Smol posted:Is there some general reason why save games might not be loading? (i.e. the roulette wheel just keeps spinning). Starting a new game and then loading the real save works, but I'd rather get to the source of the problem, if possible. If you have roulette wheel that seems to spin forever, you can do one of two things: 1. Start a new game and then load your problematic save. 2. Load an earlier save and then load your problematic save. See if that fixes the problem.
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# ? Jun 2, 2012 23:52 |
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# ? Apr 29, 2024 16:02 |
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So I have a couple of questions: Does the Armory conflict with FOOK? Does CCO? Do I really need to make a merged patch? Every time I try FNVEdit ignores the majority of my mods and only merges a handful.
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# ? Jun 3, 2012 01:36 |
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Necroskowitz posted:So I have a couple of questions: As long as you want to skip the leveled lists, the armory won't conflict with anything, even though the only way to access the weapons then is via cabinet. If you want to see the weapons in the world, you'll have to create a merged patch as long as anything changes the same leveled lists, which most mayor mods do in one way or the other. FNVEdit merge function just merges/overwrites things that it can merge/overwrite, it doesn't just copy all entries from all the mods, as that would be pointless. Do you mean this? You're supposed to still load all mods and then the merged esp at last. Creating a merged esp is often necessary but by no means a one-click fix. Also don't use FOOK, it's a piece of poo poo and a bunch of shabbily thrown together modifications without any direction or goal. Police Automaton fucked around with this message at 01:53 on Jun 3, 2012 |
# ? Jun 3, 2012 01:46 |
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I like FOOK Does WMX conflict in any way with JSaywer?
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# ? Jun 3, 2012 02:04 |
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Naky posted:Molerat Boobs & Gecko Dongs This is great. Just further shows what a shithole the Nexus is. Ak Gara posted:Is this what you mean? Yeah, I gave those a try but it ended up making everything slightly blurry and a lot of detail in the textures were lost so I passed on it. I suppose it is fully editable though.
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# ? Jun 3, 2012 04:11 |
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Cream-of-Plenty posted:If you have roulette wheel that seems to spin forever, you can do one of two things:
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# ? Jun 3, 2012 08:04 |
Smol posted:Like I said, that's what I'm doing. But it's just a workaround and I'd rather fix the real problem, if possible. Oh sorry I misunderstood what you originally said. You might be SOL on trying to fix the problem, though. Load a functioning save, then load your problematic save, then make a brand new save (don't overwrite an older one.) Delete the problematic save. See if you can load this new save without hanging on the loading screen.
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# ? Jun 3, 2012 08:11 |
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Ok yet another crashing problem I'm hoping someone can help me with. I'm in Vault 106, and everything time I get to this long hallway after one of the hallucinations, the game just crashes to desktop on me. No clue if this is a mod issue, or just lovely luck with the game issue, and so far google can't find me anyone else who has had the same problem. *edit* Nevermind, was able to find a fix for it on the Requiem for the Wasteland forums, but sadly it requires disabling the hallucinations in the vault to not crash. What a waste. mrfreeze fucked around with this message at 21:49 on Jun 3, 2012 |
# ? Jun 3, 2012 21:35 |
Just a heads up that the new version of Requiem For The Capital Wasteland is due to be released sometime today.
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# ? Jun 4, 2012 08:42 |
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How do I fix conflicts in FNV Edit? I'm using FOOK + JSawyer, and the compatibility patch lets FOOK overwrite JSawyer's armor changes (fiend armor, merc armor, power armor, and whatever else) with its own. When I disable the patch, random weapons don't have their real life name, while others do. I prefer having the real names, and I've been used to FOOK doing that for a long time. Also, without the compatibility patch, some of its added textures are disabled. I figure I'll just have to edit the patch to use FOOK's textures and JSaywer's stats, but have no idea how.
