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Majorman

FalloutNV Curator
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Everything posted by Majorman

  1. I have the same issue and no idea how to fix it. However, there's a simple workaround: you can go to the original mod folders (on the left pane) and move the plugins that are part of the merge to "Optional". Once done, make sure you have all the folders containing assets activated on the left pane and activate the merged .esp on the right pane.
  2. Mentaltyranny, what you describe sounds a lot like the description of a mod called SkyTEST - Realistic Animals and Predators. Do you by chance have it installed? It could be the culprit.
  3. Ok, solved, I'm an idiot who forgot to tick "Archive Invalidation" after migrating my profiles from MO 1.
  4. Excuse me for resurrecting this thread, but since I migrated to MO 2, I'm having the same issue https://www.dropbox.com/s/5es3iun09jrzbns/ScreenShot24.bmp?dl=0 I'm positive that it all comes down to BSAs since all is fine under MO 1. I've checked the Archives tab and Fallout - Invalidation.bsa is missing in MO 2. Do you know how I can get it to appear?
  5. https://www.nexusmods.com/newvegas/mods/64805?tab=description There's a new LoD mod that I've been using together with the ones from the guide and its looking great.
  6. I have the same issue here. Unfortunately, 1 BSAs are unchecked - Advanced Reckon Gear.bsa and Advancced Recon Armor.bsa. I can rename only one of them to Advanced Reckon Merged.bsa, so one will alway be unchecked. Any suggestions what to do other than activating Advanced Reckon Armor.esp?
  7. Bethesda's Fallout games are not bad. But Fallout 4 is a terrible Fallout game and an abysmal RPG. The protagonist's backstory makes the RP elements too linear - there is no chance a sane parent out for revenge will root for the Institute ever. It also lacks consequences for the most part - one can work for the institute almost to the very end and then betray them in the end. New Vegas, for example, blocks certain factions' storylines very early as you start working for the competition. Dialogues are badly written and often the choice of a line by the PC leaves to exactly the same response. Some characters are not lore friendly and even break FO's internal logic - like the infamous kid in the fridge. The factions that you mention are poorly designed - the whole idea is more suitable to a Blade Runner game than to Fallout. And again, considering lore-friendliness - compare the life-like synths to the other bulky metal robots in the series - how has a post-apocalyptic world managed to achieve such an evolution in robotics without any industry running whatsoever. And everybody and their grandma in Bethesda FO games has an access to FEV and creates super-mutants (FEV was supposed to be a super-secret experimental substance). Also, the axing of the SPECIAL mechanics for a streamlined, idiot-proof perk based system was a big "f*ck you" to veteran fans. I think that I could get into FO 4 though, if it bore another name and was marketed as an action game with some RP elements, but then BioShock Infinity is a better story-driven action game with RP elements and GTA V is a better sandbox action game.
  8. I have pretty low expectations after seeing what FO4 looked like. The whole tragedy is that Fallout 4 abandoned its RPG roots and story-driven gameplay for sandbox action play and sold very well. There is no turning back now, I'm afraid, which means that the franchise is dead to me. It suits me fine, though, as I still have Tides of Numeria and both Pillars of Eternity on my wishlist.
  9. I'm not a specialist, but why do you even launch nvse_loader.exe? The 4 GB Patcher launches NVSE automatically for you every time you launch the game via FalloutNV.exe.
  10. The left pane of MO allows you to order the mods any way you like by using the top pane/row. It seems to me that you have accidentally clicked on "Mod Name". If that is the case, you can easily restore your previous order by clicking on either "priority" or "installation" (which shows the date the mod was originally installed).
  11. The culprit was found by backtracking! It was MSVC 2017 that I installed yesterday prior to MO 2 (it is required by MO 2). Apparantly that installation was faulty and it crashed both instances of MO. All I had to do was "repair" install MSVC 2017, restart my PC again and everything was back on track.
  12. Today I decided to start migrating to MO 2. This will take me a while, as I do not have the time to do it in one go. I started out by installing MO 2 and configuring my 3-rd party apps to work with it. I did an "instance" install (i.e. MO 2 outside my FNV folder) and designated a base folder for mods outside FNV as well (something like E:\Storage\Utilities\MO 2 FNV Mods). I then went back to MO 1 (installed in ...\Steam\Steamapps\Common\Fallout New vegas\MO) and tried to run the game by choosing Fallout.exe from the dropdown menu. All plugins are visible, as always, on the right pane and ticked. The game started as vanilla - no NVSE, no UI mods, not even the MC texture pack, nothing! I even think that the .ini edits (the one that skips the starting screens, at least) are gone! Now I believe that MO 2 has somehow been "selected" as the default FNV mod manager, but I cannot verify it, as I have not migrated any mods yet, but I am reluctant to proceed to that step without knowing that I have a fallback option. And because I'm an idiot, I forgot to set up a restore point prior to installing MO 2. My desperate plea is therefore as follows: 1. How can I restore MO 1 to working order (loading all my mods once again)? 2. Is there a way to use MO 1 and MO 2 independently for the time I need to convince myself MO 2 is fully operational? Please, help!
  13. I tested it out this morning and the game crashed after just 5 minutes. It seems that even with the listed settings, NVSR does not work with Win 10 Fall's Update.
  14. Thanks, GrantSP! I've just watched Gamer's Poets video on migration and I'm posting the link here, so other worriers can use it as a reference. Will Test it out myself whenever I have the spare time.
