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Isn't Nevada Skies supposed to have darker nights? I turn the mod on and all my nights are brighter than gently caress. I miss the feeling of being lost in the dark like with Fellout. I suppose there isn't a way to get this to work properly?
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# ? Jan 5, 2011 19:34 |
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# ? Apr 29, 2024 16:47 |
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What else can one do to remove the stutters and jitters my game gets? I have a GTX280, E8400 stock clocks, 4 gigs of ram. I can't post my load order right now but I've got URWL,Electro City,Nevada Skies, and 4aces High res textures and my game gets pretty stuttery and annoying at times. I have the 3gb LAA enabler, and the stutter remover. What kind of tweaks can I do through the graphics settings and and or ini settings to make my game run smooth again?
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# ? Jan 5, 2011 20:26 |
Nycticeius posted:Isn't Nevada Skies supposed to have darker nights? I turn the mod on and all my nights are brighter than gently caress. I miss the feeling of being lost in the dark like with Fellout. I suppose there isn't a way to get this to work properly? It *DOES* have nights darker than vanilla, but not to the ridiculous extent that FO3's Fellout does (inky, super-black). For the full darker-nights effect, you have to take the "Cataracted Eyes" perk that is offered at level-up (which sort of sucks, since it takes the place of a useful perk) in order to get the really darker nights. Failing that, you could always merge Nevada Skies with another lighting overhaul (like Electro-City) and use the attached Darker Nights plugin to get those really, really black nights. Brace posted:What else can one do to remove the stutters and jitters my game gets? I have a GTX280, E8400 stock clocks, 4 gigs of ram. Do you have the Stutter Remover tweaked properly? You might try setting your MaxFps to something higher than default (30). I find that something around 40-45 is a good compromise. Besides that, you could also tweak your ini to take full advantage of the extra RAM you're allotting the game. Open up Fallout_default.ini in your Steam \ Steamapps \ Fallout New Vegas folder and make the following changes: iPreloadSizeLimit=262144000 uInterior Cell Buffer=16 uExterior Cell Buffer=102 bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseThreadedAI=1 bUseMultiThreadedFaceGen=1 bUseMultiThreadedTrees=1 bMultiThreadAudio=0 iNumHavokThreads=5 and for shits and giggles, inumhwthreads=2
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# ? Jan 5, 2011 20:51 |
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Feng Shui is just about the worst thing for my OCD. Veronica, Cass, and Raul cleaned out my nice dinner table at the Lucky 38 in just 6 game days.
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# ? Jan 5, 2011 21:54 |
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Cream-of-Plenty posted:It *DOES* have nights darker than vanilla, but not to the ridiculous extent that FO3's Fellout does (inky, super-black). For the full darker-nights effect, you have to take the "Cataracted Eyes" perk that is offered at level-up (which sort of sucks, since it takes the place of a useful perk) in order to get the really darker nights.
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# ? Jan 5, 2011 22:20 |
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Made a new casino mod for myself and thought others might like it too. It raises the casino maximum limits, increases the table max bets and the cashiers will have more money as approriate. I found the other casino limit mods raised the cash up so high, it was game-breaking, so I just bumped it up to "reasonable levels". There are three esp files included in the zip, so you can pick what level of raise you want to do Link: Improved Casinos Here are the raised limits: Mod 1) Improved Casinos 2X.esp Casino Limit Max Bet Ultra-Lux: 30,000 1,500 The Tops: 20,000 1,000 Gomorrah: 18,000 1,000 Atomic Wrangler:10,000 500 Vicky & Vance's: 5,000 250 Total Winnings: 83,000 caps (Approximately) ------------------------------------------- Mod 2) Improved Casinos 3X.esp Casino Limit Max Bet Ultra-Lux: 50,000 2,000 The Tops: 30,000 1,500 Gomorrah: 25,000 1,000 Atomic Wrangler:15,000 500 Vicky & Vance's: 7,500 250 Total Winnings: 127,500 caps (Approximately) -------------------------------------------- Mod 3) Improved Casinos 4X.esp Casino Limit Max Bet Ultra-Lux: 60,000 2,500 The Tops: 40,000 2,000 Gomorrah: 30,000 1,500 Atomic Wrangler:20,000 1,000 Vicky & Vance's:10,000 500 Total Winnings: 160,000 caps (Approximately) -------------------------------------------- I'd love to get some feedback, so it can be improved.
