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Posted
  On 9/27/2021 at 1:17 PM, Meridian_UK said:

OK understood, and thanks.

Having said that, would it be ok to use one of the alternate start mods so I don't have to go through the whole vault start again?

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I am not a big fan of Alternate Start mods, so I haven't tested it with the current setup but I expect everything should be fine; nothing on the modlist should cause conflicts.

That being said, I have surprisingly different results from my LOOT sorting.  LOOT pushes Simple Interior Lighting.esp and Altitude.esp way down on my list, but I've forgotten to update it, so I'll have to get the latest version and see if it will make any difference (to do for tomorrow). The way LOOT works, it collects user suggestions (from an unknown group of LOOT users) regarding the plugin order and creates load order rules accordingly. Since the FNV CR Patch is a new mod, we will have to wait for the LOOT curators to create said rules. In the meantime I have added a whole bunch of master plugins to ensure it will not get overwritten by accident. In the meantime I guess you will have to manage the exact order of NV CR Patch manually - it's a minor inconvenience, but I cannot come with a better solution for the time being. Based on my experience, I would suggest:

Altitude.esp

Simple Interior Lighting.esp

Step Fallout NV CR Patch.esp

OWB-Path Lights.esp
FNVLODGen.esp
tmzLODadditions.esp

Posted
  On 9/27/2021 at 12:36 PM, Meridian_UK said:

I installed the updated file and the game loaded into the main screen ok. I then realised I forgot to run LOOT.

I ran LOOT and then I had the same problem as before. If I put the patch last the game loads fine. After running LOOT it puts the patch 6th from bottom. eg

Step Fallout NV CR Patch.esp

OWB-Path Lights.esp
Simple Interior Lighting.esp
FNVLODGen.esp
tmzLODadditions.esp
Altitude.esp

 

EDIT: Just to test where the game failed to load I ran LOOT again and moved the patch up in the load order one place at a time and ran the game after each move until the patch was back in the place LOOT put it and the game loaded every time. No idea now, the games seems to be working.

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You may want to verify in xEdit, but typically these kind of patches need to be loaded at the bottom of the load order to work as intended. The mod is new enough that it probably has not been added to the LOOT masterlist for correct sorting. 

Posted

Decided to start from scratch and reinstall the whole process.

@Majorman. LOOT is still sorting my mods in the same order I listed so I reordered them the way you said.

Game will now not even get to the loading screen, unless I disable the CR patch.

Posted
  On 9/27/2021 at 11:54 PM, Meridian_UK said:

Decided to start from scratch and reinstall the whole process.

@Majorman. LOOT is still sorting my mods in the same order I listed so I reordered them the way you said.

Game will now not even get to the loading screen, unless I disable the CR patch.

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I updated LOOT to the latest version available (0.16.1). The masterlist revision is e0b283c. It made a difference, as Altitude is now loaded last. It sorts my load order as follows:

  Reveal hidden contents

With this order I was able to load the game and play for 2 hours without any CTD.

At this point I have no clue what might be causing issues on your system or why LOOT sorts the plugins differently. I can offer you a version of the CR patch split into two separate plugins. I adapted it from older versions of the patch, added the latest features and checked both for errors. Just put the FNV CR patch plugin to "optional ESPs" and replace it with the ones I have attached here. Sort your load order and try loading the game with both plugins active, if it fails, try loading with only one and let me know of the results. If it works, I will give them proper names and upload them to the Nexus as an optional download.

Other advice I can give is to make sure you are running the game via the New Vegas exe and not via NVSE. When you manage to get it running (with or without the CR Patch), place your cursor over the Pip-boy's head icon that appears in the bottom left corner and check whether it displays your NVSE and JIP LN versions. Then open the console (while in the main menu) and enter the following commands:

GetIsLAA  ;te console should print GetIsLAA >> 2
IsDLLLoaded d3dx9_38 ;the console should print IsDLLLoaded "d3dx9_38.dll" >> 1
IsDLLLoaded NVTF ;the console should print IsDLLLoaded "nvtf.dll" >> 1
IsDLLLoaded mod_limit_fix ;the console should print IsDLLLoaded "mod_limit_fix.dll" >> 1

This will make sure all the stability mods are running smoothly.

Guide Extended Equipment Patch.espFetching info... Guide patch.espFetching info...

