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Welp, I made my first ever mod. Pathetic in how insignificant it is, but it tweaks one of my pet annoyances. Terrifying Presence is practically useless by the time you get it. I created a rather buff, creepy melee character and was annoyed that I had to get my speech up to do what should come as second nature to me: Being a terror. http://www.nexusmods.com/newvegas/mods/54805/ Terrifying Presence is now a trait with a strength/charisma requirement. You can now scare the poo poo out of Vulpes right from the get-go.
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# ? Jan 22, 2014 21:27 |
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# ? May 27, 2024 18:53 |
Speaking of minor tweaking mods for stuff that irritates, can somebody do a mod where Meyers wears some a little more Western-esqe (One of the Dusters or something) instead of the basic Powder Ganger uniform when you tell him to get to Prim?
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# ? Jan 22, 2014 22:22 |
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I'm pretty sure there's a Sheriff's Duster in the Sheriff's house, too, so it seems weird he'd still wear his powder ganger stuff.
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# ? Jan 22, 2014 22:27 |
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SeanBeansShako posted:Speaking of minor tweaking mods for stuff that irritates, can somebody do a mod where Meyers wears some a little more Western-esqe (One of the Dusters or something) instead of the basic Powder Ganger uniform when you tell him to get to Prim? If such a mod doesn't come, you can always open the console, click on him, type "openteammatecontainer 1" and exchange his clothes for anything you want.
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# ? Jan 22, 2014 23:12 |
I also seem to have downloaded a mod which has lost half the interiors of HELIOS 1 .
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# ? Jan 23, 2014 01:00 |
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Hey guys, trying to set up a few mods so I can do another playthrough of the game. Everything looks like it's working pretty well except I'm not getting any percentages when I'm in vats. My best guess is that it's from Project Nevada but I went through the options and couldn't find it. Any help? That's my mod list so far. Should I have the load orders switched as well? Am I missing some must-have mods?
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# ? Jan 23, 2014 04:03 |
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I haven't heard of that kind of VATS problem before I'm afraid, but that load order looks fine to me. Just to build on what you've got there already; you've got WMX but none of the add-on patches for it and DLC and whatnot. You can use WMX and the DLC stuff without those patches, but then you won't have new weapon mods for the DLC weapons, of course. Anyway, those are on the WMX Nexus page. I am actually updating a bunch of WMX stuff sometime soon though (next few days, maybe), so... keep an eye out for that, I guess. Also, there's a support patch for PN and WMX on PN's patches page. Again you don't have to use it, but it should make things a bit smoother, give you more stuff, etc.
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# ? Jan 23, 2014 07:36 |
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Cool, didn't know you were a goon, Antistar.
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# ? Jan 23, 2014 15:44 |
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Is there a way to figure out what specific texture a piece of armor is using? I ask this because my BoS stuff looks pretty nice (using the Book of Steel) apart from two specific pieces, one helmet and the glove, I guess. They're clearly using some sort of different texture, but I have no idea where to begin to figure out how to fix this. Here's a non-coordinated BoS Paladin Tried toggling archive invalidation several times but nothing.
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# ? Jan 23, 2014 17:30 |
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Could someone recommend me a good enb?
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# ? Jan 23, 2014 18:26 |
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Dongicus posted:Could someone recommend me a good enb? I recommend the Old World ENB. It looks great for screenshots and in-game it's really quite stunning. I believe it's on the first page of fallout nv nexus. TexMexFoodbaby fucked around with this message at 21:22 on Jan 23, 2014 |
# ? Jan 23, 2014 18:46 |
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Gyshall posted:Cool, didn't know you were a goon, Antistar. Well, a fairly newgoon. I used to lurk in this thread a while back (plus in the LP sub-forum). Only got around to registering recently. I ended up doing some more FNV modding lately (been busy with Skyrim, and I will be going back to that), and remembered this thread.
