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Have you tried going with a clean load order without mods? You don't have a lot of them, so it should be easy to check both your load order and what exactly those mods installed. Though, I have to admit, it's weird, I'm not seeing any red flag there, certainly nothing that'd install new facial textures or stuff like that.
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# ? Mar 18, 2014 10:53 |
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# ? May 27, 2024 08:53 |
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Slowpoke Rodriguez posted:(and it's a Pancor Jackhammer, finally! still no good G11s that I've seen, but )
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# ? Mar 18, 2014 13:18 |
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Those actually look pretty nice, I'll give it a try. Thank you. And Hebrew Magic, silly question, but you edited Fallout_default.ini in your steamapps/FalloutNV folder, right?
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# ? Mar 18, 2014 14:00 |
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The King of Swag posted:Not to keep inundating you guys with screenshots of the same thing, but here's what the leather patches look like once they've replaced all the old flags. I've also tried to space them out in a less uniform matter than I did the flags, in an attempt to make them look just like any other necessary piece of the shelf. Go on...
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# ? Mar 18, 2014 16:37 |
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Slowpoke Rodriguez posted:Those actually look pretty nice, I'll give it a try. Thank you. Yeah, the "bLoadFaceGenHeadEGTFiles" line is the only thing I touched, changing it from 0 to 1. Anything else I should hit?
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# ? Mar 18, 2014 19:17 |
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Nah, just making sure you didn't edit the my documents ini (which would do nothing). Sorry no clue then. I'd do what Fair Bear Maiden say, and try disabling all the mods and see if vanilla fnv does it. I know in the past I've installed mods by just dragging them into data, forgetting to use FOMM for them, but I'm probably the only one who does that.
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# ? Mar 18, 2014 19:53 |
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Slowpoke Rodriguez posted:Anyways, I really jumped the gun on doing a new install because of my issues(mods&personal). Same bug with the merchants and legion near wolfhorn ranch being friendly and attacking me if I attacked the other. I figured it out though, it is definitely IWS causing the problems, disabled the esm and esps for that, and BOOM! everything was like it should be. I'm going to assume the merchant caravan weren't all secret frumentari, and it is bugged. Oh, I had looked at IWS in fnvedit, but I could not find the cause, then again, my "modding" ability is limited to slight tweaks and nudges. Quoting this to say that, yeah, IWS causes a bug where Caravans and Legionaries are best buds. I got this bug at the same area, and the forums indicate that it's pretty common. Apparently it was fixed in 1.95, and somehow the modder broke it again with 1.98 and didn't fix it in 1.99. Unless you want Caravans to shoot you every time a legion hit squad attacks, don't use IWS, or just use an old version of it. IWS also has another bug where it adds an unusually tall NCR soldier. That, also, was never fixed.
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# ? Mar 18, 2014 20:34 |
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HebrewMagic posted:Yeah, the "bLoadFaceGenHeadEGTFiles" line is the only thing I touched, changing it from 0 to 1. Anything else I should hit? Noticed you're using an MGS race mod or something like that, did you check the requirements/readme of that mod to see if it depends on another body replacer? It's possible you're missing the textures or bits or something that it needs. Else, the author of that road warrior armor hosed up and didn't let people know that his armor depends on use of a body replacer, assuming that most people already use it or something like that.
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# ? Mar 18, 2014 22:10 |
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Naky posted:Noticed you're using an MGS race mod or something like that, did you check the requirements/readme of that mod to see if it depends on another body replacer? It's possible you're missing the textures or bits or something that it needs. Else, the author of that road warrior armor hosed up and didn't let people know that his armor depends on use of a body replacer, assuming that most people already use it or something like that. I did some loving around while waiting for replies, & I've boiled it down to that Race mod. I disabled it to check, just to be safe, and Pinkheads stopped happening. I'm checking for a readme now. EDIT: After even more loving around, I've found out that whoever made the MGS Race Mod royally hosed something that makes any Black NPCs (like Joe Cobb in my screenshot) bright pink. Fixing it requires opening it in the GECK and doing some texture-swapping, which I'm far to lazy to do, but at least I know now how to get it working later. Thanks for the aid, folks. HebrewMagic fucked around with this message at 00:34 on Mar 19, 2014 |
# ? Mar 19, 2014 00:21 |
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Thank loving God I'm finally done with the living area display shelves; I should have been done with them last week, but have essentially spent all this time redoing stuff. That said, I've spent the last few hours filling in the more empty parts of the living area with more decor. They aren't linked up yet, but they are in place and the base script that will enable and disable them is already in place. Based on what the decor is, you can probably guess what condition will enable it. The reason I haven't hooked it all up yet, is that I want to wait until all the decor for the entire station is done. I've also altered the image space a bit (mostly making the ambient a lot cooler color, to contrast better with the warm lighting), and now that I'm finally satisfied with it, I'm beginning to do a final lighting run through the armory section of the station. Here's an example of one part I've changed so far:
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# ? Mar 19, 2014 00:56 |
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Ddraig posted:e: As far as using FNVEdit goes, I feel like I'm only really beginning to scratch the surface... but is there a way to change all references of one form id to another? So if I wanted to change all references in the Worldspace element from having formid x into formid y is there a way to do this? Either as a process or some sort of script. If you're asking what I think you're asking, well I'm not sure about FNVEdit off the top of my head, but the GECK has search and replace.
