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Posted
  On 1/17/2015 at 2:38 PM, elemenopqrstuv said:

Wow, you guys are quick. I'll read through the guide and make sure. While I was doing it I was so sure, but I'll read through. Some other things, looks like there are a lot of conflicting textures. Especially indoors, but outside as well. I turned on the game just now and Doc Mitchell is having that mesh error as well. Archive Invalidation is on per SRBs instructions so I'm sure it's not that. I'm also unable to open anything (open crates, open foot locker, etc.). When I press ESC, no box comes up earlier. Sounds like a lot of separate issues. Anything direction you all can point to where I can reinstall a certain mod or mods? I'll go through the guide now and determine if I missed merging any ESPs.

It's not just that you need to merge the ESPs, (as instructed, BTW.  You don't want to renumber form IDs for all merges) but that you remove the ESPs as well.  If you merge the mods but leave the ESPs selected, you've actually made the problem worse.  The easiest place to check is the weapons.

 

As for texture issues, make sure the face gen edit mentioned a few pages ago is done in the ini and that the proper FCO mods are deselected.  Also, if it's really bothering you, avoid the FCO edit and drop NVR3.  NVR3 is really gorey in some parts and has some pretty adult content for the sake of "immerson" that are a bit unnessecary (I.E. female slaves stripped of their clothing, random sounds of females being sexually assulted, etc.).

Posted

I figured this might help too as if I'm way over then there must be some glaring mistake somewhere that I cant find. 

 

 

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  On 1/17/2015 at 2:57 PM, oqhansoloqo said:

I've never had issues quite like that I don't think.  You mentioned all of the plugins you had installed - have you been moving plugins to the "Optional" directories in mod installations as per F&L instructions?

I have moved a lot of plugins over to the Optional ESP's section. Check my load list above though and if anything strikes you as out of the ordinary please let me know.

 

I figure before I try and tackle the texture/mesh issue, I'll get below the plugin limit.

Posted
  On 1/17/2015 at 2:58 PM, Veezy said:

It's not just that you need to merge the ESPs, (as instructed, BTW.  You don't want to renumber form IDs for all merges) but that you remove the ESPs as well.  If you merge the mods but leave the ESPs selected, you've actually made the problem worse.  The easiest place to check is the weapons.

 

As for texture issues, make sure the face gen edit mentioned a few pages ago is done in the ini and that the proper FCO mods are deselected.  Also, if it's really bothering you, avoid the FCO edit and drop NVR3.  NVR3 is really gorey in some parts and has some pretty adult content for the sake of "immerson" that are a bit unnessecary (I.E. female slaves stripped of their clothing, random sounds of females being sexually assulted, etc.).

I thought the only places are should not be ticking the Renumber Form IDs box was with Sandbox6's Merged Mods and with the Tutorial Killer. I think I followed that correctly, but are you saying that I should not have that ticked for any merged mods? Whenever I merged mods, I went back into the mod and moved it to the Optional ESP box, but left them ticked in the left pane (for the weapon mods) so that the game would load their textures. Mods such as the New Vegas Uncut Series only have A Wilder Wasteland and Rotface to Riches ticked along with the New Vegas Uncut Series Merged mod ticked.

 

I'll check out the face gen edit if you think that could be the issue. With FCO, I moved FCO - SQP.esp and FCO - Willow (Cazy).esp to the Optional ESPs section and in the FCO Master.esm deleted the records that started with 00 in the Non-Player Characters section per SRB's guide. When I did it, there were records that started with 0000___ and if I remember correctly when down to 0100___. I deleted each entry there that started with 00 until I got to the 01's. This included the 0000___ entries. I remember being uncertain though if the meant to delete those as well. Hopefully, this makes sense.

 

As far as NVR3 goes, it doesn't really matter to me. I kind of like that shock and awe kind of stuff :)

 

Thanks for your help guys!

Posted

Unless I'm wrong about these:

CaravanPack, ClassicPack, MercenaryPack, and then TribalPack are out of order (and they should be in the order I just gave).

I don't have ELECTRO-CITY - Highways and Byways in my list, but reviewing the guide it doesn't say whether or not to install that add-on...  I think I just didn't because I wanted it to be more realistic without the extra lights out in the desert (and because the guide didn't specifically say to install that part).  I also noticed that Project Nevada - Rebalance is out of order, and then I didn't continue.  I think you might not be running LOOT properly, so your plugins are out of order.  I imagine that could create all sorts of issues.

Posted
  On 1/17/2015 at 4:08 PM, oqhansoloqo said:

Unless I'm wrong about these:

 

CaravanPack, ClassicPack, MercenaryPack, and then TribalPack are out of order (and they should be in the order I just gave).

I don't have ELECTRO-CITY - Highways and Byways in my list, but reviewing the guide it doesn't say whether or not to install that add-on...  I think I just didn't because I wanted it to be more realistic without the extra lights out in the desert (and because the guide didn't specifically say to install that part).  I also noticed that Project Nevada - Rebalance is out of order, and then I didn't continue.  I think you might not be running LOOT properly, so your plugins are out of order.  I imagine that could create all sorts of issues.

Hmm...I'm just running LOOT through MO and selecting Sort Plugins, then Apply. If there is more to it than that then I am doing it wrong. I just did it again to be sure and came up wioth the same result. To be honest though, I'm not sure those packs are my biggest issue.

