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Lord Lambeth
Dec 7, 2011


chitoryu12 posted:

I think the vanilla quests are patched to avoid any bugs with the Strip Open mods. The biggest issue is its hit to your performance, like Freeside Open.

Yeah the engine simply was not designed to handle that many people in one place. Even if your rig is amazing I kind of doubt you'll avoid crashing in freeside or the strip

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I AM BRAWW
Jul 18, 2014
Nevadaskies TTW might be unneeded?

chitoryu12
Apr 24, 2014

Yeah, the instructions for Nevada Skies says to only use one of those ESPs. The three of them are conflicting.

You don't have Tale of Two Wastelands from what I can see, so delete that one and the Basic one. Only use Ultimate DLC Edition.

Head Hit Keyboard
Oct 9, 2012

It must be fate that has brought us together after all these years.

Bloodbath posted:

I've set FalloutNV.esm to load first, and have run LOOT which shows this



Does that help at all? Sorry for being a pain, but I'm really not sure what I'm doing.

If I load up FMM with all of the .esm files and just BetterGamePerformance, jsawyer and NevadaSkies - Basic , it loads fine. So it must be one of the others, but I've tried mixing and matching and can't really pinpoint it..

Edit - It seems if I exclude NewVegasBounties 1 + 2, and Nevada Skies TTw and Ultimate Edition, then it works okay. So I'm guessing one of those must be the issue?

Nevada Skies TTW is for a mod that merges Fallout 3 into New Vegas. That is likely what is loving your game.

Bloodbath
Apr 10, 2005

GRIM AND FROSTBITTEN KINGDOMS
Thanks for the help!

Sadly it still doesn't seem to want to run with NewVegasBounties 1 + 2 installed, whether I select one or both of them (should there be an .esm for NewVegasBounties?). But it works with the following so that's good enough for now :)



Edit - ohh it says on the NewVegasBounties that you need someguyseries.esm ! That'll be it i bet. I'll try that :D

Edit 2 - Yay working now :) Thanks for the assistance! Glad I got NewVegasBounties working too because that sounds really brilliant.

Bloodbath fucked around with this message at 06:24 on Jul 26, 2014

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Yeah I saw your first post and said "needs someguyseries.esm" but I see you solved it already before I got to this page. :v:

That specific type of crash is usually a missing master kind of thing so if you get it again, you know to look at missing ESMs first.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
I think if you're using NVAC it tells you why you crashed, so you can fix it easier. Either that or the 4gb executable does it.

Cartoon Violence
Oct 30, 2012

Stop being such goons, you CLODS!

Just a quick question - Is it possible that the game engine has too many mods and just outright can't run? I'm doing an insane "kitchen sink" mod run of the game, and after I've been constantly installing and testing each batch I get. It's been working fine, but after my final few were added, I've run into a strange bug where I can load the game and my save fine at first. After that, the ESC Pause menu won't come up, but the game is running, combat works, etc. If I try to fast travel somewhere, the confirmation has the Yes and No options jumbled together so they can't be clicked, and thus the game is stuck. I've tried making a merge patch for the whole set of mods, and I'm using 4GB and NVAC as well. I can't find anything clashing with each other, especially in such an odd way.

The Colonel
Jun 8, 2013


I commute by bike!

Cartoon Violence posted:

Just a quick question - Is it possible that the game engine has too many mods and just outright can't run? I'm doing an insane "kitchen sink" mod run of the game, and after I've been constantly installing and testing each batch I get. It's been working fine, but after my final few were added, I've run into a strange bug where I can load the game and my save fine at first. After that, the ESC Pause menu won't come up, but the game is running, combat works, etc. If I try to fast travel somewhere, the confirmation has the Yes and No options jumbled together so they can't be clicked, and thus the game is stuck. I've tried making a merge patch for the whole set of mods, and I'm using 4GB and NVAC as well. I can't find anything clashing with each other, especially in such an odd way.

How many mods do you have installed total?

I find that once you hit somewhere around 120, the game engine falls apart regardless of what's installed. You could have 120 blank esps enabled and it'll still crumble. If you enter any new cells, models and textures won't load and quicksave/load is broken.

When I was way too mod-happy, I circumvented this using FNVPlugin to literally just merge tons of small mods, but that's actually a really messy and bad solution so don't do that.

The Colonel fucked around with this message at 09:03 on Jul 26, 2014

Cartoon Violence
Oct 30, 2012

Stop being such goons, you CLODS!

