 SLI (usually just run FO:NV in single GPU mode)
8GB RAM

Here are my stutter remover & fallout .ini's but I'm almost certain it's a mod-related issue.

Sunny Dove fucked around with this message at 02:52 on Mar 23, 2013

SpookyLizard
Feb 17, 2009

Man Whore posted:

Johnny Guitar ain't got nothing on Butcher Pete. :colbert:

That's why he's got that Marshall with a Big Iron on his hip.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

SpookyLizard posted:

That's why he's got that Marshall with a Big Iron on his hip.

Ranger. Arizona Ranger. :colbert:

Cream-of-Plenty
Apr 21, 2010

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

Sunny Dove posted:

I'm having a mod-related issue that has me dumbfounded. Using the exact same load order, two of my characters get drastically different frame rates in various areas (Ex: standing in front of the Bison Steve facing toward the NCR camp, Character A gets 60 FPS and Character B gets 40). Character B began having large, regular performance dips about the time I got done with the Sunny Smiles tutorial quest. With the other character, I have played all the way to Nipton and have never dropped below 59 FPS except when loading new cells. Any thoughts?

i7 2600 @3.40
GTX 670 SLI (usually just run FO:NV in single GPU mode)
8GB RAM

Here are my stutter remover & fallout .ini's but I'm almost certain it's a mod-related issue.

So basically, the problem can be traced back to the character you build? Is it possible that a trait you have picked with one character is causing slowdowns by forcing the game to run a demanding script? That's the only thing I could think of. That, or the troublesome character has a really high-poly hair mesh or something.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Davin Valkri posted:

Ranger. Arizona Ranger. :colbert:

He said it didn't matter, he won't be too long in town.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
He's hackin' and wackin' and smackin'
He just hacks, wacks, chopping that meat
Butcher Pete's got a long sharp knife
He starts chopping and don't know when to stop
All you fellows got to watch your wifes
Because Pete don't care whose meat he chops
That Butcher Pete is a crazy man
Tries to chop down the wind and the rain
Just hacks on anything he can get!


Butcher Pete is insane.

Fereydun
May 9, 2008

Cream-of-Plenty posted:

He's hackin' and wackin' and smackin'
He just hacks, wacks, chopping that meat
Butcher Pete's got a long sharp knife
He starts chopping and don't know when to stop
All you fellows got to watch your wifes
Because Pete don't care whose meat he chops
That Butcher Pete is a crazy man
Tries to chop down the wind and the rain
Just hacks on anything he can get!


Butcher Pete is insane.

That song has a part 2. Seriously.

https://www.youtube.com/watch?v=6VGDnqCV53w

Either way all those songs are inferior to the annoyingly rare "Anything Goes" which is the best song to just start playin' in the middle of combat.

Catalyst-proof
May 11, 2011

better waste some time with you

Fereydun posted:

That song has a part 2. Seriously.

https://www.youtube.com/watch?v=6VGDnqCV53w

Either way all those songs are inferior to the annoyingly rare "Anything Goes" which is the best song to just start playin' in the middle of combat.

Cole Porter is the sexiest motherfucker.

Emberfox
Jan 15, 2005

~rero rero rero rero rero

Fereydun posted:

Either way all those songs are inferior to the annoyingly rare "Anything Goes" which is the best song to just start playin' in the middle of combat.

It truly is rare, and is definitely my favorite from Galaxy News Radio. The most common ones tend to be my least favorites, like Civilization (I'll Stay Right Here) or Mighty Mighty Man, those were on par with Johnny Guitar and My Spurs Go Jingle Jangle Jingle (Jingle Jangle).

Oddly enough, for the Alton, IL mod for Fallout 3, the radio station made for that mod has part 2 of Butcher Pete. I have currently yet to test that mod with Tale of Two Wastelands, but the radio station works at least (though getting an Illinois station in the Capital Wasteland is a bit weird.)

Right now, I'm falling on Existence 2.0 as my go-to modded radio station. I simply love the ambient music on it.

Emberfox fucked around with this message at 17:14 on Mar 23, 2013

v1ld
Apr 16, 2012

How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC?

The alternative is F3 + FWE + IMCN for hardcore mode + ??

