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daemondai

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Everything posted by daemondai

  1. I had similar issues when I was getting my mod install together. I'm not quite sure exactly why, but if I have more than about 5 BSA files running beyond the required game files, my game doesn't load. I honestly would have thought the BSA cap was higher than that, even combined with esp and esm files, but eh... at least that part is sorted. I'm still having strange issues with my set up. While I haven't gone through and disabled mods one by one to find the culprit, I find the issues that I'm having to be really odd. Right near the beginning of the game, on the quest for Sunny Smiles, the first part works fine, but when she runs off to lead me to kill the geckos at the first point, she doesn't talk to me. I can still do stuff that doesn't involve talking to people, but if I open my pipboy, I get a CTD. Still haven't found the textures problem, but I haven't had the time to look into that either, and I figure that unless I sort out the bigger problem that breaks the game, the texture issue is academic. I do think that one of my texture problems lies with ElectroCity, because some of the missing textures are where I would imagine street lights would be along the road leading towards Primm from Goodsprings.
  2. Not yet, likewise I've been spending a lot of time with the Bethesda games, I finally finished Fallout 3 recently. I kept on starting games but getting side tracked and never finishing them. I was planning to do the same with NV, but mods are making my life difficult. Which brings me back on topic. The missing textures, while at this stage I'm not sure which ones I'm having problems with, are something I should be able to work out, however what my main problem appears to be is the no talkie Sunny Smiles etc. Now, what I've noticed is that the ambient music seems to mess up before it happens, and after the ambient music messes up, so does most other sound. So firing my rifle is silent, but reloading and empty mag sounds play. And of course, Sunny still doesn't talk to me. When I try to open my PipBoy after this happens, I get a CTD.
  3. Not running ENB of any kind, mostly because of transparency issues I've noticed in the past. Solved the female texture issues by rerunning LOOT, I thought I'd done that after making the bashed patch, but seems I didn't. Now I have a different issue. I have the occasional missing texture off in the distance, unfortunately, I don't know what is supposed to be there, I'll have to fire up a vanilla game and go wandering to check. Also I'm not running the tutorial killer, and when I run off with Sunny to go kill geckos at the water supply, she won't talk to me. Any clue what mod could be causing that? I wouldn't have thought that any of the mods I'm running would interfere with any of those quests. The only possible one that messes with any quests in that area is Afterschool Special? I'm a bit of a delinquent TOGger myself, haven't been active over the last year or so, mostly due to work. I'm in the SC division, but again, not very active... lol
  4. Ok... got all the mods installed and game running fine bashed patch and all. Small problem... females are coming up as missing textures. Not sure how many yet, as I've just started the game, but all the males appear to be fine, Doc Mitchell, male player, Easy Pete, random Goodsprings male settlers. However Sunny Smiles and the barkeep in Goodsprings are coming up as big fat exclamation marks. Not 100% sure why at this stage, but I'm sure I can work it out. I did have some overlapping texture issues between Roberts and NVR3 which I have sorted at the moment, by hiding some of the textures from NVR3. I'll be keen to see what you (SRB) work out when you add in NVR3 to the list. Will play around tomorrow and see what I work out and post any info here.
  5. Thanks Redirish, I do understand the overloading on BSA files, but I wouldnt have thought 6 BSA files on top of the base game was overloading. I'll reverse the unpacking of the BSA files and see if I can get rid of some other one. BTW, good to see another TOGger about. :P Is there any issue generally with unpacking a BSA file from the uHUD section of the mod? Or will doing so mean my game will explode (again...) unless I redo the uHUD section.
  6. This is seriously weird. Once again the offending mod causing problems is NVInteriors. Though why having NVInteriors active in my load order with Willow would be causing problems I seriously have no clue. They are COMPLETELY different mods. Edit: Then extract the BSA from Willow and hide the BSA file, and it works. Whut?! It's not as if my game is overloaded with BSAs. The BSAs that are currently loading outside the main game files are Advanced Recon Gear and Tech, JIP Companions Command & Control, FlashlightNVSE, ILO-Core and NVInteriors Core.
  7. At the time I would have only had around 65 mods in my load order. This is all prior to making a bashed or merged patch. I did manage to get it to load with both by basically starting from scratch with the guide and my additions. You're right in saying that it doesn't (or shouldn't) change the same records, which is what was confusing the hell out of me. I'm not entirely sure why, but all throughout my modding of this game, things seem to be jumping out and saying... "Hey, I want to be an arse of a mod and not work!" But in most cases, the why of it isn't apparent. For example: I'm now starting up the game after each section, and for some reason, now Willow is causing headaches, causing the game to not load at all. This is REALLY confusing because the only files that come up as conflicts are a few nif files. Nothing that should cause the game to crash. I'm just gonna sit here and shrug and beat my head against the desk until it decides to play nice. This is all in preparation for a fresh playthrough, so the only save file I have is at Goodsprings, just so I can make sure the game is loading, and was mostly used to just check UI elements.
  8. This game hates me... with a passion. I basically went and started my mods again from scratch, because after trying to fix the issues I was having with Spice of Life and taking your advice to extract most of the BSAs and hide them, I couldn't get the game to load up again. Now I seem to be having issues with two completely different mods working together. NVInteriors and Lucky 38 Suite Reloaded. The strange thing is, I'm sure I've had the two working together fine before, and both mods come recommended in Gopher's FNV Mod Clinic. I can get the game to load just fine with one or the other installed, but not both, and I can't for the life of me figure out why. I'm on the verge of going back to square one, removing all mods from MO and starting from the complete beginning, but I don't see how that would work out differently than what I'm doing now. I've even gone back and removed and installed all the mods up to the point of installing NVInteriors that have anything other than a simple activate mod instruction. I think the last shreds of my sanity are about to untangle. Edit: Starting from complete scratch seemed to solve the problem, which I suppose means something I did through the installation process broke it.
