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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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# ? Jul 26, 2014 06:07 |
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# ? Apr 25, 2024 20:22 |
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Nevadaskies TTW might be unneeded?
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# ? Jul 26, 2014 06:09 |
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.
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# ? Jul 26, 2014 06:13 |
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Bloodbath posted:I've set FalloutNV.esm to load first, and have run LOOT which shows this Nevada Skies TTW is for a mod that merges Fallout 3 into New Vegas. That is likely what is loving your game.
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# ? Jul 26, 2014 06:14 |
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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 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 |
# ? Jul 26, 2014 06:20 |
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Yeah I saw your first post and said "needs someguyseries.esm" but I see you solved it already before I got to this page. 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.
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# ? Jul 26, 2014 06:44 |
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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.
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# ? Jul 26, 2014 07:47 |
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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.
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# ? Jul 26, 2014 08:51 |
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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 |
# ? Jul 26, 2014 09:00 |
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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!
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# ? Jul 26, 2014 09:24 |
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For future reference, if the game crashes at launch it is almost certainly a missing ESM that is the problem.
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# ? Jul 26, 2014 13:35 |
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.
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# ? Jul 26, 2014 16:14 |
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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?
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# ? Jul 26, 2014 21:27 |
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". 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.
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# ? Jul 26, 2014 21:31 |
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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". 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.
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# ? Jul 27, 2014 00:38 |
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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.
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# ? Jul 27, 2014 01:51 |
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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.
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# ? Jul 27, 2014 02:19 |
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If you got Monster Mod beware of ghouls nearby. They like to hide inside the cave too.
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# ? Jul 27, 2014 02:57 |
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Go to Jean's Skydiving for a map marker and the actual key to the house.
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# ? Jul 27, 2014 02:58 |
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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.
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# ? Jul 27, 2014 03:44 |
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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?
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# ? Jul 27, 2014 04:23 |
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. 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.
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# ? Jul 27, 2014 05:06 |
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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? Some guy on Steam posted:Quoting directly from the dev on the ENB forum: 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 |
# ? Jul 27, 2014 06:10 |
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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 |
# ? Jul 27, 2014 06:13 |
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I really wish melee wasn't so clunky cause
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# ? Jul 27, 2014 07:00 |
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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 is right!
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# ? Jul 27, 2014 08:28 |
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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
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# ? Jul 27, 2014 09:45 |
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EDIT: I'm way off mark.
void_serfer fucked around with this message at 11:07 on Jul 27, 2014 |
# ? Jul 27, 2014 09:53 |
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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.
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# ? Jul 27, 2014 10:08 |
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Mortimer posted:1. Will the MCM settings in PN - Rebalance's menu reflect the changes made in jsawyer and CCO? And 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 |
# ? Jul 27, 2014 10:21 |
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aaaa my god this (Baby Deathclaw Commander) is the best mod ever I named him Snuggles.
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# ? Jul 27, 2014 11:58 |
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Raygereio posted:1. No. What are JSawyer's defalt values anyway?
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# ? Jul 27, 2014 16:21 |
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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?
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# ? Jul 27, 2014 21:07 |
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Nothing like chilling out in your new casino with your new best friend. Snuggles is growing up so fast. 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? " DMorbid fucked around with this message at 21:33 on Jul 27, 2014 |
# ? Jul 27, 2014 21:22 |
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dbzfandiego posted:What are JSawyer's defalt values anyway? 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 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 |
# ? Jul 27, 2014 22:14 |
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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?
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# ? Jul 27, 2014 23:04 |
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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.
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# ? Jul 27, 2014 23:11 |
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Mortimer posted:I get the rest of it, but what does this mean? 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 |
# ? Jul 27, 2014 23:19 |
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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
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# ? Jul 28, 2014 01:55 |
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# ? Apr 25, 2024 20:22 |
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Raygereio posted:Useful Info Thank you I'm going to try this in my next game.
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# ? Jul 28, 2014 07:28 |