Basically, I never made it very much beyond GNR ever, but now I want to play it like Skyrim, where I'm just wandering around until you find the next fort/cave/tower and do stuff without worrying about people and plots but just enjoy the superbly crafted geography. This has been a blast with SPERG to overhaul perks/leveling and Frostfall to make travel in cold areas challenging. Can CCO + jsawyer do that for F3, maybe with some scarcity mods sprinkled on top?

Emberfox
Jan 15, 2005

~rero rero rero rero rero

v1ld posted:

How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC?

The alternative is F3 + FWE + IMCN for hardcore mode + ??

Basically, I never made it very much beyond GNR ever, but now I want to play it like Skyrim, where I'm just wandering around until you find the next fort/cave/tower and do stuff without worrying about people and plots but just enjoy the superbly crafted geography. This has been a blast with SPERG to overhaul perks/leveling and Frostfall to make travel in cold areas challenging. Can CCO + jsawyer do that for F3, maybe with some scarcity mods sprinkled on top?

Project Nevada and Cirosan's Classic Overhaul generally work very well with Tale of Two Wastelands. I am unsure if jsawyer works with it, as I do not use that particular rebalance. PMT works, since I use PMT - Tougher Economy, and Moira's prices are way up than what they used to be, and my stuff sells for less in general. And yes, the follower tweaks do work, and F3 followers can go to the Mojave, and vice versa.

As far as scarcity mods, you might want to find a F3 mod that does that and won't interfere much with TTW/New Vegas. Hell, if you find one, I'd like it too because certain things are just way too common in the Capital Wasteland (I currently have over 350 stimpaks. Huge collection of drugs, too. Thanks Our Lady of Hope Hospital.)

The Cheshire Cat
Jun 10, 2008

Fun Shoe
The last time I tried FO3 in New Vegas was when they were still calling it Requiem for the Captial Wasteland, so obviously my experience is a bit out of date, but when I was playing it was remarkably compatible with New Vegas mods. Project Nevada worked perfectly, so I don't see why other overhauls wouldn't.

The one issue is that any items that are added via special vendors in New Vegas won't be present at all in DC unless you go in and populate the linked lists yourself in FNVEdit. With a bit of work I had the Armoury fully implemented into RFCW/TTW, but if you don't know how to do that then you'll just have to accept that certain items just won't be possible to get while playing FO3.

Something else that's interesting to note: Quite a few Fallout 3 mods can also be used with TTW. I wouldn't recommend any serious overhauls or weather mods (use the NV versions instead), but things like Fallout Street Lights gave me no problems.

delta534
Sep 2, 2011

v1ld posted:

How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC?

The alternative is F3 + FWE + IMCN for hardcore mode + ??

Basically, I never made it very much beyond GNR ever, but now I want to play it like Skyrim, where I'm just wandering around until you find the next fort/cave/tower and do stuff without worrying about people and plots but just enjoy the superbly crafted geography. This has been a blast with SPERG to overhaul perks/leveling and Frostfall to make travel in cold areas challenging. Can CCO + jsawyer do that for F3, maybe with some scarcity mods sprinkled on top?

CCO's follower changes sort of work with TTW. The mass firing will not work quite right and the DC companions do not obey charisma limit and will not have any of the tweaks. CCO's DT will work but some of the armor's may use the wrong DT formula. CCO's classic perks will work with one very minor issue. The perk rebalance will work and the gameplay changes will work as well without issues. I don't use Jsawyer but the perks should work. I would have to see how it works to give a better answer.

v1ld
Apr 16, 2012

Cool, sounds like it's very playable and I should run with the FNV followers. Thanks for the feedback/tips. TTW 2.0a will be out soon and will be more stable but is savegame incompatible with earlier versions, so I'll wait for that.

Name Change
Oct 9, 2005


So I am trying to reset my password at the Nexus and their security question is "What continent is Japan in?" Holy poo poo.

Cream-of-Plenty
Apr 21, 2010

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

OneThousandMonkeys posted:

So I am trying to reset my password at the Nexus and their security question is "What continent is Japan in?" Holy poo poo.

That cracks me up. Still waiting for an "Is it okay to use another modder's resources without his or her permission?" security question.

I've updated the OP with the weapon mods that Naky recommended, since they're pretty solid. I also threw some common console commands in the FAQ section, but if anybody thinks of some more, I can throw them in there. I didn't put 'coc' because you still need to know the nomenclature for where you want to "coc" to, so "coc" isn't very useful on its own.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Since you are in the updating mood, want me to dig out that big list I posted in like the middle of the thread for you to have a look through?