  9. Hrm... well, my brain is hurting for now and I gotta hit the hay, and I'll try and sort it out after work tomorrow. I'll let you know how I go... Oh, and the unchecked BSA's in the archive list, is that normal? The mods in question are the official DLCs, CaliberX and Better Burned Man. Oddly, they aren't greyed out like NVInteriors is.
  10. I was using a Merge Patch from FNVEdit rather than a bashed patch. Could that be causing the issue?
  11. I had the game working with absolutely everything in my load order besides Spice of Life activated.
  12. Yep, already disabled all the FCO plugins. I've extracted all the BSA's that the guide tells me to extract, and looking at my archives tab is telling me that I have a grand total of 4 bsa files running. I can unpack and disable a few more, but I would have thought I'd still be well under the limit. Oddly, when I look it tells me that CaliberX.bsa and a lot of the official DLC stuff is unchecked. Is that supposed to be the case?
  13. Is there any known issue with Spice of Life? As soon as it is in my load order, I CTD on startup (yes I have type 3 and roberts male body installed). About the only thing I can possibly think of in my load order that is NOT in F&LNV that 'might' be conflicting, is FNV Redesigned 3. Edit: I say might because when I look at conflicts there is nothing related to Type 3 or Roberts or anything along those lines at all. Edit Edit: Actually, that's not quite right. It's not a CTD so much as the game fails to even load. Not a traditional load order style CTD if you get my meaning.
  14. Possibly an odd question, but couldn't seem to find the answer anywhere else... If using CaliberX, does it make the mod Missing Ammo Recipes redundant? Can't seem to find a list of craftable ammo on CalX page. Also, Better Metal Impact appears to be gone. Not hidden, but gone. :(
  15. Funnily enough, after I posted, I reopened MO and saw that, I was wondering if that would solve my problem... which of course was after I made my own package. And now has me wondering if I've created other issues that I haven't noticed because of that MO issue. Excuse me while I beat my head against my desk for a while.
  16. There seems to be an issue installing ADAM following the guide. Following the FOMOD installer in MO, it actually doesn't seem to create any .esp files in the filetree, only textures and meshes folders.
  17. "Remember that like Australia, everything in the Mojave wants to kill you." I laughed... being Aussie... and yep, pretty accurate, especially my ex.
  18. Ugh... I'll have to add that to the list of ghosts that are gonna end up haunting me and my descendants. Following the logic of FnLNV, I'm guessing mods like AWOP (which I've decided I'm not using this playthrough) would be installed in the section with the other quest mods (like NVB and such), but what about ones that add or change worldspaces? Would you install them at the same time as quest mods, or later in the installation? I'm particularly thinking of Lucky 38 Suite Reloaded and Mobile Truck Base. Or would it really matter that much? (Obviously using the Lucky 38 Suite Reloaded means I don't use the ILO Suite 38 option)
  19. In fact I was mistaken. I also had to have a pencil inserted into my left nostril and a green ball point pen inserted (ink roller side out) in my right ear. Silliness aside. I managed to get them all working (I think... at least the game started without a CTD and doesn't appear to be any issues with my HUD). The list of UI mods as follows (by installation order): Darnified UI, Project Nevada, Project Nevada - Extra Options (via FOMM-Fork), The Mod Configuration Menu, Advanced Recon Trap Detection, Advanced Recon Range Finder, Advanced Recon Thermal Nightvision (via FOMM-Fork - not sure if needed, tried it anyway), JIP Realistic Weapon Overheating, JIP Selective Fire, JIP Companions Command and Control, Stimpack Counter (Manual - strangely packaged), QuickTrade, Dynavision 3 (via FOMM-Fork - not sure if needed), OneHUD (via FOMM-Fork), Flashlight NVSE (via FOMM-Fork) and The Unified HUD Project (via FOMM-Fork). Excuse me while I go and retrieve my lost girlfriend. Or at least try. I'm sure she's somewhere around.
  20. For some reason, losing all that to modding, while it may seem excessive, is not surprising. So far I have managed to get: DarnUI, PN, PN-EO, MCM, Adv Recon Trap Detection, Adv Recon Range Finder, Adv Recon Thermal Nightvision, JIP-RWO, JIP-SF, Stimpack Counter NV, oHUD, Flashlight all working with uHUD. I still want to try and get QuickTrade, Dynavision 3 and JIP-CCC all working as well. In order to do so, I believe I must be standing on my head with my right foot on the mouse, left hand on the keyboard, left foot on the chair and right hand holding the desk, all while singing Jingle Jangle Jingle backwards and at reverse pitch and with my eyes crossed. I could be mistaken...
  21. ROFL I was referring to the Bannered Mare... I didn't want to spoil it for those who hadn't looked yet, thought I'd be cryptic, but instead made your mind wander to bowel movements. You have my sincere apologies SRB, unless of course you like thinking about bowel movements. On a completely different note, I'm toying around with UI mods for my FNV playthrough, and I am curious, why is it that when you change anything in the first part of the UI mods section (eg adding Adv Recon Thermal Nightvision), unless you go all the way back to the start of the UI mods section, Project Nevada doesn't show up in Unified HUD project? I tried to add a whole heap of uHUD UI mods at once and broke my game (as in CTD on startup), so I thought I'd try and find an easy way to work out which mod was causing it, but there isn't one. As soon as I disable mods, Project Nevada disappears from uHUD.
  22. I actually believed this... until the BM.
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