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Thiero

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Everything posted by Thiero

  1. Sorry my above load order is actually for a previous profile in mod organizer.
  2. Redownloading and installing didn't work, on either existing or new saves. Visual issues are constant across saves, down to individual npcs.
  3. Yes, it's greyed out and the first in the list. I have "have MO manage archives" ticked as well. Tried redownloading, hit a snag and will re-attempt to later. I did, however, reinstall with the archives I already have and checked the size of the archives, and it appears to match the file sizes listed on the respective nexus pages.
  4. I'm getting several different bugs involving character models, and a bug with the high value targets trait from more traits. As I progress through the game, more characters have bugged/mismatched bodies. Characters from early in my save file are generally normal (I included an image of sunny smiles for a picture of what I consider "normal"), but by the time I reached Primm, several character have developed strange mismatches, and a few female characters have "bendy" arms. When taking the high value targets trait, the assassins that come after me are wearing security armour, the helmet of which is oriented 90 degrees to the side. I'm not really sure what to do here, I've checked my ini files in MO and in default locations, and all of them have bLoadFaceGenHeadEGTFiles = 1 under [General]. I also made sure archive invalidation is checked in profiles.
  5. Thank you for responding. After going through installing RWLE, creating lodgen, rebuilding the bashed patch and putting RWLE at the bottom of the load order most of the problems were fixed. Eye fix seems to work, but on initial load some characters eyes are grayed out when talking to them inside, however waiting or moving in/out of cell seems to fix this.
  6. I've done my yearly attempt at fallout new vegas modding, only to hit a particularly annoying snag this time, or rather, several snags. In my first attempt at modding new vegas this round the lighting seemed extremely off, being unusually harsh and causing some textures to appear pure white. Additionally, the inside lights seemed to have been at least twice as bright as they should have, and light from windows were very harsh. I was also having difficulties with the electro city engineers popping up where they shouldn't (in nipton some were on crosses, and worse, some escaped the crosses after being in town for a minute). I have since removed most of the lighting mods (electro city, RWLE, interior lighting overhaul+merged, and the OBW path lighting just in case), however now I am left with a different problem. While the light is no longer blaring white, and the interiors seem more normal, light from windows is still too bright, and the outside is no less harsh, in addition to the world appears to have grey/brown/yellow/dust covered filter, and the sun is still ridiculously bright. I am now under the impression that the problems I have are to do with the LOD, but I'm still uncertain. During the guide it tells me to tick FNVLODGen Resources and LOD additions and improvements, but never tells me to untick them after creating lod, so I've kept them activated. I have included images to show what the world looks like now, unfortunately I do not have images of the bright white textures. Something worth noting, I am not using any enb, or even the enboost recommended in the guide. I could not get it to work with 4gb loader/windows 10 with EITHER the injector or the wrapper version. Also, I am using the d3d9.dll found here: https://www.nexusmods.com/newvegas/mods/34778/? I could not get FNV to work without it, and I did attempt to replace it with the dll included with enboost, to no avail. Final note: I also have some trouble with certain npc eyes. It does not affect any vanilla npcs encountered so far, and it does not affect willow (usually the greatest source of eye problems in my experience). It causes the eyes to become grey and lazy, I first encountered it on Paul Edgcomb and thought it was part of his design, as he is old. But later found the same eye problem on Steve from the steve bison questline mod. This issue is less important however.
  7. I'm still unsure of how to fix the bug with FCO. The game seemed to work fine when I simply unchecked all the plugins after creating the bashed patch, but there was of course the little warning symbol in Mod Organizer. Using NPC-No Edits.esp didn't seem to work either. Also, I assumed there was some way to force AA to work with ENB, although I obviously have no idea how.
  8. All of the INIs have anisotropic filter set to 0 except ENBLocal.ini, which has it set to 16. Also, the word "lnes" may have been misleading. The correct word is probably "flicker", it is too fast to take a screenshot of however. Screen 1 shows another shot of the purple body. Screen 2 was the best one i could take of the "fuzzy" look, it's still best noticed while observing movement. Screen 3 shows the values for IMaxAnisotropy in various INI files.
  9. At this point I think I may have to redo most of F&L. All textures/meshes are fuzzy around the edges, and some npcs will randomly cause strange lines(sort of look like the models get stretched out or something. Thought it was an AA bug, but I double checked the default inis, the MO inis, and the enb ini and everything seems in order) that appear for a millisecond then return to normal. Because of all the time that it took to get to the point I am, I think I'll just quit. I'm obviously not cut out for modding FNV, maybe someday I'll try again. It sucks because the game worked fine, with the exception of the discolored bodies, a few days ago, but now everything is messed up.