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# ? Mar 19, 2014 02:40 |
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Antistar01 posted:If you're asking what I think you're asking, well I'm not sure about FNVEdit off the top of my head, but the GECK has search and replace. Im pretty sure there's a script to do that packed with FNVEdit.
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# ? Mar 19, 2014 05:12 |
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I tried an earlier version of IWS, and same problem. I'm just not going to use it. It's just as well, It placed NCR troopers patrolling from a little south of Primm to the Mojave Outpost, including the section Ranger Jackson said he was stretched too thin to patrol (my immersion! ) King of Swag, I'm not sure how I feel about all the machinery in the room next to the reloading bench and work bench, but I am still looking forward to a remastered Lombard Station. BTW, I really liked the canvas tent things you made in an earlier screenshot, it kind of reminded me of the different ways we rigged up blankets and tarps for privacy in our tents when I was in the service overseas.
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# ? Mar 19, 2014 06:38 |
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That's the first time I hear of IWS giving a bug like that, to be honest. Have you tried playing with only the ESM? Anyway, DFB is really solid and everything in it is toggleable. I pretty much always keep it in my load order, no matter the type of playthrough I'm doing, and I never encountered any problem.
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# ? Mar 19, 2014 08:00 |
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If there's one thing I love about Increased Wasteland Spawns in combination with MCM, it's cranking the sliders up to the absolute max and flooding the world with geckos which then swarm every human population I wander near.
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# ? Mar 19, 2014 08:03 |
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Slowpoke Rodriguez posted:King of Swag, I'm not sure how I feel about all the machinery in the room next to the reloading bench and work bench, but I am still looking forward to a remastered Lombard Station. They're pretty much just there for flavor, since it felt like a small machine shop would probably be pretty critical when you're a small scout group that relies on Power Armor, advanced weaponry and other mechanical equipment. Having the basic machining equipment an armorer would need to maintain broken equipment just didn't feel that out of place when I was putting it in.
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# ? Mar 19, 2014 08:15 |
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Does jsawyer.esp change the DLCs enough that there are different level recommendations or is it still the same as vanilla?
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# ? Mar 19, 2014 17:52 |
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Antistar01 posted:If you're asking what I think you're asking, well I'm not sure about FNVEdit off the top of my head, but the GECK has search and replace. This is useful, but I was thinking more along the lines of some sort of way of fixing plugins in FNVedit. I've got a plugin that has a ton of broken references. All the entries that are placing a certain item in the world are pointing to something else, so being able to change all instances of that in the plugin in one fell swoop would be rather useful. Anyway, I made a patch that adds some PN functionality to Tales from the Burning Sands http://www.nexusmods.com/newvegas/mods/55305 In the future I plan to add some of Tales' new weapons to the Project Nevada chargeable weapon system. I won't be modifying any existing weapons, rather creating a recipe that will convert a non-chargeable version to a chargeable version (along the lines of "disabling safety features" or something) and vice versa.
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# ? Mar 19, 2014 18:30 |
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Ddraig posted:e: As far as using FNVEdit goes, I feel like I'm only really beginning to scratch the surface... but is there a way to change all references of one form id to another? So if I wanted to change all references in the Worldspace element from having formid x into formid y is there a way to do this? Either as a process or some sort of script. You can do it with FNVEdit, but I'm not sure that there is a script that comes with FNVEdit to do it automatically. If I knew what kind of correction, mostly mappings, is needed I would be able to create or borrow the TTW conversion script to do it.
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# ? Mar 19, 2014 19:00 |
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Ddraig posted:Yeah, it's really incredibly annoying. Just got banned from all the casino's, and when I added the perk I could go straight back to gambling at the tops. I'll give the other three a look as well.
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# ? Mar 20, 2014 00:23 |
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Ooh - nice. I've been wanting something like this since... well, since Fallout 3 came out: New Vegas - Enhanced Camera It's a 'your body actually exists in first-person' mod and it seems to work fairly well - though I only tested it for a few minutes. I saw a version for FO3 pop up as well.