You know, I was thinking that might be the problem. I'm honestly surprised the game's engine can handle what I did to it so far, so it's no great loss, I just undid the few changes I made that caused the problem to crop up and everything's back to normal. Thanks for the confirmation!

SplitSoul
Dec 31, 2000

For future reference, if the game crashes at launch it is almost certainly a missing ESM that is the problem.

chitoryu12
Apr 24, 2014

Cartoon Violence posted:

Just a quick question - Is it possible that the game engine has too many mods and just outright can't run? I'm doing an insane "kitchen sink" mod run of the game, and after I've been constantly installing and testing each batch I get. It's been working fine, but after my final few were added, I've run into a strange bug where I can load the game and my save fine at first. After that, the ESC Pause menu won't come up, but the game is running, combat works, etc. If I try to fast travel somewhere, the confirmation has the Yes and No options jumbled together so they can't be clicked, and thus the game is stuck. I've tried making a merge patch for the whole set of mods, and I'm using 4GB and NVAC as well. I can't find anything clashing with each other, especially in such an odd way.

I've had that happen as well. It could also be some mods conflicting; I've had setups where running a specific mod or two (like Powered Power Armor or Freeside Open) in conjunction with the rest would cause that problem. It could also be something that overwrites the HUD and UI files, especially if you have a mod that did that already and a new one overrides the override.

mbt
Aug 13, 2012

Most hud mods (and the weapon animation replacer mod), basically every gopher mod, is made to only work with FOMM. I asked him a while back how I would split the files to work with mod organizer and he replied "Don't use mod organizer".

Can I load his dickishly packed mods through FOMM and the rest through MO without a problem?

Mr E
Sep 18, 2007

Mortimer posted:

Most hud mods (and the weapon animation replacer mod), basically every gopher mod, is made to only work with FOMM. I asked him a while back how I would split the files to work with mod organizer and he replied "Don't use mod organizer".

Can I load his dickishly packed mods through FOMM and the rest through MO without a problem?

You should be able to just fine if MO works the same way as it does with Skyrim. I don't use MO with NV because I had issues that didn't come up with Skyrim, so that may be wrong.

Sole Survivor
Aug 21, 2009

Mortimer posted:

Most hud mods (and the weapon animation replacer mod), basically every gopher mod, is made to only work with FOMM. I asked him a while back how I would split the files to work with mod organizer and he replied "Don't use mod organizer".

Can I load his dickishly packed mods through FOMM and the rest through MO without a problem?

http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#The_Need_for_Unified_HUD_Project

This is how I installed Gophers HUD mods. It's a bit convoluted but not difficult. The "use FOMM inside of MO" method should be usable for any mod that won't install properly with MO.

Cerepol
Dec 2, 2011


Where is Lombard Station actually located? I'm trying to find it but it seems to be undiscovered to begin with so no icon for me to beeline for.

Hobo on Fire
Dec 4, 2008

Cerepol posted:

Where is Lombard Station actually located? I'm trying to find it but it seems to be undiscovered to begin with so no icon for me to beeline for.

Go from Goodsprings up towards the gas station where Ringo hangs out, but head past it into the hills. It's inside a cave.

MariusLecter
Sep 5, 2009

NI MUERTE NI MIEDO
If you got Monster Mod beware of ghouls nearby. They like to hide inside the cave too.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
Go to Jean's Skydiving for a map marker and the actual key to the house.

Kurash
May 12, 2008

Is there any mods that let you go hardcore sperg on the crafting? I'm playing through hardcore/jsawyer for the first time and I'm hoarding like a beast but I NEED MORE.

I'd particularly interested in a mod that replaces the crafting ui with something sane and added recipes to break crafted items down.

geeko55
Jun 11, 2013



I'm having some issues getting ENBs to run on my laptop. I can get them to run, but they all seem to be using my Integrated card, and not my dedicated Nvidia card. Because of this, my frames tank and basically makes the game unplayable. Is this a known issue, or am I out of luck with using an ENB?

chitoryu12
Apr 24, 2014

STiL. posted:

Is there any mods that let you go hardcore sperg on the crafting? I'm playing through hardcore/jsawyer for the first time and I'm hoarding like a beast but I NEED MORE.

I'd particularly interested in a mod that replaces the crafting ui with something sane and added recipes to break crafted items down.