  10. It's alright. It could be my inexperience with using one or more modding tools. My problem now is that if I revert to just unticking the FCO plugins, MO detects an error with the bashed patch. I didn't actually encounter any errors when playing, but I only played for 10 mins to look for obvious problems.
  11. Honestly, the seems were really good after I put the roberts textures in their own mod folder and unticked all the fco plugins. However because that meant that the bashed patch would have conflicts I had to put all the plugins in optional, then activate the "No NPC Edits.esp", then recreate bashed patch. After that I encountered the low-res head textures and a neck seem almost as bad as before unticking the FCO plugins.
  12. So what should I do about the low-quality generic heads and discolored bodies?
  13. After creating the bashed patch, a lot of plugins were unticked. I assumed this was supposed to happen and that I was to leave them unticked. What esps should I retick.
  14. I still get slight discoloration on dark-skinned npcs after moving all fco esps to optional and rebuilding bashed patch. Additionally the face textures/meshes on the more generic chars seem... lower quality?
  15. So do I set my esps for FCO like this, then rebuild the bashed patch in the same way in the guide?
  16. I still get purple bodies, even after staring a new game.
  17. Will I have to start a new game? And will creating the bashed patch have any different instructions than on the main F&LINV page? Also, should I delete the "Textures" folder (meshes folder too?) in the Roberts body mod and make a new mod with just the textures and put that mod below the one with the esp?
  18. Do you mean reinstalling? Or just ticking/unticking? EDIT: I see that the bashed patch also has a warning tag saying that it is missing FCOMaster.esm and FCO-Glowing One.esp, will that cause issues?
  19. The ini file seemed to revert that one line every-time I exited FNV, until I edited it in notepad plus. Disabling all the FCO plugins and fixing the ini discrepancy fixed most of the issues, head skin tone now usually matches body skin tone of females perfectly, and willow doesn't have alien eyes. It also seems to have lessened how badly the purple bodies look, now only darker skinned NPCs have purple arms/bodies.
  20. After playing F&L for a while, I ended up encountering some graphical errors. Most are small things, barely worth mentioning, like smoking characters will keep their mouth in a strange "O" shape while talking unless I exit and wait for them to stop smoking. But some are a bit more immersion breaking. The most prominent is that some characters will have strange, purple bodies with normal toned heads, which I can only guess is a problem with Robert's body mod (my own character, and all others not in Freeside seem fine though). I did not encounter this glitch in anywhere except Freeside so far, but I have only explored a small potion of the Mojave. The second most annoying graphical error, is the extreme contrast between the skin tone of the heads of some female characters, and their bodies. While the male body problem was far more noticeable, the female body one is more widespread, and occasionally it won't just be difference in tone, but the head will be too big for the body. I assume this is a conflict of some kind with the type3 body for females. Also, willow has a rather strange "double-eye", where she seems to have to irises joined at their edges, framed by red. I have checked other character's and she seems to be the only one suffering from it (although in character creation I noticed than many optional eyes would result in the player character having the same issue, blocking most choices). And lastly, sometimes when wearing power armor, particularly T-51b, the shoulders do not move correctly with the rest of the armor when drawing certain weapons, The shoulders still move, just dislocated, suspended above the character as if the weapon were not drawn. It isn't as bad while standing, but crouching seems to amplify its strange positioning. This only happens with certain weapons, like the Gauss Rifle. Also, some objects will have a floating black/green box above them.
  21. I unpacked the FOMOD ready archive and transferred the ESP to the tutorial killer folder. When I finished with the bashed patch and tested the game, it seemed to have worked. I am concerned however that I have not received the DLC quests, or the DLC equipment. I am going to go to the Mojave Drive-In and see if I can start the OWB quest there.
  22. I just noticed that the file size for one of the esp is different, I think the FOMOD might be renaming "Tutorial Killer-Alternative Start.esp" to just "Tutorial Killer.esp" UPDATE: I also Noticed that "Tutorial Killer-Alternative Start.esp" has no ITM records that need to be cleaned, at least according to loot. I'm honestly not sure what I should do about this mod.
  23. I'm using the "Tutorial Killer - All-In-One FOMOD" main file, additionally, if I manually extract the archive, all esps seem to be present. Can I just re-archive just the esps and install with MO?
  24. Changing enabled to false adds the project nevada esp, but I'm still missing the alternative start esp.
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