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# ? Mar 20, 2014 04:56 |
A Fancy 400 lbs posted:Does jsawyer.esp change the DLCs enough that there are different level recommendations or is it still the same as vanilla? Nah, you're fine doing the DLC at their original recommended levels.
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# ? Mar 20, 2014 08:12 |
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Antistar01 posted:Ooh - nice. I've been wanting something like this since... well, since Fallout 3 came out: drat, that is sick. Going to try this out this weekend, I think. My current save game stopped loading during Old World Blues, which sucks, but it is mostly my fault for adding/removing mods while playing through the game, so I'm sure some script somewhere is all hosed.
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# ? Mar 20, 2014 16:01 |
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Aside from the OP, is there anything like Skyrim GEMS but for New Vegas?Antistar01 posted:Ooh - nice. I've been wanting something like this since... well, since Fallout 3 came out:
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# ? Mar 20, 2014 18:59 |
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Flagrant Abuse posted:Aside from the OP, is there anything like Skyrim GEMS but for New Vegas? I've been using it since yesterday, the character I've been using has Four-Eyes and it works pretty well with the glasses overlay. The only odd little thing is that some of the third-person animations it makes the game do in first-person disable the overlay for a moment. EDIT: Just a note, Enhanced Camera causes a harmless bug in the ending slides. You can go into third-person and even look around the room during them. The slides themselves function properly. If you use the XRE - Vertibird mod, it has that same bug there inside the Vertibird, too. The Colonel fucked around with this message at 05:33 on Mar 21, 2014 |
# ? Mar 20, 2014 19:14 |
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I tryed out the Forge Beyond mod, and its not terrible, but I am honestly underwhelmed by their g11, the texture is just kind of meh (I think I've been spoiled by Millenia's textures), and the sound and feel of it I just don't really care for. Speaking of Millenia's retextures, I am getting a weird bug that is connected to them, or probably the gra compatibility mod for it. When wielded by an enemy the .44 magnum has a broken texture, but when I wield it, it shows up fine in both 1st and 3rd person, which just seems really strange to me. Its minor enough that I'm not really concerned fixing it, but I am kind of curious how that could even happen, because the enemy should be using the same 3rd person texture too, right?
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# ? Mar 21, 2014 12:39 |
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Slowpoke Rodriguez posted:Speaking of Millenia's retextures, I am getting a weird bug that is connected to them, or probably the gra compatibility mod for it. When wielded by an enemy the .44 magnum has a broken texture, but when I wield it, it shows up fine in both 1st and 3rd person, which just seems really strange to me. Its minor enough that I'm not really concerned fixing it, but I am kind of curious how that could even happen, because the enemy should be using the same 3rd person texture too, right? The game uses the '1stperson' mesh for the player in both first and third-person, and the 3rdperson or world mesh when the weapon is on the ground or equipped by NPCs. I know the problem you're talking about with Millenia's .44 Magnum Revolver retex; it also affects the Sniper Rifle. I couldn't work out why it does it (it's a really weird problem), but I included a kind of workaround in the recent updates to WMX and WMX-WRP, if you happen to use that.
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# ? Mar 21, 2014 12:56 |
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Thank you, that makes perfect sense now, but it does seem a little strange they do it that way (or maybe they have good reasons?) I wasn't using WMX, because last time I used it it wasn't compatible with Millenia's retextures, but now that it is, I definitely will be. Edit: Order should be Base Mod, DLC patch, Millenia patch, right? Oh, and for anyone using the Cheat Terminal Mod, there are some dirty edits in the climate section of the mod, so it will mess with WRWLNV, or similar mods if loaded after. And, KingofSwag, I like the logic behind the machines, the placement just looked weird to me. But don't worry about what I say, because I'm sure it looks better in game, and I want to do that as soon as possible. The original Lombard station was the only house mod I could stand, none struck the right balance of function and design for me, and your redesign is looking good to me. Slowpoke Rodriguez fucked around with this message at 13:47 on Mar 21, 2014 |
# ? Mar 21, 2014 13:39 |
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I don't really think this is going to be a problem since it seems like you've covered every eventuality, but it really annoys me how in a lot of player houses, it almost seems as if the house is specifically designed for the player (obviously this is sort of fundamental to it being a player house) to the extent where there's very little sign that anyone other than the player ever lived there or was intended to live there. I mean, a bunker with a group of guys living in it for an extended period of time with very little contact with the outside world as a whole really needs to look grungy and lived in. I've lived in shared accommodation, and it wasn't always the prettiest thing
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# ? Mar 21, 2014 14:00 |
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I'm getting CTDs, can't figure out why I'm new to Fallout modding, is there anything that conflicts/is in the wrong order/otherwise the result of me being a dumbass?code:
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# ? Mar 21, 2014 23:02 |
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Ddraig posted:I don't really think this is going to be a problem since it seems like you've covered every eventuality, but it really annoys me how in a lot of player houses, it almost seems as if the house is specifically designed for the player (obviously this is sort of fundamental to it being a player house) to the extent where there's very little sign that anyone other than the player ever lived there or was intended to live there. Put in a Mr. Handy named Roomba and call it a day. hey swag I only have one more question about your Lombard reimagining/update/whatever: when?