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# ? Jun 6, 2012 07:00 |
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I'm trying to install CCO but fallout mod manager just keeps crashing when I try to add it. EDIT: Nevermind I'm an idiot. MiddleOne fucked around with this message at 14:11 on Jun 6, 2012 |
# ? Jun 6, 2012 14:08 |
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Dig in and start reading here - http://newvegas.nexusmods.com/mods/38413 It becomes really easy to do FNVEdit patches once you understand that. Basically, you'll be able to drag and drop the name of the gun over to your merged patch, and then move any stats over you want as well. As long as jsawyer.esp loads last, you'll be fine in the automatic merged patch (I think.)
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# ? Jun 6, 2012 14:21 |
New version of Requiem For The Capital Wasteland is out: http://newvegas.nexusmods.com/Mods/46319 Pros:
Personally, I don't think it's going to be worth the effort until the DLC is supported, and then there's the question of whether or not mods will even be compatible with the new master. Still, if you're interested in running around in Vanilla FO3+NV, here's your answer.
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# ? Jun 6, 2012 16:06 |
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That is a bummer. I gave up on trying to get it to work, because I need to have my mods. That being said, FO3 is about as mod polished as you can get right now. I am waiting for Apocalypse Armory to support FWE and then I think I'll go stomping through the capital wasteland on that. The IronSight guy still updates his mods as well, and I think there is a Weapon Mod Kits + Ironsights bridge out there now, which is sweet.
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# ? Jun 6, 2012 16:12 |
Gyshall posted:That being said, FO3 is about as mod polished as you can get right now. I am waiting for Apocalypse Armory to support FWE and then I think I'll go stomping through the capital wasteland on that. Jesus Christ, they're still working on that? I remember that it was "just around the corner" 12 or 14 months ago.
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# ? Jun 7, 2012 01:15 |
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Cream-of-Plenty posted:Jesus Christ, they're still working on that? I remember that it was "just around the corner" 12 or 14 months ago. Disinterest, real life, and burn out quickly adds a lot of time to modding though. The Armory 3.0's been a couple more mesh fixes, one finished weapon, and new weapon rebalance away from being done for over a month now. I never set deadlines for the other guys on the team though and we've always taken the stance of it's done when it's done so, eh.
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# ? Jun 7, 2012 07:28 |
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Okay, I got a puzzler for everyone. I reinstalled F:NV and modded it to hell and back, going all out on everything. And predictably a couple issues came up, but I can't figure out what's the culprit this time. There are either some missing textures or corrupted... something? I don't know. If I did know I wouldn't be asking! I took these screenshots in the starting area to give you an idea of what I'm talking about. Sometimes when I drew a weapon it would flash my whole screen white (presumably because one of those bigass exclamation points would get put right in my face), sometimes it was okay as long as I shot from the hip, and sometimes it was fine. I can't nail down a common source of error on it. Here's my load order. It's kind of... big. Project Nevada - Core.esm IWR.esm Military Explansion Program.esm oHUD.esm NVInteriors_Core.esm NVInteriors_WastelandEditon.esm NVCE Main.esm rePopulated Wasteland.esm Weapon Mod Expansion.esm WME - DLCs.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Project Nevada - Rebalance.esp FOOK - New Vegas DLCs.esm FOOK - New Vegas.esm GunRunnersArsenal.esm CaravanPack.esm DeadMoney.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm FalloutNV.esm IWR - Rebuilt.esp clean McCarran.esp Lucky 38 Suite Expansion.esp NV Interiors - El Ray Motel.esp NV Interiors - West Vegas Fringe.esp NV Interiors - Cottonwood Cove.esp The New Bison Steve Hotel.esp FOOK - New Vegas.esp FOOK - New Vegas DLCs.esp Existence2.0.esp CONELRAD 640-1240.esp NewVegasBounties.esp NewVegasBountiesII.esp ManualReload.esp LegendaryHunter.esp OWB Companion Teleport.esp OWB Moddable FIDO.esp OWB More Vendor Caps.esp OWB Stealth Field Suit.esp OWB Valence Extra.esp OWB Valence Mask.esp EMR-StealthSuitMkII.esp NAPA-NV 0.1.esp The Weapon Mod Menu.esp NVCE DLC01.esp NVCE DLC02.esp NVCE DLC03.esp NVCE DLC04.esp CompanionDisguises.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Modified Combat Values v2.esp Weapon Mod Expansion.esp UniversalPerkRequirements.esp WME - DLCs.esp WME - DLCs Arenovalis.esp Fellout.esp Fellout-OWB.esp Total active plugins: 62 Total plugins: 62 I realize thats a hell of a lot of things that can go wrong, but before I start randomly turning stuff off and switching it back on again does anyone have any notion what could be triggering these graphical errors? I've got an Nvidia 9600M GT on Windows XP SP3.