Won't replace the UI for it, but Craft Master and Craft Pack do exactly what you want for sperging out. Just about every item in the game can be broken down into component pieces that can be remade into just about any other item; you can break down ash trays for lead for your guns, for instance, or melt down metal objects like cutlery and pots and pans to reforge into blades. It goes so far as to add chemicals and salts (which you can get from fire extinguishers) to let you go even deeper.

void_serfer
Jan 13, 2012

geeko55 posted:

I'm having some issues getting ENBs to run on my laptop. I can get them to run, but they all seem to be using my Integrated card, and not my dedicated Nvidia card. Because of this, my frames tank and basically makes the game unplayable. Is this a known issue, or am I out of luck with using an ENB?
See if this helps at all. Make sure to get the Injector version of the ENB, rather than the Wrapper.

Some guy on Steam posted:

Quoting directly from the dev on the ENB forum:

Run ENBInjector.exe file and do not close it. Run the game, if you see splash noticing message at the start, then mod is injected in to game process, you may exit from injector after that (or at the end of the game, or never, doesn't matter). If the game executable is not standart, then edit enbinjector.ini by changing name of the process. It's important not to use d3d9.dll (wrapper) version of the mod with injector, because enbseries.dll is the mod in that case. Better to extract ENBInjector.exe and enbseries.dll to game folder to keep paths of the mod and game the same and not to bother with doublicating shaders and configs.

If that doesn't work, try opening enbseries.ini and making sure that under [GLOBAL] both ForceNVidia card options are set to true. It should look like this:

[GLOBAL]
AdditionalConfigFile=userconfig.ini
UseEffect=true
ForceNVidiaCard=true
ForceNVidiaCaps=true

void_serfer fucked around with this message at 06:16 on Jul 27, 2014

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo
Anyone know a mod or just some gameplay way to fix the bug where neither NCR or Legion no longer send assassins or rangers after you no matter how bad your reputation is? I think they stopped coming after the plot related negative reputation reset. I've fixed my reputation back to the pre-reset vilified levels but still can't get anyone to send assholes after me :(

Guessing the reset is breaking some script somewhere but I can't even find anything related in geck.

e: Found it, VFactionSquadMasterScript. Now to make sense of it.

Fewd fucked around with this message at 06:21 on Jul 27, 2014

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

I really wish melee wasn't so clunky cause



:drat:

geeko55
Jun 11, 2013



Well, it took some fidangling, but I got ENBs to recognize my graphics card, so now I'm swapping out presets and figuring out which one I like the most. It's amazing how good the game can look with the right tweaks, it blows my mind.

Any recommendations? I use Nevada Skies, and I'd like a preset with a more vibrant color pallet, but as long as things don't look washed out or blurry I'll be happy.

And thanks a lot, Joe Gillian! You saved me a lot of frustration; I was close to tearing my hair out.

Capn Beeb posted:

I really wish melee wasn't so clunky cause



:drat:

drat is right!

mbt
Aug 13, 2012

I've got a question about PN rebalance, jsawyer, and CCO:

My goal is to play jsawyer with CCO adding secondary stuff, and PN only used for further customization. I know by loading PN - Rebalance first jsawyer and CCO will override most changes they make, but my question is
1. Will the MCM settings in PN - Rebalance's menu reflect the changes made in jsawyer and CCO? And
2. Will changes made with MCM work successfully or do the changes only work with PN itself? I assume the answer to both is "yes" but I want to make sure.

These 3 plus WMX is giving me FCOM vibes I don't necessarily enjoy

void_serfer
Jan 13, 2012

EDIT: I'm way off mark.

void_serfer fucked around with this message at 11:07 on Jul 27, 2014

Agents are GO!
Dec 29, 2004

Just don't enable the PN Rebalance module. You'll have to grab the seperate PN DLC patches from the PN Patches page, as the all-in-one DLC patch requires the rebalance module.

That's pretty much the way I'm playing it now, or would be if Dwemertech hadn't sucked me back into Skyrim.

Raygereio
Nov 12, 2012

Mortimer posted:

1. Will the MCM settings in PN - Rebalance's menu reflect the changes made in jsawyer and CCO? And
2. Will changes made with MCM work successfully or do the changes only work with PN itself? I assume the answer to both is "yes" but I want to make sure.
1. No.
2. Any changes you in PN's MCM to the values JSawyer touches, will override JSawyer. As Agents are GO! already said, not using PN's Rebalance module is the simplest sollution. It isn't much effort to set PN Rebalance's default values to those of JSawyer though.

