TomtinBreeX Posted August 4, 2015 Share Posted August 4, 2015 I am curious, I followed the guide all the way and everything works but I am having a hard time maintain a constant 60fps with my game. I mean, I know NV is super unstable and I know its buggy but I can't even maintain a steady 60fps most of the time. I have all the mods install in the guide correctly and I have included the Enhanced Shaders NS version. I have it on the High quality preset. If I unlock my fps, I get in the ranges of 90-100fps but i can see drops down to ~34 sometimes. Its random but it drops and it can be jarring. Its quite annoying as even the stutter remover doesn't seem to work all that well at times. I have tried so many things just to get my game to run at a constant 60fps with MINIMAL dips. Is that even possible with this guide? I am genuinely curious. Do any of you, with beastly machines, still run into issues and being unable to achieve a steady 60fps? My pc set up: gtx 780ti (3gb Vram), i7-4770k (stock), z97 mobo, 8gb ram, win 8.1. Game is on max performance in the Nvidia inspector. Geforce Experience is off. Steam overlay is off. MSI afterburner is off. I have tweaked settings, suggested by users, to help keep a steady fps but its seemingly impossible at the moment. TL;DR: Is anyone, with a monster machine, able to run this game at a constant 60fps with MINIMAL dips. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted August 4, 2015 Share Posted August 4, 2015 Remember to load it last in your load order, just above Bashed Patch, 0.esp. Why do you say that? BTW - you never responded to my question to you about your conflict patch. Link to comment Share on other sites More sharing options...
TechAngel85 Posted August 5, 2015 Share Posted August 5, 2015 Wow...loaded up New Vegas today modded with F&L. Needless to say that I'm lost! I'm so used to Skyrim controls and features that it's going to take me a while to get used to it. I'm thinking of setting most of the PN options back to vanilla until I get used to the game because most of those options seem to aim to make the game harder for experienced players. I'm also so used to Skyrim I kept waiting around for my health to regen only to find out that it doesn't. NOOB! Link to comment Share on other sites More sharing options...
Adonis_VII Posted August 5, 2015 Share Posted August 5, 2015 Wow...loaded up New Vegas today modded with F&L. Needless to say that I'm lost! I'm so used to Skyrim controls and features that it's going to take me a while to get used to it. I'm thinking of setting most of the PN options back to vanilla until I get used to the game because most of those options seem to aim to make the game harder for experienced players. I'm also so used to Skyrim I kept waiting around for my health to regen only to find out that it doesn't. NOOB!Your health actually does regenerate, though its extremely slow, on the order of 1 every 24 hours. This was only discovered as one guy was doing a play through without any healing items or sleeping, and found that his health would regenerate slightly over couple days. 1 Link to comment Share on other sites More sharing options...
TDarkShadow Posted August 5, 2015 Share Posted August 5, 2015 (edited) Wow...loaded up New Vegas today modded with F&L. Needless to say that I'm lost! I'm so used to Skyrim controls and features that it's going to take me a while to get used to it. I'm thinking of setting most of the PN options back to vanilla until I get used to the game because most of those options seem to aim to make the game harder for experienced players. I'm also so used to Skyrim I kept waiting around for my health to regen only to find out that it doesn't. NOOB!Project Nevada - Extra Options has a preset in the MCM menu to revert as much as possible of Project Nevada to vanilla. So no bullet time, harder enemies, etc. Your health actually does regenerate, though its extremely slow, on the order of 1 every 24 hours. This was only discovered as one guy was doing a play through without any healing items or sleeping, and found that his health would regenerate slightly over couple days.Many A True Nerd, great let's play'er. Link for the lazy / interested; https://www.youtube.com/playlist?list=PLwH1xJhcXG0dR5myFpRtaOkOFP67j4et6 Edited August 5, 2015 by TDarkShadow Link to comment Share on other sites More sharing options...
