Jump to content

Recommended Posts

Posted
  On 3/25/2014 at 7:59 PM, Brainfever said:

There is one problem with Textures Over Time besides the fact that this mod is long ago abandoned. The maker of these textures apparently forgot a certain type of rock textures (I believe it is rockcanyontrim01.dds and rockcanyontrim01_n.dds) so in some rocky slides you can clearly see some lines like belts that cover the rock's surface from one side to the other with vanilla textures or whatever texture from another pack you use for these. In some cases it looks kinda ugly but I guess most users won't even notice.

 

You can clearly see what I mean if you check the rocky slides that are everywhere around in the Goodsprings Source area. Maybe a certain combination of these textures with another pack's for the missing ones could result in a visually acceptable result but I haven't found anything yet myself.

Thanks, I look at that. I actually like the HH textures. They look more like the Zion landscape than EWI's which are more like rough granite than smoother Sandstone carved by water and wind. It is in a separate file too, which is good.

Posted (edited)

Finally determined my "missing master" mystery was not having the Breeze body replacer for an armor mod. FNV is up and running again, new installed package list;

 

  Reveal hidden contents

 

 

The Merge Plugins Script works just fine with FNVEdit, I have made several, both FNVEdit & Wrye Flash think they pass muster. I am able to launch the game and start a new playthrough with them active, although I haven't had time to gather any data ingame yet. See the spoiler tab above for which mods I was able to merge, keep in mind it's a work in progress.

 

*** Spoiler now with links to the mods not found in the guide for your testing & evaluation convenience ***

Edited by redirishlord
Posted

FCO is making all the black people in new vegas have white faces, and that isn't very nice... I think that archive invalidation it isn't working on my mod organizer, even if my "Fear and Loathing" profile has the automatic archieve invalidation checkbox ticked. Is there another way to force mod organizer to make an Archieve Invalidation?

Posted
  On 3/26/2014 at 10:37 AM, Lonewolf said:

FCO is making all the black people in new vegas have white faces, and that isn't very nice... I think that archive invalidation it isn't working on my mod organizer, even if my "Fear and Loathing" profile has the automatic archieve invalidation checkbox ticked. Is there another way to force mod organizer to make an Archieve Invalidation?

You just uncheck the box and check it again. I haven't started using fco yet, so not familiar with the mod. I know it isn't compatible with other mods that change character hair like lings or mikoto. Also might not work with hall of face.
  On 3/26/2014 at 7:57 AM, redirishlord said:

Finally determined my "missing master" mystery was not having the Breeze body replacer for an armor mod. FNV is up and running again, new installed package list;

  Reveal hidden contents

The Merge Plugins Script works just fine with FNVEdit, I have made several, both FNVEdit & Wrye Flash think they pass muster. I am able to launch the game and start a new playthrough with them active, although I haven't had time to gather any data ingame yet. See the spoiler tab above for which mods I was able to merge, saved several slots that way, current loaded total is 140 plugins with the bashed patch.

Why do you have the colt, kabar, and other millennia mods? They aren't needed and you are basically just adding them to doc Mitchel's house. His big mod includes them.
Posted

I wanted the Colt and cutlery to start with, I'll drop those once I add them to my kit. You caught me cheating.

I was glad to find that it wasn't my merged patches that were causing the crash at start, I really like how they clean up my mess of plugins (although I went a bit overboard with the Cut Content Compilation merge, kinda threw a bit of everything into that one). I'm still confused by the "white screen" with Enhanced Shaders (and disappointed I didn't get an answer on the mod page), but Diablotherium has a Nevada Skies version and is working fine.

I'm updating my Skyrim to STEP 2.2.8 plus my other must have mods, the merge script should prove invaluable for that as well.

I'm excited about playing these games after so much time modding/troubleshooting them.

Posted (edited)
  On 3/26/2014 at 3:11 PM, EssArrBee said:

You just uncheck the box and check it again. I haven't started using fco yet, so not familiar with the mod. I know it isn't compatible with other mods that change character hair like lings or mikoto. Also might not work with hall of face.Why do you have the colt, kabar, and other millennia mods? They aren't needed and you are basically just adding them to doc Mitchel's house. His big mod includes them.

I haven't seen any incompatibilities between FCO and the rest of the mods in the guide that a patch with FNVEdit can't solve, and it works fine with hall of face, i just make FCO overwrite it. I think that this issue is caused by the archieve invalidation file because i'm not seeing mod organizer making one.