SpookyLizard
Feb 17, 2009
Did you include GBO? It's a NVSE command that will return the base objectId of any given refId. It's hella useful for spawning things or making companions immortal and stuff that might otherwise warrant a wiki visit.

Cream-of-Plenty
Apr 21, 2010

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

SeanBeansShako posted:

Since you are in the updating mood, want me to dig out that big list I posted in like the middle of the thread for you to have a look through?

SeanBeansShako posted:

:siren: :siren: Big rear end List of Minor Novelty Mods I Like Ahoy! :siren: :siren:

Yeah, we talk a lot about the enviromental stuff and tweaking load lists but we should also be posting the more interesting mods for this wonderful game (there is a thread to post the creepy ones already too).

A majority of these are a handful of cosmetic or weaponry add ons that shouldn't cause too much conflicts when used. A couple of unique mods that caught my eye as well as the usual quests/player homes too from my mod favourites folder. Enjoy!

First off.

Weapons:

An experimental laser Katana sort of like the one from that bad Red Alert sequal!
European Halberds and Pikes ahoy!
Swords of the Wasteland. For even more silly uncanon melee weapon love.
Saboteur: C4 Reborn (Sticky smaller more explodey C4)
M-2081 Pistol a bad rear end 'sleek' looking Laser Revolver.
Heavily detailed and modded FN-FAL Assault Rifle pack.
Zakk Wylde Guitar melee weapon. Teach Fiends to dance to the beat by breaking their legs!
Bren LMG (Dead Money DLC required)
Lee Enfield MK 3 Hunting Rifle reskin (comes with no flags/British/old or modern Canadian flag options)
Steampunk style looking Shotegunne.
Ballisong Filipino Butterfly Knives.
Exotic Asian Blades
Casino playing cards can be turned into thrown weapons (Like Gambit mon ami!)
19th Century European Cavalry Sword in Doc Mitchels place (Props to original modder and goon Upmarket Mango for porting into the game)


Armour and Clothing:

Modifiable Soviet style GP5 Gas Mask (pick up that can)
Wasteland Soldier WW2 M1 Style helmet (bad rear end decals grunt!)
Bad rear end more clean looking black business suit.
Fahrenheit 451 Fireman Uniform: Burn those commie books in style!
Slaver Hunter Duster: Bad rear end cowboy on the outside, fancy late Victorian formal wear on the inside.
Japanese WW2 Style Power Armour
Bad rear end Fifties style Boxer Trunks and T-Shirt outfit. Splatter them mooks with style.
Fifties style Copper uniform.
Rogue Ranger Coats: Bad rear end Ranger-style coats you can wear with anything from base game content.
Legendary Hunter Pack: Bad rear end wearables from gutted and skinned NPC creatures from the Wastes.

World Tweaks:

Treasures of the waste: HUNT FOR TREASURE GOLD LOTS OF GOLD IN DEM HILLS BOYS!
Populated Casinos adds a few more NPCs to the interior cells of the Casinos so they don't look as dead.
Companion Sandbox Mode: Forces your companions AI to go hang out and mess around the enviroment they are waiting and lurking in instead of standing around like a video game character.
BlackWolfBackPacks: Introduces a series of decent looking light, medium and heavy backpacks that add on to your characters inventory weight.
Caesars New Regime: An alternate reskin and reworking of the Legion faction replacing the lore friendly Sportsware Improvising Raiders with bad rear end future Romans who know how to Metal Work.
Kobu Better Binoculars: Boosts the sight range for the Binoculars and makes them in general more useful.
Increased Wasteland Spawns: More things ta shoot!
Wasteland Flora Overhault: Give the desert more new green things to look at. Gives you a choice of lore friendly dead Wasteland or 'gently caress this poo poo REALISM nature reclaimed' forrest.
Weapon Animation Replacers: Gives you some bad rear end new 3rd and 1st person animations for player and NPCs to hold weapons.
More perks! think FNV doesn't have enough? miss some of the ones from the older games?
Less non pre-war American Armoury weapons for White Legs (Honest Hearts needed) removes the fancy SMGS and Anti-Materiel Rifles from the White Leg spawn list.
AWOW: A World of Whacky (crazy Wild Wasteland over the top add on stuff)
Comedy pot mod.
More Merchant Caps: gently caress Cap Inflation! doubles the amount of caps on Vendors.