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# ? Jan 6, 2011 02:01 |
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I did all those ini tweaks and I'm still getting the same weird little stutters. Here's my load order, I'm also getting a lot of seams on the ground, like its split into long rectangles, this is at night. Mod load order report ! Warning: current load order template contains 84 duplicate entries FalloutNV.esm Masterlist Information: $Revision$, $Date$, $LastChangedBy$ More Perks.esm Weapon Mod Expansion.esm New Vegas Redesigned.esm * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. DarNifiedUINV.esp CASM.esp Centered 3rd Person Camera.esp Purge Cell Buffers.esp NewVegasBounties.esp PerkEveryLevel.esp ExpansionVendors.esp EV-WME.esp Tag Skills Improved.esp better that gun 223.esp Classic energy weapons.esp Moddable Unique Weps.esp Desert Armor.esp Realistic Power Armor.esp Tailor Maid - NV.esp Tailor Maid Black Retex - NV.esp VT08RangerGear.esp (Inactive) UnlimitedCompanions.esp NoFactionBoS.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Sorter - Combined.esp noautoaim.esp PipBoyLightx1.5.esp (Inactive) Nevada Skies.esp (Inactive) ELECTRO-CITY - CompletedWorkorders.esp Lore version.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp ELECTRO-CITY - Darker Nights.esp (Inactive) ELECTRO-CITY - Emittance.esp ELECTRO-CITY - Highways and Byways.esp URWLNV.esp NSkies - URWLNV.esp Weapon Mod Expansion.esp BOAt51b.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. CustomGaussRifle.esp * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.
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# ? Jan 6, 2011 02:10 |
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Cream-of-Plenty posted:It *DOES* have nights darker than vanilla, but not to the ridiculous extent that FO3's Fellout does (inky, super-black). For the full darker-nights effect, you have to take the "Cataracted Eyes" perk that is offered at level-up (which sort of sucks, since it takes the place of a useful perk) in order to get the really darker nights. Horns posted:Be forewarned that Electro-City's Darker Nights .esp makes things ridiculously dark, WAY darker than Fellout, even to the point that you NEED a night-vision mod to get around at night. Without night-vision you're pretty much lost in a sea of inky blackness when the sun goes down. It compliments the new lights that Electro-City adds though, really makes them pop. Yeah, that's the kind of stuff I want. Being absolutely loving lost and on the verge of being attacked by giant radscorpions. Brrr. Thanks!
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# ? Jan 6, 2011 02:23 |
Brace posted:I did all those ini tweaks and I'm still getting the same weird little stutters. Here's my load order, I'm also getting a lot of seams on the ground, like its split into long rectangles, this is at night. The "Seams" issue (or as Electro-City's creator calls it, "That drat Ground Render Error") is a side-effect of using lighting-overhauls like Electro-City. It's normal and is only noticeable at night (when there are fewer ambient light sources)...as normal as working with exterior cell lights in the Gamebryo Engine can be considered, at least. The Electro-City page on the Nexus has a lot to say about this issue, if you're interested. I've combed through your mod list and can't see anything that stands out to me. Maybe a second pair of eyes will notice something wrong. In the meantime, do you have the same stuttering issues when no mods are loaded? At least you could figure out if the issue is a hardware issue or a load order/modding issue.
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# ? Jan 6, 2011 03:02 |
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Cream-of-Plenty posted:The "Seams" issue (or as Electro-City's creator calls it, "That drat Ground Render Error") is a side-effect of using lighting-overhauls like Electro-City. It's normal and is only noticeable at night (when there are fewer ambient light sources)...as normal as working with exterior cell lights in the Gamebryo Engine can be considered, at least. The Electro-City page on the Nexus has a lot to say about this issue, if you're interested. I'll check it out when I get back on my computer, that would be a big pain in the rear end if it wasn't due to a mod.