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# ? Jan 24, 2014 00:51 |
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Antistar01 posted:I haven't heard of that kind of VATS problem before I'm afraid, but that load order looks fine to me. My mods are as follows Mod manager order is The game launches, looks, and runs relatively smoothly but I'm having a few issues. The first is the combination of MTUI and Project Nevada. Every time I get in game I get an error that says Project Nevada HUD files are missing. I much prefer the MTUI menus so I'd like to have them working in harmony if possible. The second is that functions of Project Nevada aren't working (sprint, bullet time, one perk per level). I have the options in my menu to mess with all the settings but they don't seem to be taking effect. Am I supposed to activate those mods in a specific order? (Project Nevada, MTUI, Mod Config Menu, Unified HUD Project). They overwrite one another and I'm not sure which one goes in which order. I think this is probably the source of most of my problems. Secondly, the game plays pretty fine but I'm getting an abnormal amount of crashes. It's playable but insanely tedious to keep re-launching and quick saving a ton. Entering buildings, walking around, just random crashes. Should I just give up trying to get MTUI and Project Nevada to co-operate? Is the flora mod the cause of any of my issues due to NMC Textures? Ideally I'd like to keep all of the mods I have there, but I'm just crashing too regularly. I feel like I ALMOST have it working but I'm missing something clearly. Sorry for the trouble, I remember doing this a year or two ago and having trouble getting them all going successfully. Skyrim I was able to get 50 mods or so working no problem but Vegas gives me a hard time. Duckforce Alpha fucked around with this message at 02:21 on Jan 24, 2014 |
# ? Jan 24, 2014 01:29 |
Duckforce Alpha posted:Secondly, the game plays pretty fine but I'm getting an abnormal amount of crashes. It's playable but insanely tedious to keep re-launching and quick saving a ton. Entering buildings, walking around, just random crashes. Are you using the FNV4GB executable? You may be getting an "out of memory" crash from trying to run a bunch of mods/textures without expanding the amount of RAM that the game can use (it's a real common problem). With regards to getting PN icons, MCM, MTUI, oHUD, DarnUI, etc. working together--it can be very temperamental, as you're learning. When I was trying to get MCM, oHUD, and DarnUI working with a load order that included Project Nevada, I kept seeing the errors you're describing. If I changed the install order, I'd make the warnings go away, but then some of the menus would be completely broken...or MCM would stop working. Eventually I discovered that the latest version of the Mod Configuration Menu (v1.5) was causing some of these issues, and I was advised to roll back to an older version (which was no longer available on the Nexus*). My "solution" was to transplant a working combination of menu files from an install I had on another computer, which fixed the issue...because that install had MCM 1.3 or 1.4. Anyway, I've seen people post fixes for specific combinations of menu and HUD mods on this thread, so hopefully somebody will be able to share a solution with you. *Although I'm not sure if the latest version of PN (2.5?) is still bundled with an older version of MCM. It was at one point.
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# ? Jan 24, 2014 01:44 |
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Cream-of-Plenty posted:Are you using the FNV4GB executable? You may be getting an "out of memory" crash from trying to run a bunch of mods/textures without expanding the amount of RAM that the game can use (it's a real common problem). I'm launching my game by clicking 'Launch Fallout: NV" on the Fallout Mod Manager (0.13.21) and under Settings, Fallout: New Vegas, Custom Launch Command I have "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\fnv4gb.exe". I assume that means I'm using FNV4GB properly? Or should I navigate to the file myself and launch it? Edit -> I managed to get DarnifiedUI + oHUD cooperating with the functions of Project Nevada (via changing the order of activation for Mod Configuration Menu and Unified HUD). Hopefully that will solve some of my crashing issues. Duckforce Alpha fucked around with this message at 03:10 on Jan 24, 2014 |
# ? Jan 24, 2014 02:17 |
Does anybody know how (if it's possible, although I'd think it is) to manipulate NPC levels? Like, opening the console, targeting the NPC, and then changing their level on the fly? I'm doing some tests with weapon damage and level scaling and I want to see how robust the health changes I made are in later levels.Duckforce Alpha posted:Thanks for your help, I guess I've gotta search for the most compatible UI mod that will cooperate with Project Nevada. If you've got the executable targeted like that, you should be running it when you load the game from FOMM. In which case, I'm not sure what the problem could be. How often do you CTD? Do you see the same sort of instability, even on fresh characters?
