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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Follow instructions in this guide (link to the actual guide will be in the OP): https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/
  2. Goddamn Windows Update. I have Windows 7. I've been removing and preventing the Windows 10 updates and telemetry updates from my computer for a while now. I just realized that back on October 6th that they had reinstalled KB3035583 again on my computer after I had removed it and hid it previously. They also tried to automatically check the tickbox for "Upgrade to Windows 10 Pro" (which happened to be in "Optional" updates - optional my ass...) whenever I clicked "Check for updates". Jerkoffs...
  3. So a wise thing to do might be to test this by taking a companion in with me to observe the results. Then load a save, have all companions wait, enter, and observe the results. If it seemed the same as the prior test - load a save, formally dismiss all companions, enter, and observe the results. I'll try this test when I'm ready for BBD. :)
  4. When you say "dismiss" does that mean send them back to their default locations where they are actually no longer considered an active companion, or does setting them to "wait" or "relax" as with JIP Companions Command & Control before entering the Outside the Mojave worldspace for BBD work also? You could try leaving ReduceSystemMemoryUsage set to true and also set EnableUnsafeMemoryHacks to true. That works also. I've been playing the game with those settings for hours and hours and very rarely get CTDs or freezes. And who's to say when I did get CTDs or freezes that they were a result of this. In one reoccurring case, it had to do with FCO's Glowing Ghouls optional plugin that was in the guide not too long ago. In another reoccurring case, it had to do with an NPC in Camp McCarran that apparently was regularly trying to initiate an animation in an invalid location - so I locked the location of the NPC to prevent her from wandering to the invalid location. :) Both of those issues I doubt had to with ENB memory tweaking.
  5. I used the bash tag generator on all mods to get the correct tags. The only eye issue I ever noticed was Willow's, but that was fairly early into the game and I swapped FCO and NVR3 positions not long after noticing her issue. I don't know if any other NPCs in the F&L setup suffer from eye issues.
  6. I personally don't notice any issues after switching the mod installation orders around... but I also never really spent much time comparing things. Nothing looked ugly or obviously messed up to me after doing this, so I didn't bother.
  7. This NPC often causes my game to crash when I am in this section of Camp McCarran. The situation is reproducible and I have a basic idea what the problem is. The character can be found crying about her dead husband in the chair in the pic. Sometimes she gets up and walks around - she might go to eat in the mess hall or to sleep in a bed or whatever normal NPC behavior. I'm not really sure because I haven't bothered to investigate to that level. What I do know is this - when she goes to sit down on the seat row, sometimes she tries to sit on a different seat in the row. My game will always crash as soon as her sitting down animation completes. I believe the game is somehow trying to run her crying animation in the wrong seat and the game cannot handle it and crashes. Here is my solution to this: I walked into the concourse when Pvt. Christina Morales was sitting in her seat balling her eyes out. I walked over to her, opened the console, selected her, and then issued the "SetRestrained 1" command. What this did was lock her animation sequence. So she cannot pursue any alternative AI package. Even when I talk to her, she doesn't look up; she continues to cry. I can converse with her like normal, she just pursues the same behavior over and over again. Because of this, she will always be in the correct seat and cannot crash the game. If this is what it takes to prevent a crash then so be it. As far as I know, she is not important for any other part of the game or quest. Maybe Yukichigai can fix this? I dunno.
  8. Perhaps after FCO v3 comes out there will be resolution to the conflict issues. We'll have to wait and see.
  9. That's what I did too to fix this. I wonder how FCO v3 will change things.
  10. Sounds awesome, but a little confusing for installation. So it's suggested that NVBI & NVBII are both finished first, while NVBIII is kept inactive in the mod list... and then once NVBII is completed, then NVBIII is activated in the mod list? If this is true, it sounds like NVBIII can definitely be added into a playthrough already begun (and that it's recommended by the author to do so). I hope this will be able to be installed successfully even into a playthrough already in-progress.
  11. Please describe what the answer was, so that your posting can have value for other users suffering from the same problem.
  12. Someone else would have to do it then.
  13. I think this is because you haven't installed the DynDOLOD mod properly yet (at the end of the guide).
  14. While I think that applying the tags is important, not doing so should still give you a stable game. For the guide was without "Generate Bash Tags" instructions for a long time before those instructions for doing that was ever added. It must be something else. I don't know if the plugin count would do this - someone else may know better. Sorry, I'd probably be more helpful if the issue was that the game wasn't loading at all or if you were having main menu issues. CTDs and infinite loading screens... hmmm... Could this be some kind of a memory management setting issue? enblocal.ini setting or NVSE or NVSR or something like that? Driver setting or fallout.ini/falloutprefs.ini? Got me.