  15. Hi guys, first I thought it's a good idea to clarify for all the people that are just starting out to follow the F&L guide that as of 09.05.2018 MO is no longer able to download mods directly from Nexus. It is to be replaced by MO2, so new users are advised to start out by installing MO2 outright, ignoring what the guide says (it's support is discontinued anyway). People who already have followed F&L should migrate to MO2 in order to keep with the latest mod versions. And here is my question: can anyone provide a guide how to do it? Can I migrate my Mods folder, load order and saved profiles with minimal effort? How can I modify my other executables (Wrye Bash, Xedit, etc.) to start in MO2? Do the command line for that change?
  16. Please specify which gun is causing the problem. Do you have an issue with only a specific gun, or with any weapon? ​PS: Neat avatar. I love Arcanum.
  17. Actually, it's not just you. I have a fix for you: https://www.nexusmods.com/newvegas/mods/61357 Just overwrite the contents of your FCO installation folder. Alternatively, the Bashed patch might solve all issues as well - if I remember correctly, it did it for me, though I'm not 100% sure (it was long ago). While at it, you might also install this FCO expansion as a separate mod (it works fine for me): https://www.nexusmods.com/newvegas/mods/63465 And lastly, I believe that the Wasteland Rancher Outfit comes from Spice of Life (maybe?). Anyhow, "invisible legs" usually means that you have two pieces of clothing occupying the same body slot and negating each other. Try unequipping everything but said outfit and see if it helps.
  18. FCO, while being outstanding when it comes to level of detail, was buggy as sh*t at the time of its 3.01 release. There's a bugfix that might solve your issues: https://www.nexusmods.com/newvegas/mods/61357?tab=description Download it and install in your FCO mod folder, selecting "Merge files" when asked. Also, if I remember correctly, the Bashed patch solved many FCO issues for me, but I did that a year ago, so I don't remember correctly.
  19. There is no limit to the number of plugins you can merge, and the merged .esp behaves just like any other - meaning you can edit tit with GECK and xEdit. However, for the textures to work you will have to either: 1. Tick "copy general resources" and check whether all textures/meshes mmove to the merged folder; or 2. Do not tick "copy general resources", keep the folders of the merged mods ticked in MO and move their plugins to "Optional". Anything else can be fixed by xEdit.
  20. Well, I am using Zan AutoPurge Crash Protection (https://www.nexusmods.com/newvegas/mods/49319) in addition to NVSR to fix my "Out of Memory" issues. I'm still getting that error, though, but only in two locations - Camp McCarran and the Atomic Wrangler. I've set it to clear my cell buffers every 10 minutes while outside, and every 4 minutes - while inside. You can also try tweaking the settings of NVSR by carefully following the readme - some systems work best on settings different than the ones suggested on FLNV. Another thing you might try is cleaning your fallout.ini and falloutprefs.ini with BethINI. There's a section on "Clear and Present Danger", Fallout 3's modding guide @ STEP on how to use BethINI and it works as charm. Cleaning the INIs can improve performance noticeably.
  21. For the time being, use one of those: https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas_Weather_Mods RWLE is not deleted, I've spoken to its author and it will be back up when updated eventually. The author of RWLE is also working on RWL, so I would go for the latter.
  22. This mod will never be included in YUP, as it is dependent on JIP LN NVSE and NVSE. The logic behind YUP is that it fixed bugs in the vanilla engine, so it should by design never include mods that rely on NVSE to run. Nevertheless, this mod would probably be included in UP+ at some point in time - UP+ is a collection of JIP NVSE reliant fixes. I think it is safe to assume you can safely add this fix to F&L as it's only script and sounds, I do not expect any incompatibilities there.
  23. Hi, there's a new version of IMPACT that should supposedly auto-apply patches during install. I was wondering, has anyone tested it with the F&L setup yet?
  24. Once again I have an issue with meshes I cannot solve on my own, this time it's ALR (Aptom's Legion). Just take a look: https://www.dropbox.com/s/dkef9kkts5x5bxk/ScreenShot21.bmp?dl=0 https://www.dropbox.com/s/sh0hgqqf9okulki/ScreenShot20.bmp?dl=0 These "glitches" (OK, they're penis tattoos) appear only on males wearing Veteran Armors (thus far) for which ALR provides meshes, not textures. Any idea how I can solve the issue? Roberts has a plugin, but ALR does not...
  25. @ johanlh - I might be a bit late, but I would not recommend using FLNV with Josh Sawyer's. What you've read is mostly correct, Josh Sawyer's main conflicts are with PN, but there are other mods in the list intended to work along with PN, not JS. You can, of course, use Mod Organizer's profiles to play a bit with the mod setup and check how the things turn out - if you are an experienced user, that is. But most patch mods will not work as they will look for the PN Master. @ ShadowFyre - I would use the TTW guide if I were you. It might be updated, but is guaranteed to work, which is not guaranteed for the mods in the FLNV list. You can always go to a mod's page in nexus and check if it works with TTW, or not. You can perform this check for all mods that appear on the FLNV mod list, but not on the TTW list. @ BelowTheSun - well, do you have Cyberware, or not? You should check your plugins list for PN-Cyberware.esp and PN-Rebalance.esp. It is located on the right-hand side of MO. Based on what you see there, download the appropriate file. If you have both Cyberware and PN Reballance, get Unofficial Patch Plus - Project Nevada Patch. If you followed the guide up to this point, you probably have all PN’s modules anyway.
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