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# ? Jan 24, 2014 03:18 |
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Cream-of-Plenty posted:Does anybody know how (if it's possible, although I'd think it is) to manipulate NPC levels? Like, opening the console, targeting the NPC, and then changing their level on the fly? I'm doing some tests with weapon damage and level scaling and I want to see how robust the health changes I made are in later levels. I cannot test it at the moment but you should be able to click on the NPC in the console and then use the command setLevel n, where n is the level you want to set.
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# ? Jan 24, 2014 03:54 |
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Duckforce Alpha posted:UI troubles Try this as installation order: 1 - Darn or MTUI 2 - MCM 3 - Project Nevada 4 - If you're using PN's fomod installer, it should have done this automatically. But to be sure, find the map "optional" in PN's 7z archive, grab the map "Menus" from either the folder called DarnUI or MTUI depending on which you chose at step 1 and paste it into the Data folder overwriting existing files. At this point your installation with regards to UI files should work. If you want to install other mods that affect the UI after this, be sure to also grab the Unified HUD Project and install that last. Duckforce Alpha posted:CTD troubles If you still get a lot of crashing, instal NVSE and grab NVAC of the nexus. Also this .ini tweak has helped some to reduce random crashing. Note that the game will overwrite any changes made to Fallout.ini with the values from Fallout_default.ini (located in the game's instal folder) when you boot the launcher. So edit both and be sure to keep backups. [General] bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseThreadedAI=1 iNumHWThreads=x (where x is the number of cores your CPU has) [Audio] bMultiThreadAudio=1 [BackgroundLoad] bUseMultiThreadedFaceGen=1 bUseMultiThreadedTrees=1 Start a new game and see if you still crash a lot. If you do, NVAC's log might give you some indication as to what's going on. If your vanilla setup works fine, go introduce some mods into it. Start with an UI overhaul, MCM, Project Nevada and WMX. Again start a new game and see if things work allright. If it does, instal the graphical and texture overhauls one at the time. Be sure to grab CASM and use that instead of the vanilla quicksave. The quicksave & autosave work fine on a vanilla setup, but have been known to cause problems in a heavily modded game. Edit: VVV Woops, used the wrong scriptextender acronym. Thanks for pointing that out. Raygereio fucked around with this message at 11:49 on Jan 24, 2014 |
# ? Jan 24, 2014 11:06 |
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Just want to point out it's actually NVSE that should be installed, given SKSE is the Skyrim version and won't work with Fallout (either 3 or New Vegas, which by the way have two separate versions anyway).
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# ? Jan 24, 2014 11:38 |
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I've finally given a world of pain a good shot (with the balance and cleanup patch) and it's pretty loving cool. I like how it doesn't really insult your intelligence, and with most of the new areas you can figure out what went down by looking around. I managed to find the Reimann Bunker which has teleports to various Redoubts, one of which I gather is in orbit, and another which was a former enclave base riddled with deathclaws. Managed to get a Firelance and two sets of enclave power armor from there.
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# ? Jan 24, 2014 13:27 |
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I don't know if this was ever answered, is it possible to remove Masters from a mod? I'm trying to mod that Schmidt Rubin but I can't get it to activate in GECK so I'm assuming it's not liking me trying to load it without it's master.