Quests and Player Housing:
The New Bison Steve Hotel And Lucky Casiono: Lore friendly quest that helps restore the ole' Casino to Primm with some guy called Lucky.
Early Breaking Bad static Winnebago Caravan home. Make me some Jet Jessie!
The Fall of Los Illuminados: Well done meaty user quest
Skunkwater Gulch (Detailed user made settlement requires all the DLC)
Real Time Settler: gently caress you NCR, Time to make my OWN fancy city state.

This one? I noticed a few of the list's bigger mods are already in the OP (WAR, IWS, Vurt's Flora Overhaul, More Perks, Bison Steve, Companion Sandbox, etc.) My only concern is, because the OP is at 85% capacity already, I want to avoid adding really specific mods, like something that hand-places a WW2 weapon or changes a single leveled list, since those just generally clutter up the OP and turn people off to digging through it. On the other hand, people frequently ask for new quest and player-home mods, and a few of these aren't in the OP. Besides Bison Steve, has anybody got any good experiences with these mods?

Naky
May 30, 2001

Resident Crackhead
The Someguy Series are getting a lot of notice lately (Bounties, Inheritance, etc) and he's since reworked how his mods work since the OP's been formed so it may be good to update those with the new info. Supposedly the Rockwell ones aren't bad either (Descent and the newly released as of today Pursuit) but again I don't know enough to really judge. The others he listed I never heard of myself.

Cream-of-Plenty
Apr 21, 2010

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

Naky posted:

The Someguy Series are getting a lot of notice lately (Bounties, Inheritance, etc) and he's since reworked how his mods work since the OP's been formed so it may be good to update those with the new info. Supposedly the Rockwell ones aren't bad either (Descent and the newly released as of today Pursuit) but again I don't know enough to really judge. The others he listed I never heard of myself.

poo poo, I just looked through this and I'm not quite sure, either. It sounds like the guy concluded, after he had released "x" number of mods, that he should create a plugin to regulate all of the mods coexisting.

quote:

[someguyseries.esm] manages order of presentation, dialogue choices, and scripted encounters that span multiple mods.

So, basically, if you've installed 4 or 5 of his mods, he has it rigged so you don't get overwhelmed with all of their poo poo, simultaneously? I've got to say, I've never heard of anybody doing anything like this before.

Thanks, it's good info. I haven't heard of half of these quests he's created, so I'll keep looking into it.

Naky
May 30, 2001

Resident Crackhead
He hasn't created all of them yet. Firebase of Zulu is due for release in the next couple months supposedly, Bounties III is still in development along with the others he teases.

Cream-of-Plenty
Apr 21, 2010

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

Naky posted:

He hasn't created all of them yet. Firebase of Zulu is due for release in the next couple months supposedly, Bounties III is still in development along with the others he teases.

Oh, gotcha, that's why I wasn't turning up poo poo then. Still, the idea of creating an .esm to regulate all of them is pretty novel and, looking back at mod sets as early as Morrowind, I could see some usefulness in it.

Naky
May 30, 2001

Resident Crackhead

Cream-of-Plenty posted:

Oh, gotcha, that's why I wasn't turning up poo poo then. Still, the idea of creating an .esm to regulate all of them is pretty novel and, looking back at mod sets as early as Morrowind, I could see some usefulness in it.

Also researching it a bit more looks like it's not required for the Bounties mods yet. He's doing a big update to the two of them and once that's done then it'll be required I think.

Name Change
Oct 9, 2005


I think I missed a step on a re-installation of the Armory mod, and now if I load the mod the main menu doesn't appear. I can't find a readme. Help?

Naky
May 30, 2001

Resident Crackhead

OneThousandMonkeys posted:

I think I missed a step on a re-installation of the Armory mod, and now if I load the mod the main menu doesn't appear. I can't find a readme. Help?

pastebin the load order?

Name Change
Oct 9, 2005


Naky posted:

pastebin the load order?