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# ? Jan 6, 2011 03:47 |
Very much a shot in the dark, but if anybody is using XFO's Overhaul and has noticed that all non-humanoid creatures (Geckos, Ghouls, Radscorpions, Nightstalkers, etc.) are remarkably easy to kill, I've found out what the problem is. Essentially, if you're using any of XFO's plugins that increase weapon damage and / or modify the DR / DT system, animals and abominations do not currently scale properly to the changes. For example, you might be wearing some medium armor with a DT of 15 and DR of 10 and carrying a laser rifle that can do 36 DAM / 120 DPS. Unfortunately, you're still fighting Radscorpions with 2, 10, or 15 DT and no DR. You're fighting Ghouls, Nightstalkers, Geckos, and Centaurs with neither DT or DR. Even Deathclaws are relatively impotent by the changes. Now toss in a few mods for that laser rifle to increase its damage by 3 points and some psycho and you're pretty much one-shotting the wildlife at Level 7 with a laser rifle and 45 in energy weapons. (I knew something was wrong when--at level 1 and an 8 in guns--I ran up and plugged a Radscorpion with a ratty 20 gauge buckshot and took off half its health.) I've modified the 2aa - Armor - DR+DT - revamp - low.esp (it works great with the plugins that modify damage by 2x or 3x) so that the creatures are balanced appropriately for the changes. I can throw it up on mediafire if anybody's interested in using it (or looking at it to see just how simple it is to go through and modify DT / DR buffs for the wildlife to customize it for your own game.) I should warn you that Radscorpions and other larger wildlife are back to being extremely difficult to damage at lower levels, or with low-damage weapons that cannot penetrate the animal's DT. It took half the town of Goodsprings to kill a lone Giant Radscorpion that had wandered into the area and started killing Bighorners. In my opinion, that's how much work it should take for a bunch of bums and farmers to kill an 800-pound scorpion with revolvers and varmint rifles. Cream-of-Plenty fucked around with this message at 04:23 on Jan 6, 2011 |
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# ? Jan 6, 2011 04:18 |
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Hey Cream, is there any way that d3d9.dll could help my situation out? The game really shouldn't be having this weird kind of stutter issue, and I don't really remember it happening at an earlier point. Is the d3d9.dll made completely obsolete by the patch?
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# ? Jan 6, 2011 04:59 |
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I don't know if this has been said before but the "Highways and Byways" component of the ELECTRO CITY mod seems to break the "Booted" quest. It replaces one of the Powder Ganger captives with an engineer who, when you enter the cell, is immediately executed by the Legion lounging about the area. It happens too quickly and too far away for you to intervene. When this happens, the quest auto-fails. I can only assume it's because the engineer is tagged as NCR.
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# ? Jan 6, 2011 05:11 |
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thepopstalinist posted:I don't know if this has been said before but the "Highways and Byways" component of the ELECTRO CITY mod seems to break the "Booted" quest. It replaces one of the Powder Ganger captives with an engineer who, when you enter the cell, is immediately executed by the Legion lounging about the area. It happens too quickly and too far away for you to intervene. When this happens, the quest auto-fails. That happens without the highways and byways, I had the same thing happen with just the base and emittance modules active.
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# ? Jan 6, 2011 05:16 |
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Anime Schoolgirl posted:Feng Shui is just about the worst thing for my OCD. Veronica, Cass, and Raul cleaned out my nice dinner table at the Lucky 38 in just 6 game days. There is a mod that expands your Lucky 38 suite including adding a metric poo poo ton of food and drinks on shelves and on the big dinner table. It's hilarious to watch companions go over to the shelves, stare at the food for a second and then they start stealing like crazy. It only took a few game days for them to severely reduce the supply there too.
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# ? Jan 6, 2011 05:19 |
Brace posted:Hey Cream, is there any way that d3d9.dll could help my situation out? The game really shouldn't be having this weird kind of stutter issue, and I don't really remember it happening at an earlier point. Is the d3d9.dll made completely obsolete by the patch? I highly doubt that it will help you out, considering your video card. But it can't hurt to try it out for the sake of SCIENCE! I just merged the Camon BAR / BAR LMG plugin with Jaysus' M1 Rifle Mod. I love the BAR but cannot, for the life of me, understand why the modder would stop so short and add it to a single specific location. That's the kind of gun you need to pry from somebody's warm, dead hands. And it seriously took 20 minutes to piggyback it onto the other mod and get it to quietly distribute itself to leveled lists. Come on, modders! I love the G.E.C.K.