Edited by Lonewolf
Posted
  On 3/26/2014 at 5:01 PM, Lonewolf said:

I haven't seen any incompatibilities between FCO and the rest of the mods in the guide that a patch with FNVEdit can't solve, and it works fine with hall of face, i just make FCO overwrite it. I think that this issue is caused by the archieve invalidation file because i'm not seeing mod organizer making one.

No, I think I know the problem. You need to add the ini edit. It is on fco page, something like ballowfacegenmorph=1. Make sure you use the mo ini editor to do it.
Posted (edited)

During my frequent "new" starts as I troubleshot a working extended mod order I would frequently get body texture "weirdness" which was always solved by exiting, toggling archive invalidation off/on in NMM and relaunching the game. I would imagine FCO responds similarly, from the mod page: "turn archive invalidation off then on again ... and also make sure bLoadFaceGenHeadEGTFiles=1 in FalloutPrefs.ini".

 

Edit: ninja'd by SRB.

Edited by redirishlord
Posted
  On 3/26/2014 at 5:07 PM, redirishlord said:

During my frequent "new" starts as I troubleshot a working extended mod order I would frequently get body texture "weirdness" which was always solved by exiting, toggling archive invalidation off/on in NMM and relaunching the game. I would imagine FCO responds similarly, from the mod page: "turn archive invalidation off then on again ... and also make sure bLoadFaceGenHeadEGTFiles=1 in FalloutPrefs.ini".Edit: ninja'd by SRB.

Yeah that's the line. It has to be there for fco or nvce.
Posted
  On 3/27/2014 at 12:09 AM, rootsrat said:

SRB, thanks to you, my good sir, Fallout New Vegas now looks like this:

 

Posted Image Posted Image  Posted Image

 

Thanks!

So how many Veteran Rangers did you murder to get that Sequoia? Just think, Millenia could have been hired to do Fallout 4 weapon textures, but no Beth doesn't really hire a lot modders and he ends up getting hired by someone making a space game so he is designing awesome spacecrafts instead. I feel like Beth has lost touch with a bottomless well of talent. Look what it has done for Valve. Even the guy that made Falkskaar got hired by Bungie instead of Beth. 

Posted

Am I the only one unable to launch the GECK? I get this error message every time I try and launch "The instruction at 0x00455f51 referenced memory at 0x00000000. The memory could not be read." which led me to some information about virtual memory when I asked google, but nothing in the way of actual help. I've installed the GECK to my FNV directory direct from Steam, verified my local files and still immediate crash on launch attempt with the error message above.

I am trying to launch the GECK in hopes that opening my merge patches in it and subsequently saving them will help the return of my "missing master issue which occurs randomly when attempting to play FNV. At this point I only desire to play the game out of spite, as I don't want the errors to win.

Posted
  On 3/27/2014 at 2:54 AM, redirishlord said:

Am I the only one unable to launch the GECK? I get this error message every time I try and launch "The instruction at 0x00455f51 referenced memory at 0x00000000. The memory could not be read." which led me to some information about virtual memory when I asked google, but nothing in the way of actual help. I've installed the GECK to my FNV directory direct from Steam, verified my local files and still immediate crash on launch attempt with the error message above.

I am trying to launch the GECK in hopes that opening my merge patches in it and subsequently saving them will help the return of my "missing master issue which occurs randomly when attempting to play FNV. At this point I only desire to play the game out of spite, as I don't want the errors to win.

Better suited for the MO support forum or the MO Nexus thread, the Skyrim one, not the New Vegas Nexus. I haven't tried to go into the GECK yet, I only want to do that if I absolutely have to.

Posted

I'm only trying or trying to try really) the GECK angle is to explore a suggestion made regarding patched esp's made with the merge script. I'm baffled by this recurring "missing master" error message, it continues to strike randomly during the game, I can't get out of Doc Mitchell's house without it a crash to desktop caused by it. I take you haven't encountered such an issue, or any difficulty from patches made with FNV & the merge script?

Posted

Since I started working a lot on this guide I've had 4 crashes and 2 were from an exception that NVAC can't handle yet. I'm not going to build out the guide unless my game is rock solid. FNV will probably never be crash free, or any Beth game for that matter. Plus, I've only used the merge script on the ADAM merged plugin I made and I can't find anything wrong with that plugin (yet, maybe there is something I didn't find, but I doubt it).

 

One problem I hadn't considered yet is that one of the plugins that you merged into Bashed Patch might be missing a master. Usually Bashed Patch inherits a master from the mods that get merged, but maybe it didn't this time. When you load all your mods in FNVEdit did you right click->'Select All' so all the plugins got loaded?

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.