You will probably have a field day, especially since I dumped everything and started over again yesterday.

quote:

FalloutNV.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
More Perks.esm
IWS-Core.esm
Military Explansion Program.esm
rePopulated Wasteland.esm
SCAV.esm
Lings.esm
The.Armory.esm
The Low Profile Armor Mod.esp
BetterGamePerformanceV4.esp
Color Me Evil.esp
Color Me Evil - Cass.esp
More Perks Update.esp
NV_STTraitsandPerks.esp
FO3WeaponsRestoration.esp
IWS-OWB.esp
IWS-LR.esp
IWS-HH.esp
IWS-DM.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
Roleplay Start 1.2.esp
SignatureArmor.esp
SignatureWeapons.esp
Western Sky.esp
CASM.esp
BiggunsTerminal.esp
Duplet.esp
NoDegradation.esp
PerkEveryLevel.esp
EVE FNV - ALL DLC.esp
LingsPrettyThings.esp
The.Armory.Guns.Base.StatAdjustment.esp
The.Armory.Guns.DeadMoney.StatAdjustment.esp
The.Armory.Guns.GunRunnersArsenal.StatAdjustment.esp
The.Armory.Guns.HonestHearts.StatAdjustment.esp
The.Armory.Guns.LonesomeRoad.StatAdjustment.esp
The.Armory.Guns.OldWorldBlues.StatAdjustment.esp
The.Armory.HonestHearts.PatchV2.esp
The.Armory.Leveled.List.Concise.esp
The.Armory.Sample.Sounds.esp
Unified Backpack Mod.esp
_FIXAIM.esp
The.Armory.Cabinet.Addon.esp

Naky
May 30, 2001

Resident Crackhead
Out of curiousity, what does FNVEdit say about your mods? All good?

Name Change
Oct 9, 2005


I get a gaggle of errors so I will just reprint the Armory ones.

quote:

[00:00] Checking for Errors in [01] The.Armory.esm
[00:01] Attack Animation -> <Unknown: 0>
[00:01] Above errors were found in :DNAM -
[00:01] Above errors were found in :WeapTKABARDUMMY "[DELETE] This has no actual weapon data" [WEAP:01000AE9]
[00:01] Reload Animation - Mod -> <Unknown: 255>
[00:01] Above errors were found in :DNAM -
[00:01] Above errors were found in :WeapThrowingAceLucky "Lucky Ace" [WEAP:01000DC4]
[00:01] Above errors were found in :GRUP Top "WEAP"
[00:02] Above errors were found in :[01] The.Armory.esm
[00:02] All Done!
[00:00] Checking for Errors in [01] The.Armory.esm
[00:01] Attack Animation -> <Unknown: 0>
[00:01] Above errors were found in :DNAM -
[00:01] Above errors were found in :WeapTKABARDUMMY "[DELETE] This has no actual weapon data" [WEAP:01000AE9]
[00:01] Reload Animation - Mod -> <Unknown: 255>
[00:01] Above errors were found in :DNAM -
[00:01] Above errors were found in :WeapThrowingAceLucky "Lucky Ace" [WEAP:01000DC4]
[00:01] Above errors were found in :GRUP Top "WEAP"
[00:02] Above errors were found in :[01] The.Armory.esm
[00:02] Checking for Errors in [2A] The.Armory.Cabinet.Addon.esp
[00:02] Checking for Errors in [2B] The.Armory.Guns.Base.StatAdjustment.esp
[00:02] WMI1 - Mod 1 -> Found a NULL reference, expected: IMOD
[00:02] Above errors were found in :Weapon Mods
[00:02] WNM1 - Mod 1 -> Found a NULL reference, expected: STAT
[00:02] Above errors were found in :1st Person Models with Mods
[00:02] Above errors were found in :WeapNVTrailCarbine "Trail Carbine" [WEAP:000CD539]
[00:02] Above errors were found in :GRUP Top "WEAP"
[00:02] Above errors were found in :[2B] The.Armory.Guns.Base.StatAdjustment.esp
[00:02] Checking for Errors in [2C] The.Armory.Guns.DeadMoney.StatAdjustment.esp
[00:02] Checking for Errors in [2D] The.Armory.Guns.GunRunnersArsenal.StatAdjustment.esp
[00:02] Checking for Errors in [2E] The.Armory.Guns.HonestHearts.StatAdjustment.esp
[00:02] Reload Animation - Mod -> <Unknown: 255>
[00:02] Above errors were found in :DNAM -
[00:02] Above errors were found in :NVDLC02WeapComplianceRegulator "Compliance Regulator" [WEAP:0700C626]
[00:02] Above errors were found in :GRUP Top "WEAP"
[00:02] Above errors were found in :[2E] The.Armory.Guns.HonestHearts.StatAdjustment.esp
[00:02] Checking for Errors in [2F] The.Armory.Guns.LonesomeRoad.StatAdjustment.esp
[00:02] Checking for Errors in [30] The.Armory.Guns.OldWorldBlues.StatAdjustment.esp
[00:02] Checking for Errors in [31] The.Armory.HonestHearts.PatchV2.esp
[00:02] WMI1 - Mod 1 -> Found a NULL reference, expected: IMOD
[00:02] Above errors were found in :Weapon Mods
[00:02] Above errors were found in :WeapSVIAccel "Infinity Arms Accelerator" [WEAP:01017116]
[00:02] Above errors were found in :GRUP Top "WEAP"
[00:02] Above errors were found in :[31] The.Armory.HonestHearts.PatchV2.esp
[00:02] Checking for Errors in [32] The.Armory.Leveled.List.Concise.esp
[00:03] Checking for Errors in [33] The.Armory.Sample.Sounds.esp
[00:04] Checking for Errors in [35] _FIXAIM.esp
[00:04] All Done!