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# ? Jun 7, 2012 17:14 |
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Naky posted:Disinterest, real life, and burn out quickly adds a lot of time to modding though. The Armory 3.0's been a couple more mesh fixes, one finished weapon, and new weapon rebalance away from being done for over a month now. I never set deadlines for the other guys on the team though and we've always taken the stance of it's done when it's done so, eh. max payne 3
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# ? Jun 7, 2012 17:17 |
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Willie Tomg posted:Okay, I got a puzzler for everyone. I reinstalled F:NV and modded it to hell and back, going all out on everything. And predictably a couple issues came up, but I can't figure out what's the culprit this time. There are either some missing textures or corrupted... something? I don't know. If I did know I wouldn't be asking! Looks like it's missing gun meshes. Go into your new vegas folder and make sure the meshes are going into the right place, instead of, like, inside a data folder inside the data folder.
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# ? Jun 7, 2012 18:14 |
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Anime Schoolgirl posted:max payne 3 Worth getting? Apocalypse Armory has been in development for a while, but the patches dude has been releasing have been solid.
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# ? Jun 7, 2012 18:27 |
Willie Tomg posted:Okay, I got a puzzler for everyone. I reinstalled F:NV and modded it to hell and back, going all out on everything. And predictably a couple issues came up, but I can't figure out what's the culprit this time. There are either some missing textures or corrupted... something? I don't know. If I did know I wouldn't be asking! One of the main things I see is that FalloutNV.esm and the DLCs are not at the top of your load order. Make sure that the Fallout esm is first and the DLCs load right after.
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# ? Jun 7, 2012 18:31 |
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Gyshall posted:Worth getting? Very.
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# ? Jun 7, 2012 18:35 |
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Thanks for the responses, while I'm going through checking to see if meshes are in the right place, should the message "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" (on the Project Nevada Rebalance, fwiw) be taken to mean anything catastrophic?
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# ? Jun 7, 2012 18:40 |
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Anime Schoolgirl posted:Very. Going to get it on your recommendation alone, poo poo better be good.
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# ? Jun 7, 2012 19:25 |
Willie Tomg posted:Thanks for the responses, while I'm going through checking to see if meshes are in the right place, should the message "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" (on the Project Nevada Rebalance, fwiw) be taken to mean anything catastrophic? The warning isn't a problem, and is to be expected. Some authors do tricks with their plugins to reduce conflicts, including what you're seeing. If you have every required plugin and every required plugin is active, the "!" mesh means that your meshes are installed incorrectly. Might have a second look at your Data and Meshes folders to make sure you didn't install a file one directory too deep or too early.
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# ? Jun 7, 2012 20:00 |
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Yeah I did a manual install ( ) of every. single. one, before I realised FOMM had a setting specfically for installing packages correctly so Vegas odds--OH HO HO!!--are that's where something screwed up. Welp, nothing quite like a scorched earth approach to a several hour install only to do it all again the right way!