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# ? Jan 6, 2011 05:57 |
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Looks like the new version 1.7 of Classic Fallout Weapons is out and includes new Desert Eagle and 1911 models, along with some (sorely needed) new reload animations as well as an expanded selection of weapon mods for the new stuff. I just started a new run with CFW activated and I love how it implements the new weapons without changing the stats. Increases variety without messing with balance. http://www.newvegasnexus.com/downloads/file.php?id=37002
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# ? Jan 6, 2011 06:25 |
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I can't even get Feng Shui to run. Having it enabled anywhere on my load order causes a crash at start up, so who knows what the hell it's conflicting with. Load order in case someone knows whats up: FalloutNV.esm More Perks.esm New Vegas Redesigned.esm Tales from the Burning Sands.esm Weapon Mod Expansion.esm Lore version.esp Compiled Patch.esp Red Lucy (Knobody13 request).esp Silus (Vcat request).esp CASM.esp SaveKey.esp NewVegasBounties.esp IIWR 2.1.0.esp Existence2.0.esp CONELRAD 640-1240.esp More Perks Update.esp unlocked armors v2_2.esp Cactai of the Wastes [plugin].esp LootableOldCars_OE.esp Sprint Mod.esp WMR_WME_A.esp Better Binoculars High.esp Feng Shui NV.esp noautoaim.esp RepairKit.esp ELECTRO-CITY - CompletedWorkorders.esp ELECTRO-CITY - Highways and Byways.esp UnderwaterFX.esp UWFXGodrays.esp Weapon Mod Expansion.esp CompanionDisguises.esp Feng Shui - Keymap Template.esp Total active plugins: 32 Total plugins: 32 This is the auto-sorted option, so dunno?
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# ? Jan 6, 2011 09:39 |
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thepopstalinist posted:I don't know if this has been said before but the "Highways and Byways" component of the ELECTRO CITY mod seems to break the "Booted" quest. It replaces one of the Powder Ganger captives with an engineer who, when you enter the cell, is immediately executed by the Legion lounging about the area. It happens too quickly and too far away for you to intervene. When this happens, the quest auto-fails. This happened to me too and I couldn't figure out why... an easy fix is to console coc LegionRaidCamp and fast travel there, hit the 'v' key over and over and you can pop the legionnaire before he kills the engineer. Took me forever to figure out why I was failing the quest over and over just walking to the camp.
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# ? Jan 6, 2011 12:14 |
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I love when I have multiple tabs open and I post in the wrong one :x On a sidenote, I am having problems with NVSE. It seems if I install any addons with multiple options, it wants to enable all the esps and install all the meshes/textures. This has made some of my meshes disappear completely, due to being either rewritten or replaced entirely. When I installed Roberts it made half the NCR guys into floating heads with no bodies Seemenaked fucked around with this message at 15:14 on Jan 6, 2011 |
# ? Jan 6, 2011 14:29 |
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thepopstalinist posted:I don't know if this has been said before but the "Highways and Byways" component of the ELECTRO CITY mod seems to break the "Booted" quest. It replaces one of the Powder Ganger captives with an engineer who, when you enter the cell, is immediately executed by the Legion lounging about the area. It happens too quickly and too far away for you to intervene. When this happens, the quest auto-fails. There's a fix for this up already, update your version of Electro-City.
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# ? Jan 6, 2011 14:33 |
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I'm close to being done making a "Bonus Pack" (like the pre-order stuff) that uses some custom textures & such and figured I might as well stick it all in an .esm like the real ones. What's the *easiest* program for creating an .esm? I can't deal with any command line bullshit.
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# ? Jan 6, 2011 16:22 |
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Also, anyone know what fonts were used in the pre-order pictures? I know I'm being anal about this, but whatever.
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# ? Jan 6, 2011 17:42 |
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Is there a mod with some sort of time dilation toggle? I hate backtracking and moving to a new location you haven't discovered yet can sometimes be so tedious.
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# ? Jan 6, 2011 19:26 |
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Mister Bung posted:I can't even get Feng Shui to run. Having it enabled anywhere on my load order causes a crash at start up, so who knows what the hell it's conflicting with. Having this enabled always crashes the game on launch for me. Try disabling it, the default feng shui keys aren't bad
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# ? Jan 6, 2011 22:45 |
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Anyone have any recommendations for Hardcore mods to make it less annoying and more about survival? I'm guessing the XFO modules are a good start, as well as the Primary Needs HUD display. Any other suggestions to make the wastes tougher and meaner? I was looking for a mod that increased radiation across the entire game but didn't find any. It seems like every playthrough I can sell all my radaway and rad-x as long as I don't go into certain vaults or caves.