  15. As far as I know, all of the mods that EssArrBee has merged in the guide work just fine, as they are, merged with the tool listed in the guide. Being that EssArrBee has not been much interested in working on the guide lately (I don't blame him - these things get old after a while and you have to move on to other things at some point), I doubt he will be modifying the guide any time soon (unless he decides to, of course...) in order to switch modding tools when the current tool works as intended and is fully described in how to install and use. Likewise, I'd be reluctant to switch tools listed in the guide when the tool currently in the guide works fine - as far as I know - for merging the mods listed in the guide. It is good to know about this new tool though, because it may be helpful to some other users who may wish to deviate from the guide and do their own custom mergings. Thank you for mentioning the tool here, I'm just not sure if it's worth spending the effort to change the guide to it though.
  16. Cool. Question though - how will this benefit the guide? Can this merge script do the job better than the current merge script mentioned and used in the guide?
  17. "Bottle That Water and Bottle That Water PN patch" EssArrBee used to have some kind of water bottle refill mod in the guide but decided to remove it due to him considering it unnecessary. After playing the game a couple times he decided that even in hardcore mode that it's not overly difficult to find clean water in the game. I agree with him. I am at level 17 and I have about 40 bottles of purified water in storage because I don't use a lot of them up. There are plenty enough sources of clean water in the game that visit often enough. The game starts you out in Goodsprings - named for the good spring source there. While most of the wasteland has irradiated water, there are enough places with good water spread out to offer ways of safely rehydrating. The mod-added player homes in the guide have good water... One of them has a water purifier where you can convert dirty water to purified water, etc. You just don't really need to make it even easier to get purified water. What's a little more difficult, and only at the beginning of the game, is trying to find food and ammo. Later on, you have more food than you need due to the fact that you start making long and extended trips across the wasteland over many creature respawn points. You also have more ammo because you are fighting more people who have it as loot. Geckos, coyotes, and bloatflies don't tend to carry a lot of ammo on them... At the beginning of the game, you are weak, wary, more localized, and are forced to be much more resourceful and careful about who/what you tangle with.
  18. I had no idea that there was a new version. Whoever has this new version installed, let the rest of us know if it works at least as well as the old version (the one in the guide currently). Personally, in the past, messing around with the UI part of the guide had given me a lot of grief and I really don't feel up to tinkering around with it. What would be really helpful would be if someone else in the mood for this does this first, offers assurance that they tested it a bit considering the entire UI portion of the guide, and also provides sufficient installation instructions. If this is provided to the rest of us here in the forum then I'm sure it would prompt others to follow. Maybe even end up in the guide as a result, since it is a new version of a mod already in the guide.
  19. Well, I think remerging mods can create issues with saved games due to the form IDs of items being renumbered or something (based off of what I remember people saying)... So unless you are starting a new game, I'd be careful about that. What it can do, is cause items to disappear from the game. I don't know the details about it, I just remember a discussion about this sort of thing. EDIT: changed "do" to due"...
  20. If you used a different lighting mod than what's in the guide, you'll want to do a search for Nevada Skies in the guide to make sure you find and disable all plugins in the guide related to it. I know there is at least one 1 Nevada Skies patch that gets installed for another mod. Also, you might want to look into FNV Realistic Wasteland Lighting Enhancement instead of FNV Realistic Wasteland Lighting. EssArrBee has suggested in the past to not use an "autopurge" mod. He suggested this one instead, even though it's not in the guide: PCB Hotkey (do a search for this in the Nexus). I don't know what is causing your issues, but I can at least advise on doing what I just mentioned.
  21. So, about this again.... I checked my own installation and noticed that only 1 esp is active, while a 2nd was placed into an "optional" directory. This was brought up before, as I can see from reading past posts about it. I assumed the instructions had been corrected, but for some reason they weren't. I just fixed this now. Thank you for bringing it up again.
  22. Thank you for bringing this up - you're totally correct as I had it the correct way in my installation, but noticed it not described enough in the guide. I just fixed the guide instructions.
  23. I always hated the omniscient courier who knows exactly where you are out in the middle of nowhere, in the wilderness...
  24. If a couple people want to look into this and get back with me on your results, I may make this change in the guide if everyone agrees.
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