TomtinBreeX Posted August 6, 2015 Share Posted August 6, 2015 (edited) Does everyone's game here get really laggy/bogged down/low fps when they enter the strip or casinos? I figured it would since so much is happening but I am just curious about others. Also, ED-E disappeared randomly? I had to uninstall 'More Perks' and the like from my game because I missed a texture bit during the installation process. The mod still worked I just didn't get the pictures of the pipboy when scrolling through the perks. Anyways, I removed the mod completely. Started up my game, let it run for about a min and then made a clean save. Once I did that, I installed the mod correctly, ran LOOT, re-built the bashed patch and then started the game again. When I go into the game, he just randomly disappeared. He no longer showed up in my companion short cut. I know you can spawn him via console command but i'd rather get him the real way. Also, it says 'ED-E' on my map and its marked at the location where he disappeared. I go there and its just nothing. So I go to that console near the strip and dismissed all my companions in the hope that whenever I get the player housing, he'll be there. I read up on it and it appears to be a common bug that people experience. Anyone have any advice on how to remedy it? Edited August 6, 2015 by TomtinBreeX Link to comment Share on other sites More sharing options...
LordKain73 Posted August 6, 2015 Share Posted August 6, 2015 Has anyone tried Tumbleweed Fix ? Sounds like it might be the fix for all those darn stuck tumbleweeds. Link to comment Share on other sites More sharing options...
thebigJ_A Posted August 12, 2015 Share Posted August 12, 2015 (edited) Yeah, kinda annoying. Gonna do some tinkering, maybe ask Millenia and the creator of WMX. EDIT: Fixed it, turns out that Wrye Flash automatically turns off the WMX-Arenovalis compatibility ESP when creating the bashed patch, it needs to be enabled to make the texture work. This should probably be included in the guide. Only issue is that the cylinder seems a bit messed up in ironsights, but that still occurs with the vanilla mesh. thankyouthankyouthankyou I was having the worst trouble. This fixed it. Now to figure out why the Homemade Rifle has the same texture issue. Edited August 12, 2015 by thebigJ_A Link to comment Share on other sites More sharing options...
MonoAccipiter Posted August 12, 2015 Share Posted August 12, 2015 I've noticed the both the WMX-Arenovalis.esp and MiscItemIconsNV.esp are tagged with NoMerge, which, if I understood Wrye's site clearly enough means they aren't included in the list of mods to be merged but are still deactivated and have their records imported according to their other tags. However since they aren't merged this means the whole of their data isn't included (I might be very wrong here), and I'm unsure of what to do with them after that. Should they be reactivated or left to their unticked state?Additionally the NoMerge tag wasn't given to the WMX-Arenovalis.esp when I ran the Generate Bashed Tags script in FNVEdit. Unsure what to make of this; perhaps someone with a better understanding could elaborate further on the cause and effect of this behaviour? 1 Link to comment Share on other sites More sharing options...
Nozzer66 Posted August 12, 2015 Share Posted August 12, 2015 Reactivate them. 1 Link to comment Share on other sites More sharing options...
oqhansoloqo Posted August 13, 2015 Share Posted August 13, 2015 There must be some better more permanent way to handle those plugins than to have to manually reactivate them every time a bashed patch is created. What can be done to have them not automatically deactivate? This should be in the guide. I will put it in there if people give me the right information on how to do this. In other words, I don't want to edit the guide and state that those two .esps have to manually be reactivated. I want to edit the guide and either state what can be done during each of the two mods' installations to permanently correct this issue, or state what can be done after everything is installed in order to permanently correct this issue.... Or EssArrBee can do it... or someone else. :) Link to comment Share on other sites More sharing options...
Nozzer66 Posted August 13, 2015 Share Posted August 13, 2015 Not while they're tagged No Merge there isn't. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted August 13, 2015 Share Posted August 13, 2015 If they are tagged No Merge, then why does Wrye Flash even deactivate them? Is it an issue with Wrye Flash? Link to comment Share on other sites More sharing options...
oqhansoloqo Posted August 14, 2015 Share Posted August 14, 2015 Whatever the case, I updated the bashed patch instructions to account for the deactivation of the two .esps, instructing both to be reactivated after creation of the bashed patch. Let me know if the information in the guide for step 4 of the bashed patch creation is incorrect in any way. Link to comment Share on other sites More sharing options...
MonoAccipiter Posted August 14, 2015 Share Posted August 14, 2015 Either my minigun sound is way too delayed, or the gun starts firing way too fast. Either way it feels really stupid! Anyone else experiencing/having experienced this? Link to comment Share on other sites More sharing options...
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