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Fear and Loathing in New Vegas - Feedback


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I had some strange problems with "New Vegas Uncut 8 - Welcome to Fabulous New Vegas". No mouse and no menu was showing up. After I uninstalled it, everything went fine again. It seems there is a problem with "Nevada Skies".

Hmm... I didn't have any issues last, night. I just got home, so I'll check it out in a little while. The wonderful world of trying to make something that works for everyone. :/

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Hey

 

Been really enjoying me lates playthrough.

 

I've followed this guide and added a few things myself, and thanks for all the hard work :)

 

I've now run into a rather annoying problem. I've started Old World Blues, but as soon as i enter the door in the first room the game crashes with a Missing Master file, now i've run throuh FNVEdit and it says that everything is all right. So it's kind of hard to figure what file is missing, so anyone have any idea's, my load order is posted below.

# This file was automatically generated by Mod Organizer.FalloutNV.esmTribalPack.esmMercenaryPack.esmClassicPack.esmCaravanPack.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmBookDiversityProject.esmSortomatic.esmSomeguySeries.esmTales from the Burning Sands.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Extra Options.esmDetect Traps.esmJIP Selective-Fire.esmoHUD.esmYUP - Base Game + All DLC.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmInterior Lighting Overhaul - Core.esmInterior Lighting Overhaul - L38PS.esmNevadaSkies.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmFCOMaster.esmCaliber.esmWeapons.of.the.New.Millenia.esmMore Perks.esmProject Nevada - Cyberware.espProject Nevada - Rebalance.espVurt's WFO.espCASM.esppipboy2500_edisleado.espThe Weapon Mod Menu.espBoacombat2glove.espThe Mod Configuration Menu.esprotfacetoriches.espkochandbohr.espavangraffscorned.espNewVegasBounties.espNewVegasBountiesII.espTheInheritance.espDarNifiedUINV.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espProject Nevada - Cyberware Additions.espDetect Traps - DLC.espDetect Traps - Traponator 4000.espAdvanced Recon Range Finder.espFlashlightNVSE.espFPSWeaponWheel.espJIP Realistic Weapon Overheating.espCentered 3rd Person Camera.espSortomatic_for_House_of_the_Chef.espArmor Replacer Child NPC Fix.espReload Speed Game Start Fix.espILO - NVInteriors Project.espInterior Lighting Overhaul - Ultimate Edition.espNevadaSkies - Ultimate DLC Edition.espLaurens_Bathroom_poetry.espMojave Nights.espvault22FloralOverhaul.espBetter Burned Man.espFCO - GlowingOne.espRaestlozFactionArmorEnhancement.espTrooperOverhaul-Dragbody.espADAM Complete.esp1nivVSLArmors.esp1nivPNSLPatch.espWeapons.of.the.New.Millenia.CaliberX4+.Patch.espWeapons.of.the.New.Millenia.Store.LITE.espchristinecos.espWeapons.of.the.New.Millenia.Leveled.Lists.espEVE FNV - ALL DLC.espWeaponModsExpanded.espWMX-DLCMerged.espWMX-ModernWeapons.espProject Nevada - EVE All DLC.espProject Nevada - WMX.espdD - Enhanced Blood Main NV.espRagdollOverhaulULTIMATE.espCONELRAD 640-1240.espImproved Sound FX - WMX - Merged Major DLCs.espammoingredientsloot.espArmourRepairKits.espCasino Exchange All.espIntegration - Couriers Stash+WMX.espDead Money Surprise Items.espDelay DLC - DM + HH + OWB + LR + GRA.espGRARG.espGRA - The Right to Bear Arms.espImproved Casinos 2X.espKFE - Refill Water Bottles.espLessIntrusiveKillCam.espNVDLC04 Allegiance w Duster.esppopulatedcasino.espPortableCampsite.espTales PN.espYou take a sip from your trusty Vault 13 canteen.espDEagle.espEasy Unlocking and Easy Hacking.espUncut Wasteland.espFNX.espBashed Patch, 0.esp
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There is a separate file in the optional section for NVR3, but I haven't looked it over yet.