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
So I guess "Beyond Boulder Dome" was finally officially released yesterday (no more beta status) which means, if you've been looking for a large, DLC-like expansion, now might be a good time to check it out. As a beta, it definitely had its share of issues, but it sounds like it's gotten a lot of polish in the months since it was first publicly available. I'm in the middle of downloading it and am slowly realizing that it probably won't jive with the loadout of JSawyer + CCO + Puce Moose Tweaks + personal changes I've made to the base game--so now I'm going to have to open it up with FNVedit and make sure the monsters/armor/weapons/loot availability don't completely break my game.

Why can't people make mods only for me? :negative:

Sunny Dove
Mar 22, 2013

Cream-of-Plenty posted:

So basically, the problem can be traced back to the character you build? Is it possible that a trait you have picked with one character is causing slowdowns by forcing the game to run a demanding script? That's the only thing I could think of. That, or the troublesome character has a really high-poly hair mesh or something.
There are a couple differences between the characters. Troublesome Man's traits are Built to Destroy and Adrenaline Junky (CCO). 60FPS Bro has Built to Destroy and Kamikaze. Both characters use vanilla hairstyles; however, Troublesome Man is a custom race called TFH Rugged Race while 60FPS Bro is a vanilla race.

Another difference that may account for the performance issues: I created Troublesome Man with my entire load order active. I created 60FPS Bro with 0 mods active and proceeded to slowly activate each mod individually and play test for performance impact.

Example: Standing in this spot, Troublesome Man is getting a steady 45 FPS while 60FPS Bro is 63 (60 FPS limit set in the New Vegas Stutter Remover; vsync is off).



If you are wondering why I don't just scrap Troublesome Man and start him over, I have already recorded and commented 4 hours of my FO:NV let's play with this character. So, you can understand why I'd like to avoid starting over.

Sunny Dove fucked around with this message at 02:32 on Mar 25, 2013

delta534
Sep 2, 2011

Sunny Dove posted:

There are a couple differences between the characters. Troublesome Man's traits are Built to Destroy and Adrenaline Junky (CCO). 60FPS Bro has Built to Destroy and Kamikaze. Both characters use vanilla hairstyles; however, Troublesome Man is a custom race called TFH Rugged Race while 60FPS Bro is a vanilla race.

Another difference that may account for the performance issues: I created Troublesome Man with my entire load order active. I created 60FPS Bro with 0 mods active and proceeded to slowly activate each mod individually and play test for performance impact.

If you are wondering why I don't just scrap Troublesome Man and start him over, I have already recorded and commented 4 hours of my FO:NV let's play with this character. So, you can understand why I'd like to avoid starting over.

One thing I would do is run this program over either your entire texture folder or just over the Rugged Race Textures. Other than that my only guess would be a bugged script of some sort.

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Anime Schoolgirl
Nov 28, 2002

OneThousandMonkeys posted:

I get a gaggle of errors so I will just reprint the Armory ones.
FNVEdit not saving things properly :suicide:

Work on TA has been...nonexistent lately so it'll be a bit before I can get around to those.

In the meanwhile, make a merged patch with FNVEdit and see if that fixes things.

Anime Schoolgirl fucked around with this message at 03:03 on Mar 25, 2013

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