Posted

Also, keep in mind the difference between loading a clean save, a normal save, or a new game.

There are also a couple different versions of the patches that have different dependencies (I assume), so be certain you are set up to use the latest main File patch and that your save is compatible with that (hence try new game).

Posted

Seems LOOT just updated the load order list and the following is now my load order. Game seems to be running fine now with the original patch. I couldn't download the patches you attached as they were showing as unavailable.

  Reveal hidden contents

 

  • 1 month later...
Posted

I have a question about the Sniper Rifle Retexture mod installation procedure. Quoting from the guide:

  • Duplicate the christinecos.dds file 3 times until there are four duplicates in total.
  • Rename the four files to 1stpersonsniperriflecarbonurban.dds, 1stpersonsniperrifleurban.dds, sniperriflecarbonurban.dds, sniperrifleurban.dds respectively.

The result of this is there's no christinecos.dds left in the folder, but there are plenty of other similarly-named files left:

  • christinecos_m.dds
  • christinecos_mag.dds
  • christinecos_mag_m.dds
  • christinecos_mag_n.dds
  • christinecos_n.dds
  • christinecos_sil.dds
  • christinecos_sil_m.dds
  • christinecos_sil_n.dds

This seems odd to me and I just wanted to confirm this is the desired end-state.

My other question is about "Right-click on an empty spot on the left pane and select "Refresh". If you see the green-plus-and-lighting icon appear, then everything is OK." I clicked on the Refresh button but have no icons in the Conflicts category. I've attached a screenshot of what I do have.

MO.png

Posted

Okay, I figured out the "Conflicts" part of my question above -- you have to actually enable the mod before the conflicts show up, but the step telling you to do so is not until much later in the guide. There's another gotcha related to mod cleaning, which is "xEdit Output" has to be enabled for cleaning to work, otherwise it complains about the directory not being writable.

Also, the instructions to download the Step Patch - Conflict Resolution seem to be missing. I managed to find it by searching on Nexus, but the only link is "Don't forget to endorse Step on the Nexus if you like the guide.", which is extremely unclear.

Posted
  On 11/22/2021 at 6:07 AM, EffectiveHierarchy said:

Okay, I figured out the "Conflicts" part of my question above -- you have to actually enable the mod before the conflicts show up, but the step telling you to do so is not until much later in the guide. There's another gotcha related to mod cleaning, which is "xEdit Output" has to be enabled for cleaning to work, otherwise it complains about the directory not being writable.

Also, the instructions to download the Step Patch - Conflict Resolution seem to be missing. I managed to find it by searching on Nexus, but the only link is "Don't forget to endorse Step on the Nexus if you like the guide.", which is extremely unclear.

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As explained in Step 4 intro: "After installing a mod, enable the mod in MO." We are not going to instruct to enable a mod in each mod instruction. We only provide instructions for exceptions to this norm.

How is this not clear? It even provides a link to the Nexus mod page, and the mod name itself is a link to the mod page. The 'W' superscript is a link to the wiki mod page.

image.png

Also in Step 4 intro: "If no Notes or Step recommendations are provided for a particular mod, all options are good." ... so install/enable.

I have updated the Step 4 intro a bit to more clearly address.

Posted
  On 11/22/2021 at 1:58 PM, z929669 said:

As explained in Step 4 intro: "After installing a mod, enable the mod in MO."

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Sorry, I missed this. Thanks for pointing this out.

 

  On 11/22/2021 at 1:58 PM, z929669 said:

How is this not clear? It even provides a link to the Nexus mod page, and the mod name itself is a link to the mod page. The 'W' superscript is a link to the wiki mod page.

image.png

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This is not present in the copy of the guide I have open:

ss.thumb.png.322445efdd19f60cba024715b062d283.png

If I open the page in a new tab, however, I do see the mod present in the list. Not sure what's going on here.

Posted
  On 11/22/2021 at 8:37 PM, EffectiveHierarchy said:

Sorry, I missed this. Thanks for pointing this out.

 

This is not present in the copy of the guide I have open:

ss.thumb.png.322445efdd19f60cba024715b062d283.png

If I open the page in a new tab, however, I do see the mod present in the list. Not sure what's going on here.

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This is a caching thing with the site or your browser. When we make updates to the guide, a new cache can be triggered or data is still updating. All of these mods are populated in each table using semantic queries, so just hard refresh when you see things like that.

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