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# ? Jun 8, 2012 02:58 |
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I'm about to start my fourth (Second that I complete, hopefully) game of New Vegas because I wanna try Project Nevada, that poo poo looks -sweet-. What great mods are compatible with it? I'm afraid I'm gonna have to give PN priority as I've tried a lot of other things on the front page (Not all). That said, what do you guys think? So far literally all I've decided is Project Nevada and one of the weapon mod mods. EDIT: Yeah, that's literally it, I dunno what I want, something a little different maybe, I'm open to pretty much anything and what I'm asking for really, here, more than mod recommendations is mods that people use with Project Nevada that play nice with it or complement it, etc. EDIT, son of EDIT: I'm on an Nvidia 9600 GSO. Quad core at 2.40ghz with 2b of ram, so I'm not particularly looking for something to make it look prettier, but if theres anything that'll do that on my system without bungling up my FPS I'll go for it. It'd also be cool to expand upon that, yeah, the shoot outs have never been the strong suit of the Fallout games (Well, the first person ones, that's just my opinion, if it makes me weird for finding the turn-based isometric shootouts more exciting than these, then I'm okay with that) and improving that is never bad. Project Nevada looks like it takes some big steps with that (I watched the trailer, I'll never get tired of running into mooks while wearing power armour, then looking down at them through my sweet visor and filling them full of holes, plus grenade hotkey oh thank you sweet jesus thank you) Also, will gear mods play nice with it? I wouldn't have thought so, because it changes so much, but if any do, I'd like to know them as well. For me, there's no limit to how many lore-friendly weapons, armour and items to be had, the more the better (I did like Borderlands...) so that's always good. I'm going for colour me evil as well. Hope that'll be okay with Project Nevada, don't see why it shouldn't) because I'm finally gonna do an evil playthrough even if I have to play as Puppy McKickerson, last time I tried that I ended up neutral, and tried to be as much of a bastard as I could to everyone, all the time. Apart from Goodsprings, because I'm an RPing neckbeard who finds immersing yourself makes RPGs a thousand times better, and I thought that that particular character, while a murderer and a bastard, wasn't a sociopath, and could at least find loyalty in him for the man and town that saved his life. So if there's any mods that make that easier or add stuff for that, that's awesome, this ties in with my next request, which is: More quests that don't suck fat dicks (That will work okay with Project Nevada), and more specifically: Quests that are for evil characters or have evil options. They don't absolutely have to, for example, I'll be using New Vegas Bounties (Do I need to jig anything to make that all in line with Nevada's rules?). I really enjoyed the first one on my attempted-evil character (Rationale: Good guys, bad guys, if the price is right, anyone's a target) and never got round to the second one so I'll do both with thisguy. Sorry for being so vague, I racked my brains to try and think about what I actually wanted instead of just going 'MORE BETTER NEW VEGAS' EDITCEPTION: can I get a link to that thread? Also, I downloaded that Fallout Mod Manager, either it doesn't work with this version of NV or I did something wrong, but everytime I click 'download with manager' and choose it, it just opens the program; nothing downloads (or starts downloading that I can see, and I had a thorough look). Am I doing something wrong? I had no problem with the Skyrim one. TehGherkin fucked around with this message at 07:45 on Jun 8, 2012 |
# ? Jun 8, 2012 04:06 |
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Upper Edit: ^^^ again, it really matters what kind of experience you're going for. Realism? PN adds a lot of FPS like features, do you want to try to gear your game more towards expanding that experience? Do you want your game to look as best as it can? Without more details it's really hard to recommend stuff. Depends what you want. The OP is full of really great mods and it's up to you to decide what you want out of your playthrough. Some mods help with gimmick runs, others enhance the game, others add to it, etc. Lower Edit: as a side note, I recently discovered a thread made a year ago on Nexus' forums where this very modding thread more or less reduced the author of AWOP to furious tears because we kept saying how bloated and poo poo it was (and did) becoming and how it was keeping him up at night thinking about it. Despite that, it wasn't worth it to him to pay 10 dollars to defend his mod of pure awesomeness. Cue about 6 pages of people telling him how awesome he is and how stupid we are. It's really quite an entertaining thread and makes me wonder what he thought when we finally removed the mod from the OP of recommended mods. Naky fucked around with this message at 06:19 on Jun 8, 2012 |
# ? Jun 8, 2012 04:15 |
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I installed the armory for my next playtrough and I have a question. How do I know it's even working? I'm 2 hours into the game and I've yet to see anything new.