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# ? Jan 6, 2011 23:30 |
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Imp's More Complex Needs New Vegas is a great addition to hardcore IMO, it just expands the already existing food/drink/sleep needs of hardcore mode and splits them out into calories, nutrients, protein, hydration and sleep debt. You are rewarded for being well fed and for following a natural circadian sleep rhythm with stat boosts that are actually pretty substantial, and penalized in the same way if you're deficient in those categories. He also tweaks alcohol usage to make it halfway decent, adds a ton more recipes, and makes it so meat eventually goes bad if it isn't refrigerated, with the option to turn ED-E into a portable fridge if you want to. Presuming you already like having existing food/drink requirements in hardcore this in no way makes playing the game more difficult or "overblown", it just adds some variety to the need to eat and drink every now and then by making you select your foods a bit more carefully. http://www.newvegasnexus.com/downloads/file.php?id=37254 XFO is definitely what you should be using for the rebalancing aspect of the game, its modular nature is great for reducing mod conflicts. Arwen's overhaul actually makes radiation deadly but I don't know if I could recommend it for the moment since it hasn't been updated since the patch, especially since she seems unable or unwilling to address certain issues with quests where the passing of time during a blackscreen will kill you from dehydration. SheepNameKiller fucked around with this message at 00:01 on Jan 7, 2011 |
# ? Jan 6, 2011 23:43 |
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Co-sine posted:I swear I saw a mod once which allowed you to (Rudimentary) recruit pretty much any NPC as a follower via conversation. I have searched everywhere on the nexus and I just can't find it. Am I insane or does it actually exist?
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# ? Jan 6, 2011 23:59 |
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SheepNameKiller posted:Imp's More Complex Needs New Vegas is a great addition to hardcore IMO, it just expands the already existing food/drink/sleep needs of hardcore mode and splits them out into calories, nutrients, protein, hydration and sleep debt. You are rewarded for being well fed and for following a natural circadian sleep rhythm with stat boosts that are actually pretty substantial, and penalized in the same way if you're deficient in those categories. He also tweaks alcohol usage to make it halfway decent, adds a ton more recipes, and makes it so meat eventually goes bad if it isn't refrigerated, with the option to turn ED-E into a portable fridge if you want to. Presuming you already like having existing food/drink requirements in hardcore this in no way makes playing the game more difficult or "overblown", it just adds some variety to the need to eat and drink every now and then by making you select your foods a bit more carefully. While I love this mod, I would like to emphasise how significant the substantial buffs are. Each of the buffs I can remember off the top of my head grant +1 to two stats. I had... I think 4 or 5 at one point from eating good-tasting food, plenty of meat, having a bit of but not too much stimulants in my system, being well rested and on my rhythm, etc. It's a very cool mod but IMO it actually makes hardcore a lot easier by making it a bit harder. I don't know if I can word that last sentence any better.
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# ? Jan 7, 2011 00:06 |
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Stuttering and lag was noticeably worse with all mods de-activated. What does this mean?
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# ? Jan 7, 2011 00:20 |
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Taking a shot in the dark here, but I can't seem to get a decent answer, so why not. I'm working on a mod at the moment, and as I'm trying to create my new world space, every time I try to use the height mapping tool, it craps out on me, and I get a CTD out of the GECK. Does anyone know if there's a fix for this, or even a work around? Someone on the nexus forums pointed me towards a file for a premade island, but that's not really what I need for this mod. Thanks
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# ? Jan 7, 2011 01:36 |
Swartz posted:Anyone have any recommendations for Hardcore mods to make it less annoying and more about survival? If you're interested, it's fairly easy to create a plugin (in about 5 minutes) or modify an existing mod to increase radiation accumulation rates so that Rad-X and RadAway actually serve a tangible purpose. Let's say you want to create a really simple plugin from scratch that achieves this effect--and only this effect. 1. Open up G.E.C.K. When it's finished loading, select File > Data. Load the FalloutNV.esm (and only the FalloutNV.esm) It will take a while, and might even give the impression of freezing or locking-up, but give it a few moments and it will clear itself up. 2. Now that you have the FalloutNV.esm loaded, find the window for the GECK (usually underneath the three or four smaller windows that load on top of it. Select Gameplay > Settings. 3. When the Game Settings window opens, it will have a long, long list of various settings in alphanumeric format. Select the "Filter" bar and search for "Radiation". 