Posted

Do not run LOOT in MO by using the pre-installed MO version.  Use the version that you install separately and run it as an extra executable through MO.  Also, make sure you select "Fallout New Vegas" as your game in LOOT's settings and not some other game.  Otherwise nothing will actually sort.

Posted

Yeah, I have LOOT installed separately, didn't even know there was a pre-installed version. Never paid attention enough I guess. Just read the guide and did what it said. I solved some of my texture issues. Re-installed NMCs Texture Pack. Still having issues with flickering and changing textures. Looks like some textures are loading where they shouldn't be. The black hole in the floor issue is gone now though. I'm probably just going to re-install all of the textures packs one at a time and hope for a miracle. 

 

Still no idea what I did with my plugins though to have some many of them. No glaring issues here huh? 

 

I'm also not sure what to do with the boxes that wont pop up (i.e. when I'm opening a cabinet or anything the box to put the loot in my inventory does not pop up, more issues than this specific situations, I get no pop ups).

Posted

You should ~180 plugins and the bashed patch should put you under 135. Make sure you allow the bashed patch to disable anything it can merge, they will be green and purple in Wrye Bash.

Posted

Looks like the bashed patch took, these are the mods I have in my bashed patch (highlighted green or purple in Wrye Bash):

 

ADAM Complete - Project Nevada Patch.esp

Advanced Recon Tech - Detect Traps.esp

boancrpahelmet.esp

DeadMoneyFemaleTuxedo.esp

DTO-ProjectNevada.esp

FCO - Afterschool Special.esp

FCO - Beyond Boulder Dome.esp

FCO - Playable Races + Roberts Patch.esp

FCO - The New Bison Steve.esp

GRA-WRP-Patch-Two_Unofficial.esp

ILO - Nevada Skies Patch.esp

Improved Sound FX.esp

MiscItemIconsNV.esp

OWB Sonic Emmiter Fix.esp

PNxEO MCMScriptFixes.esp

Project Nevada - Med-X Fix.esp

Roberts_NewVegas.esp

WMX-ArenovalisTextures.esp

WMX-EVE-AllDLCMerged.esp

YUP - NPC Fixes (Base Games + All DLC).esp

 

If I should have more than this let me know. Without these 20 plugins I would be down to 128. I notice that they repeat in my active plugin list above. It's possible I may have seen these unchecked in the Plugins section of MO and checked them thinking I did something incorrectly. Will they still show in MO just unchecked? Should I just uncheck these plugins in MO?

 

Separate issue, I've reinstalled the texture files. Hall of Equipment, NMCs Texture Pack and Poco Bueno (I did not touch Texture Over Time as it covers a smaller piece than the others do it seems). Interiors got better, but now I get those black holes in the wasteland. It actually seems that whereever I save the game loads perfectly, but once I leave that area, get through the load screen and into a new area everything is messed up. Not quite sure what to do now, I'm stuck on how to fix these texture and mesh issues.

Posted

You want to leave all those plugins in your load order that Wrye bash unchecked. Just make sure that you ticked everything in the merge plugin part of the bashed patched menu so they get merged. You can get rid of Hall or Equipment to save some VRAM. I've been thinking of dropping that mod anyways. It's just upscaled vanilla and in some places it isn't even better. That might help with the black stuff, since that is indicative of running out of VRAM.

Posted
  On 1/17/2015 at 4:08 PM, oqhansoloqo said:

Unless I'm wrong about these:

 

CaravanPack, ClassicPack, MercenaryPack, and then TribalPack are out of order (and they should be in the order I just gave).

...

Since getting FalloutNV a few months back I always wondered about the order of those minor DLCs. I usually place them in much the same order as you have mentioned but... since none of them actually overwrite any existing records, just provide new content, I think it will make absolutely no difference which order they are in. At least that's what examining them in xEdit tells me.

Posted
  On 1/17/2015 at 11:21 PM, GrantSP said:

Since getting FalloutNV a few months back I always wondered about the order of those minor DLCs. I usually place them in much the same order as you have mentioned but... since none of them actually overwrite any existing records, just provide new content, I think it will make absolutely no difference which order they are in. At least that's what examining them in xEdit tells me.

it only matters if you have a plugin that has them as masters so they aren't out of order. But, you shouldn't have a mod that does that anyways since the pre-order packs use injected records.
Posted

SRB, is there a reason you don't have DLC Weapons and Armors in the Mojave (or, due to WMX compatibility, DLC Weapn Integration) as part of the list?  It's lore friendly and compatible with Right to Bear Arms.  Rolls some of the gear from the DLCs into leveled lists in areas that make sense and aren't game breaking.  All done through scripting, so it shouldn't break anything.

 

Also, I'm confident that after many hours of play, I've found zero compatibility issues with both Mojave Travel and Mobile Truck Base.  If anybody was looking for a well made fast travel alternative, I'd reccomend either one, or both.

Posted (edited)

I think there is already a mod in the guide that distributes the DLC weapons/armors into the leveled lists...  I remember something like that - afterall, with everything in the guide installed you don't start off with any of the DLC equipment when you start a new game.

Edited by oqhansoloqo

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