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# ? Jun 8, 2012 13:57 |
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You need to make sure you are using an ESP that adds it to the leveled lists, or use the cabinet ESP which puts some cabinets behind Goodsprings full of guns and weapons (but no ammo )
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# ? Jun 8, 2012 14:19 |
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Still plugging away at the Wild Wasteland Encounters mod. It's actually pretty fun to work on - doing something more creative and whimsical is fantastic compared to the tedious scripting CCO usually involved. The JSaywer patch is probably going to wait for a little bit, since I don't want to burn myself out entirely by jumping straight into another script-heavy project. Also, does anyone know what specs a .wav file has to have for the game to recognize it as a sound effect? I've got a .wav file that I'm trying to make into a sound effect for Wild Wasteland Encounters, but it's completely silent in-game and in the GECK. It plays just fine in Windows Media and in VLC, though. Is there something funky I need to do to it to make it recognizable by the game?
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# ? Jun 8, 2012 15:02 |
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Cirosan posted:Also, does anyone know what specs a .wav file has to have for the game to recognize it as a sound effect? I've got a .wav file that I'm trying to make into a sound effect for Wild Wasteland Encounters, but it's completely silent in-game and in the GECK. It plays just fine in Windows Media and in VLC, though. Is there something funky I need to do to it to make it recognizable by the game? Analyze existing in game .wav files and see what bit rate they're set to and duplicate those settings? Be the only thing I can think of.
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# ? Jun 8, 2012 23:34 |
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Nexuuuuus! Latest update of EVE has some nice new effects, do go get it if you haven't updated in a while.
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# ? Jun 9, 2012 01:17 |
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Deleuzionist posted:Nexuuuuus! Unless they've fixed the vomiting bug, I'd pass on that.
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# ? Jun 9, 2012 02:25 |
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Naky posted:Analyze existing in game .wav files and see what bit rate they're set to and duplicate those settings? Be the only thing I can think of.
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# ? Jun 9, 2012 02:39 |
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Naky posted:Unless they've fixed the vomiting bug, I'd pass on that. The guy who stands in front of the the Gun Runners Kiosk just spends his day puking.
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# ? Jun 9, 2012 02:40 |
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Cirosan posted:Good call. I checked out most of the vanilla .wavs and they're pretty consistently at 512kbps, which mine wasn't at. Problem is, Audacity can't export a .wav at anything close to that bit rate, nor does it really let you choose what bit rate the file is saved as. Does anyone know of a good freeware program that lets you change the bit rate of .wav files? Basic Google hunting hasn't turned up much. You can always try db poweramp's trial version and see if it works that way.
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# ? Jun 9, 2012 02:56 |
Armory question: Are Freeside Thugs supposed to be armed to the teeth with Sig Sauers and Rusty Mac-10s, because every one I kill yields at least 1000 caps worth of guns rather than the usual lead pipe. :/
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# ? Jun 9, 2012 03:11 |
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Weapons are distributed through the leveled lists as AS has added them and then drawn from them by the game. How many/often isn't really something we can control though, so yes you can run into situations like that. That being said, I know Police Automaton has looked into making a script to disable looting weapons from killed enemies to try to cut down on that kind of imbalance and it seems like it can't be done within the game or commands available in NVSE. I guess all I can suggest is to show some restraint in looting the weapons just like you can ignore all the other many, many ways to break the game's economy in the game.
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# ? Jun 9, 2012 03:57 |
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# ? Apr 29, 2024 16:02 |
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Naky posted:You can always try db poweramp's trial version and see if it works that way.
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# ? Jun 9, 2012 04:17 |