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# ? Jan 24, 2014 13:34 |
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My game keeps crashing to desktop while crossing areas. Right now if I try to leave Doc Mitchell's house at the beginning of the game I have around 80% chance the game will crash. I can then try to load the autosave which puts me in the correct area (Goodsprings) but if I try to go enter a different area again, the game will probably crash. This is my load order from FOMM: FalloutNV.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm CFWNV.esm IWS-Core.esm FalloutNV_lang.esp pyDoF.esp Rustyhwys.esp WMX-LonesomeRoad.esp WMX-GunRunnersArsenal.esp WMX-DeadMoney.esp WeaponModsExpanded.esp WMX-HonestHearts.esp WMX-OldWorldBlues.esp IWS-DM.esp IWS-HH.esp IWS-OWB.esp IWS-LR.esp The Weapon Mod Menu.esp Total active plugins: 26 Total plugins: 26 If I disable all the mods the game will keep crashing if loaded the latest save, so something must be corrupting those save files. How do I play this game? This is my 2nd attempt at a playthrough with mods, for some reason this problem appeared only around mid-game in the previous playthrough. Since then I deleted all the saves, the whole game directory, reinstalled FNV, redownloaded and reinstalled the mods - a complete clean install of everything apart from the OS (Win 8).
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# ? Jan 24, 2014 13:50 |
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PrinceRandom posted:I don't know if this was ever answered, is it possible to remove Masters from a mod? I'm trying to mod that Schmidt Rubin but I can't get it to activate in GECK so I'm assuming it's not liking me trying to load it without it's master. You could open the mod up in FNVedit, have a look at the file header and remove any masters you don't need. libersyber posted:If I disable all the mods the game will keep crashing if loaded the latest save, so something must be corrupting those save files. How do I play this game? This is my 2nd attempt at a playthrough with mods, for some reason this problem appeared only around mid-game in the previous playthrough. Since then I deleted all the saves, the whole game directory, reinstalled FNV, redownloaded and reinstalled the mods - a complete clean install of everything apart from the OS (Win 8). First of all, get CASM, and disable the game's autosaving features. CASM seems to handle saves better, and you will definitely get corrupted saves if you use the ingame system, particularly on a modded game. Then use the New Vegas Anti-Crash NVSE plugin. This actually works, I've played through the game multiple times and I think I've had maybe one crash and i'm pretty sure even that was fixed. Get it here: http://www.nexusmods.com/newvegas/mods/53635/ Rush Limbo fucked around with this message at 14:01 on Jan 24, 2014 |
# ? Jan 24, 2014 13:53 |
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Ddraig posted:You could open the mod up in FNVedit, have a look at the file header and remove any masters you don't need. IIRC, FNVEdit doesn't like to load plugins without their masters. You can, however, use TESSnip in FOMM. Open the plugin and under the TES4 heading delete the offending MAST record and the DATA record immediately after it, save and you're good to go.
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# ? Jan 24, 2014 19:31 |
libersyber posted:My game keeps crashing to desktop while crossing areas. Right now if I try to leave Doc Mitchell's house at the beginning of the game I have around 80% chance the game will crash. I can then try to load the autosave which puts me in the correct area (Goodsprings) but if I try to go enter a different area again, the game will probably crash. In addition to what ddraig is saying, I noticed that your load order is fairly messed up right now--use BOSS (it's part of FOMM) to automatically update your load order. That may not solve your CTD problem, but it's a good place to start. I'd also look at the IWS modules before anything else, since those modules can really tax the engine and cause instability--especially if you aren't using FNV4GB. You may have to go down and start disabling mods and starting new games until you can figure out which modules are causing the CTDs. The good news is that you're not using very many mods, so it shouldn't take long. SplitSoul posted:IIRC, FNVEdit doesn't like to load plugins without their masters. You can, however, use TESSnip in FOMM. Open the plugin and under the TES4 heading delete the offending MAST record and the DATA record immediately after it, save and you're good to go. Yeah TESSnip is what I use to do this, especially when I'm converting FO3 mods to NV and don't even have the associated FO3 masters in order to open the file in GECK or FNVEdit.
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# ? Jan 24, 2014 21:21 |
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Thanks FNV4GB for screwing me for not buying this game twice. New Vegas is a good enough game to buy twice but by the time I realized I could use some more ram I already sunk 10 hours into a save file and I don't want to risk losing it. I also wouldn't give more money to Bethesda unless they let Obsidian do Fallout 5, but I digress.