Raygereio fucked around with this message at 10:24 on Jul 27, 2014

DMorbid
Jan 6, 2011

Hello! I see you.




aaaa my god this (Baby Deathclaw Commander) is the best mod ever :3:

I named him Snuggles.

dbzfandiego
Sep 17, 2011

Raygereio posted:

1. No.
2. Any changes you in PN's MCM to the values JSawyer touches, will override JSawyer. As Agents are GO! already said, not using PN's Rebalance module is the simplest sollution. It isn't much effort to set PN Rebalance's default values to those of JSawyer though.

What are JSawyer's defalt values anyway?

SlothfulCobra
Mar 27, 2011

I'd really like a mod to do something about these drat assassin squads. I kill a couple soldiers on accident, and suddenly Caesar declares that I am the single greatest threat to the Legion. I'm even trying to give the Legion a chance with this character!

Is there anything that'll stop them, or at least take out the infamy from killing the assassins?

DMorbid
Jan 6, 2011

Hello! I see you.




Nothing like chilling out in your new casino with your new best friend. Snuggles is growing up so fast. :3:

edit: Just noticed the blackjack dealer looking at Snuggles with a less than impressed expression. "I heard the co-owner is a bit eccentric after getting shot in the head and all, but does she have to bring that thing in HERE with all the customers? :gonk:"

DMorbid fucked around with this message at 21:33 on Jul 27, 2014

Raygereio
Nov 12, 2012

dbzfandiego posted:

What are JSawyer's defalt values anyway?
The main stuff that overlaps with Project Nevada's Rebalance:
Hitpoints endurance multiplier: 10
Hitpoints level multiplier: 5
Carryweight base: 50
Carryweight strenght multiplier: 25

Max level: 35
JSawyer tweaks the XP gain via a gamesetting, while PN Rebalance does so via a hidden perk. Set PN Rebalance's XP gain profile to that of the vanilla game and JSawyer's tweak will work fine.

Hunger increase: 230 (actually 230.4 but that slider in PN's MCM wasn't setup to allow decimals)
Hunger rate: 12.5
Thirst increase: 576
Thirst rate: 5
Sleep increase: 160
Sleep rate: 18
Survival based rates disabled.
Food healing enabled. (JSawyer is balanced around food being able to heal you, since stimpacks were made to be more scarce)

Food lootlist 25: 5
Food lootlist 50: 10
Food lootlist 75: 20
Food lootlist 100: 100

To make JSawyer fully compatible with PN Rebalance you also need to do a litle bit of FNVEdit work. There are 11 food leveled list both touch. Merge them with the Chance None value from JSawyer and the global entry from PN Rebalance.
Both also touch several ingestible entries. But since food was set to heal in PN Rebalance, you don't need to merge them and can instead let JSawyer override PN Rebalance's entries.

Raygereio fucked around with this message at 00:21 on Jul 28, 2014

mbt
Aug 13, 2012

Raygereio posted:

To make JSawyer fully compatible with PN Rebalance you also need to do a litle bit of FNVEdit work. There are 11 food leveled list both touch. Merge them with the Chance None value from JSawyer and the global entry from PN Rebalance.

I get the rest of it, but what does this mean?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
FNVEdit lets you merge two plugins which touch the same lists. Otherwise one overwrites the other for the entire list - so you'd only get the effects from one mod based on load order instead of both of them making their respective changes.

Raygereio
Nov 12, 2012

Mortimer posted:

I get the rest of it, but what does this mean?
When two mods edit the same record, you can use FNVEdit to merge those edits. For example lets say you have mod A that edits a NPC record to add a sweet beard and a mod B that edits that same NPC record to add a cool armor. Normally you'd only get the ingame effect of the mod that you load last.
To get both the sweet beard and the cool armor ingame, you will need to make a compatability patch that merges those two mods edits to the NPC record.

But I actually remembered wrong. You'll only need to merge them if you want to change the food rarity via PN's MCM. If you don't care about that, you can just let JSawyer overwrite PN Rebalance's edits to those leveled item lists.

Raygereio fucked around with this message at 23:45 on Jul 27, 2014

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Lord Lambeth posted:

Yeah the engine simply was not designed to handle that many people in one place. Even if your rig is amazing I kind of doubt you'll avoid crashing in freeside or the strip
I've been meaning to play through F:NV again sometime now that I have a better computer because something about just looking at NPCs would drive my framerate through the floor. It wasn't normally a huge problem, but the end of the game was just murder. I'm glad they cleaned it up a bit for Skyrim.

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dbzfandiego
Sep 17, 2011

Raygereio posted:

Useful Info

Thank you I'm going to try this in my next game.

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