4. The Radiation variables you're looking for are: fRadiationAccumulationRate fRadiationAvoidThreshold fRadiationDecayRate fRadiationReevaluationRate fRadiationResistanceAvoidLevel By adjusting the values of these settings--especially the accumulation rate--you can make any area with radiation more dangerous by speeding up the rate at which your character absorbs radiation. You might even be able to increase the range of these radioactive zones (I don't know, though, I haven't experimented much with these values.) When you're done making your adjustments, save the file as a new .esp and make sure it loads after the FalloutNV.esm. Talkie Toaster posted:Just to drag up a post from like ages ago, I made Companion Share & Recruit which did this for Oblivion & Fallout, and I've got a version for New Vegas done but not actually had time to test it in actual play what with exams and coursework. This sounds really clever. How balanced is it--as in, do I have a cap on the number of NPCs I can recruit in a single sitting? Or can I simply go around and, with enough points invested in speech, recruit a small standing army? Brace posted:Stuttering and lag was noticeably worse with all mods de-activated. What does this mean? It means that the performance mods you were using were probably doing their job, which is a good thing. Have you defragmented your drives recently? If not, check out something like Defraggler or PerfectDisk. Cream-of-Plenty fucked around with this message at 02:13 on Jan 7, 2011 |
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# ? Jan 7, 2011 01:51 |
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Cream-of-Plenty posted:If you're interested, it's fairly easy to create a plugin (in about 5 minutes) or modify an existing mod to increase radiation accumulation rates so that Rad-X and RadAway actually serve a tangible purpose. I run a PC maintenance check-up from a paid program(I know, they might be ripping me off, but I honestly couldn't be bothered to go through all the hoops to get a bunch of free working programs working together, its called CA Tune-Up.) almost everyday and it runs a full optimization etc etc thing, so I don't think that's an issue, but it could be, I'll run one today
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# ? Jan 7, 2011 01:54 |
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Talkie Toaster posted:Companion Share & Recruit I'll give this a shot. E: when you put it up.
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# ? Jan 7, 2011 03:51 |
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Brace posted:Stuttering and lag was noticeably worse with all mods de-activated. What does this mean? Start experimenting with video settings. Pay special attention to anti-aliasing, lighting/shadow effects and shadow effects. As far as I know, Gamebryo--or at least Fallout's version of Gamebryo--as some issues with all of these. If that doesn't work, find tweak guide for Fallout.ini and see if you can futz around with memory settings and the like.
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# ? Jan 7, 2011 03:54 |
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Talkie Toaster posted:Just to drag up a post from like ages ago, I made Companion Share & Recruit which did this for Oblivion & Fallout, and I've got a version for New Vegas done but not actually had time to test it in actual play what with exams and coursework. Would anyone be interested in giving it a beta test? It lets you recruit anyone with a speech difficulty dependent on their level, and have them follow/hack terminals/pick locks/pants people/heal each other in combat, and recruiting people from some factions grants you companion perks and your companion abilities (like if you recruit a Great Khan you get addiction resistance and can get them to make chems 1/day). Yes, oh god yes.
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# ? Jan 7, 2011 04:01 |
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So I've gone and modded up like crazy, and it ran fine for awhile. But now I seem to be getting CTDs whenever I fast travel/quicksave, which is pretty annoying. It doesn't seem to be one mod though - I've tested each and every single mod, and all of them have to be removed for it to not CTD. Does anyone have an idea on what could it be?
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# ? Jan 7, 2011 05:47 |
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Shorter Than Some posted:Is there a mod with some sort of time dilation toggle? I hate backtracking and moving to a new location you haven't discovered yet can sometimes be so tedious.
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# ? Jan 7, 2011 06:32 |
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Paramour posted:So I've gone and modded up like crazy, and it ran fine for awhile. But now I seem to be getting CTDs whenever I fast travel/quicksave, which is pretty annoying. It doesn't seem to be one mod though - I've tested each and every single mod, and all of them have to be removed for it to not CTD. Does anyone have an idea on what could it be? Infamous save file bloat Gamebyro suffers from? I know Morrowind/Oblivion had fixers out for that.
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# ? Jan 7, 2011 08:00 |
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# ? Apr 29, 2024 16:47 |
Naky posted:Infamous save file bloat Gamebyro suffers from? I know Morrowind/Oblivion had fixers out for that. I concur. How many hours have you logged on this game? How big are the save files getting? My Wasteland-dude-from-Grey's-Anatomy concurs, as well. He's a doctor, after all, and just murdered his way out of captivity with slightly-uglier-than-before-Veronica.
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# ? Jan 7, 2011 08:41 |