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# ? Mar 21, 2014 23:03 |
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Grey Elephants posted:I'm getting CTDs, can't figure out why I'm new to Fallout modding, is there anything that conflicts/is in the wrong order/otherwise the result of me being a dumbass? This right here. I'm assuming you downloaded these recently, in which case, you need to download the Someguy Series esm. I may be wrong and it may just be required by The Inheritance, but I think I remember NVB getting updated to require it.
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# ? Mar 21, 2014 23:17 |
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Slowpoke Rodriguez posted:Thank you, that makes perfect sense now, but it does seem a little strange they do it that way (or maybe they have good reasons?) No problem. And just check out the WMX-WRP readme; it'll tell you what you need to know. Seriously... read it; there's been a number of people who think that WMX/WMX-WRP isn't compatible with Millenia's retexes basically because they've tried to install it without reading the instructions. It's actually only ever not been compatible for up to a few days at a time after Millenia released each retex. Oh - maybe a bit longer during those few weeks when I was moving house and had no internet access (and no primary computer when it literally exploded after the move). Madcat kindly kept it updated for me during that time though (I just don't really know how long it took since I was incommunicado at the time, of course).
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# ? Mar 21, 2014 23:21 |
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Grey Elephants posted:I'm getting CTDs, can't figure out why I'm new to Fallout modding, is there anything that conflicts/is in the wrong order/otherwise the result of me being a dumbass? Read the readme files and/or description pages of mods. You have to use one of the SimpleStreetlights, SecretStash & MBOWBExtended plugins.
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# ? Mar 21, 2014 23:22 |
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Holy gently caress I'm a fool. I had no idea about the heap setting in NVSR. This is possibly the first time I've actually had a mostly performance good time playing New Vegas.
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# ? Mar 21, 2014 23:42 |
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Ddraig posted:Holy gently caress I'm a fool. I had no idea about the heap setting in NVSR. This is possibly the first time I've actually had a mostly performance good time playing New Vegas. Yes, go on...
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# ? Mar 22, 2014 00:00 |
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I downloaded the latest version and actually bothered to read the readme. There's a "bReplaceHeap" option. It defaults to 0, but it's recommended to try it at 1. I tried it, and various areas that always had lovely performance for me were pretty much fixed. The main one was Red Rock Valley which would go to single digit figures at times. Could be a placebo but the red rock thing makes me think there's probably something in it. The option can apparantly make the game more unstable, but I use NVAC aswell and have had 0 crashes.
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# ? Mar 22, 2014 00:15 |
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Does your NVAC log say it prevented crashes when using the NVSR heap option?
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# ? Mar 22, 2014 00:23 |
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Antistar01 posted:No problem. And just check out the WMX-WRP readme; it'll tell you what you need to know. Seriously... read it; there's been a number of people who think that WMX/WMX-WRP isn't compatible with Millenia's retexes basically because they've tried to install it without reading the instructions. It's actually only ever not been compatible for up to a few days at a time after Millenia released each retex. People who don't read the readme and post blindly in the comments infuriate me. If I respond at all, and normally I don't, I tend to be fairly sarcastic in response. Nothing makes me sigh more audibly than this, I think. Also, don't think you'll have to worry about more Millenia incompatibilities. I think he's pretty much done with retexturing guns now that he's gotten himself a job in the industry.
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# ? Mar 22, 2014 00:31 |
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# ? May 27, 2024 08:53 |
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Ddraig posted:I downloaded the latest version and actually bothered to read the readme. There's a "bReplaceHeap" option. It defaults to 0, but it's recommended to try it at 1. I tried it, and various areas that always had lovely performance for me were pretty much fixed. The main one was Red Rock Valley which would go to single digit figures at times. I'm fairly sure that it's not a placebo. I have not had a lengthy play session yet, but the most noticeable thing so far is that it has noticeably reduced the initial load time.
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# ? Mar 22, 2014 01:02 |