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# ? Jan 25, 2014 04:19 |
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Fingers of Fury posted:Thanks FNV4GB for screwing me for not buying this game twice. New Vegas is a good enough game to buy twice but by the time I realized I could use some more ram I already sunk 10 hours into a save file and I don't want to risk losing it. I also wouldn't give more money to Bethesda unless they let Obsidian do Fallout 5, but I digress. What exactly are you talking about?
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# ? Jan 25, 2014 04:38 |
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Fingers of Fury posted:Thanks FNV4GB for screwing me for not buying this game twice. New Vegas is a good enough game to buy twice but by the time I realized I could use some more ram I already sunk 10 hours into a save file and I don't want to risk losing it. I also wouldn't give more money to Bethesda unless they let Obsidian do Fallout 5, but I digress. Are you having a stroke
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# ? Jan 25, 2014 05:04 |
So I am missing cell interiors. They have literally vanished from the game. Half of HELIOS 1 (can't enter the back courtyard after meeting Mr Fantastic and clipping through the fence I can't seem to get into the tower as door cell doesn't exist either) One of the bunkers in Hidden Valley seems to be missing it's interior too, and the final part of New Vegas Bounties where The Judges Bunker interior also seems to have sudden vanished. It is getting quite annoying, here have my load order and give me suggestions goons! quote:FalloutNV.esm
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# ? Jan 25, 2014 14:42 |
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Ddraig posted:You could open the mod up in FNVedit, have a look at the file header and remove any masters you don't need. Just a question, but it says to put this mod in your NVSE folder. I downloaded NVSE and put the .dll and .exe files in my New Vegas folder, should I just create a NVSE folder in the same area and put the anti-crash dl in there?
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# ? Jan 25, 2014 15:16 |
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Fingers of Fury posted:Thanks FNV4GB for screwing me for not buying this game twice. New Vegas is a good enough game to buy twice but by the time I realized I could use some more ram I already sunk 10 hours into a save file and I don't want to risk losing it. I also wouldn't give more money to Bethesda unless they let Obsidian do Fallout 5, but I digress. They asked if I understood theoretical physics... I said I have a theoretical degree in physics. They said welcome aboard.
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# ? Jan 25, 2014 15:17 |
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Crazy Joe Wilson posted:Just a question, but it says to put this mod in your NVSE folder. I downloaded NVSE and put the .dll and .exe files in my New Vegas folder, should I just create a NVSE folder in the same area and put the anti-crash dl in there? In your Data folder, create a folder named "NVSE" if there isn't one already, and inside that one make another called "Plugins". Put the DLL in the plugins folder. SeanBeansShako posted:So I am missing cell interiors. They have literally vanished from the game. Half of HELIOS 1 (can't enter the back courtyard after meeting Mr Fantastic and clipping through the fence I can't seem to get into the tower as door cell doesn't exist either) There's a limit of the amount of plugins you can load at any given time that's pretty much a large flaw in the engine. It's different for most people. It could be that you've reached that limit. Going past this can result in weird situations like textures appearing corrupted or even missing interiors. Try disabling/enabling non-essential mods to see if it is this, as it should be fairly easy to troubleshoot. If it is this, then you can merge plugins using this guide: http://wiki.step-project.com/Guide:Merging_Plugins Rush Limbo fucked around with this message at 15:53 on Jan 25, 2014 |
# ? Jan 25, 2014 15:49 |
It looks like I might have to try that. EDIT: Reducing and literally turning off most of my mods plug in's really have no effect. This is stupid. SeanBeansShako fucked around with this message at 04:24 on Jan 26, 2014 |
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# ? Jan 26, 2014 03:12 |
SeanBeansShako posted:It looks like I might have to try that. Maybe a dumb question, but have you had Steam verify the integrity of your cache? You should do this anyway, since it takes a few seconds and can't really hurt. Then, use the "binary" method of disabling modules to see if it's related to a specific mod (i.e. disable half of your entire list of mods, see if the problem persists, exit, repeat until you narrow down the culprit).
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# ? Jan 26, 2014 06:17 |
Oh I have tried believe me. Some file is corrupt, it says it is going to fix it. Then nothing happens. I don't even have that much mods . I'm going to basically turn off all my mods and do the old fashioned launch game close game and see if that works. This really sucks now as half of Hoover Dam is also blocked off to me. That is pretty much a serious game killer with the main quests. The funny thing is, all these places have the pre-war bunker/utility models and textures associated with them. Everything else is fine and dandy in the Mojave. EDIT: OH BOY, IT CRASHES WHEN I TURN OFF ALL THE MODS. I hate this game engine so much. SeanBeansShako fucked around with this message at 16:06 on Jan 26, 2014 |
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# ? Jan 26, 2014 14:31 |
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So I decided to try Beyond Boulder Dome and They obviously put a lot of effort into it, but it's the details that kill it for me. The most threatening enemy I've encountered have been mutant cannibals. I guess they're supposed to be intimidating, as I found a Shack Town where the entire population were eaten by them, and this one old duffer wants you to look and make sure his friend is OK (surprise surprise he's dead and a cannibal is eating him) They just look and sound so loving goofy. I'm guessing they're supposed to be new enemies but they just look like tunnelers that have had virtually all intimidating characteristics removed and given a cartoon voice. I also encountered a mutant cat that looked like it had been ripped straight from Stalker, but with terrible textures. The "coolest" thing I found was the jury-rigged recon ghouls because those do look rather neat, even though it's largely thanks to the textures I'm using for ghouls. Plus it has the most absurdly racist Chinese accents, even for Fallout standards.
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# ? Jan 26, 2014 18:37 |
SeanBeansShako posted:Oh I have tried believe me. Some file is corrupt, it says it is going to fix it. It crashes when you do what? Try to load an old save? That's not too surprising, really. If it's suddenly crashing when you try to even start the game, that's different. Honestly, I would install a quickstart mod (one that starts you past Doc Mitchell's tedious opening), go through the "binary" method of eliminating mods, and COC to the areas that are giving you problems. That would probably be the quickest way to figure out what is going on.
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# ? Jan 26, 2014 19:56 |
I'll give it a go, but it is getting to the point where nuking it all and starting again with just the basic improvement mods seems like an easier process to me. It still is going to be irritating even with the quick start mod because I need to find one of the structures with the missing interior cells. I wish this was just a basic mod issue now gently caress. EDIT: Action For Men was causing issues, sadly I cannot have my hilarious Vintage Cheesecake Collection as it breaks the main quest line. That darn smut. It looks like though even without it removed my save is still boned so I guess I have to start again. I was 40 hours in drat you novelty vault mods! SeanBeansShako fucked around with this message at 23:10 on Jan 26, 2014 |
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# ? Jan 26, 2014 20:05 |
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I reinstalled New Vegas on a new PC I built and I'm having an issue I've never had before. I always use rePopulated Wasteland and Military Expansion, and now the added NPCs are not moving. They're just clumped together in groups and do nothing but stand in a bunch in one spot. Anyone encountered this before???
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# ? Jan 27, 2014 00:36 |
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# ? May 27, 2024 18:53 |
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Ddraig posted:So I decided to try Beyond Boulder Dome and I tried it out just recently too, and I think I agree with everything you said there. That bit with the Chinese ghouls at the start is a bit weird; that whole prologue section doesn't really need to be there, and makes very little sense (even in the often sort-of-goofy Fallout universe). The mod does improve as it goes on, though. More interesting characters and environments, better art, etc. There were still some rough spots, like a bit where you need to kill everything in an area to progress, but the area is a samey maze and it's easy to miss a group of enemies in a random cul-de-sac. There was also a part where I had to kill a particular NPC and take something from them, but I had already killed them earlier and ended up having to use the console to resurrect them then kill them again, to get the item to spawn and the quest to progress properly. It also felt a bit rocks fall, everyone dies towards the end. Overall I was impressed, though. It would have been a gargantuan amount of work, and it really does feel similar to the official story DLC packs in terms of volume of content.
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# ? Jan 27, 2014 06:41 |