Looks like, from the file description as well as the comment section, that this is just a compatibility patch for Lings and Mikoto. The only way to make NVR3 and FCO compatible is still the method I described earlier. It's a shame since he also edited a lot of the NPCs from OWB, but keeping them while removing the FCO'ed vanilla NPCs would be a tedious task.

 

EDIT: By the way SRB, you've asked a couple of times whether anyone of us was using the IHWT mod. I don't at the moment, but I really think all of Tau34RUS's retextures need to be considered for the guide, I'm using the Improved Robots Textures and love them. If you still need testing of IHWT, I'll try downloading it and running the .bat.

 

EDIT2: BTW the merging of the New Vegas Uncut Series needs an update where Pacers Gambit is included. And is it impossible to merge a new mod (Pacers Gambit) into an already merged mod (NewVegasUncutSeries.esp)?

 

EDIT3: Think we'll need a recommended load order of plugins as well, many aren't incorporated in BOSS. I know we've moved to LOOT, but to my knowledge it still doesn't always sort the best way. Have quite a few .esps ending at the bottom of my load order.

Edited by MadOak
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I've had an issue with updating FCO v2.3 that is really minor, but should be something everyone knows about. When installing the mod and selecting "Replace" with MO, it did not install correctly, so I had to remove the mod entirely. After that it installed perfectly and it even scales correctly for people now, unless you are running 800x600, in which case, GTFO!!! You'll know if it didn't install properly by going to the Filetree tab in MO and see if the there are any folders other than Textures and Meshes present, since those are the only two that should be there.

 

Also, I'm thinking that switching to the Playable Races patch would be better. Why not have all those cool races Drumber created for my next playthrough, especially the Courier race with the bullet wound to the dome?

 

 

Hey

 

Been really enjoying me lates playthrough.

 

I've followed this guide and added a few things myself, and thanks for all the hard work :)

 

I've now run into a rather annoying problem. I've started Old World Blues, but as soon as i enter the door in the first room the game crashes with a Missing Master file, now i've run throuh FNVEdit and it says that everything is all right. So it's kind of hard to figure what file is missing, so anyone have any idea's, my load order is posted below.

 

 

# This file was automatically generated by Mod Organizer.FalloutNV.esmTribalPack.esmMercenaryPack.esmClassicPack.esmCaravanPack.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmBookDiversityProject.esmSortomatic.esmSomeguySeries.esmTales from the Burning Sands.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Extra Options.esmDetect Traps.esmJIP Selective-Fire.esmoHUD.esmYUP - Base Game + All DLC.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmInterior Lighting Overhaul - Core.esmInterior Lighting Overhaul - L38PS.esmNevadaSkies.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmFCOMaster.esmCaliber.esmWeapons.of.the.New.Millenia.esmMore Perks.esmProject Nevada - Cyberware.espProject Nevada - Rebalance.espVurt's WFO.espCASM.esppipboy2500_edisleado.espThe Weapon Mod Menu.espBoacombat2glove.espThe Mod Configuration Menu.esprotfacetoriches.espkochandbohr.espavangraffscorned.espNewVegasBounties.espNewVegasBountiesII.espTheInheritance.espDarNifiedUINV.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espProject Nevada - Cyberware Additions.espDetect Traps - DLC.espDetect Traps - Traponator 4000.espAdvanced Recon Range Finder.espFlashlightNVSE.espFPSWeaponWheel.espJIP Realistic Weapon Overheating.espCentered 3rd Person Camera.espSortomatic_for_House_of_the_Chef.espArmor Replacer Child NPC Fix.espReload Speed Game Start Fix.espILO - NVInteriors Project.espInterior Lighting Overhaul - Ultimate Edition.espNevadaSkies - Ultimate DLC Edition.espLaurens_Bathroom_poetry.espMojave Nights.espvault22FloralOverhaul.espBetter Burned Man.espFCO - GlowingOne.espRaestlozFactionArmorEnhancement.espTrooperOverhaul-Dragbody.espADAM Complete.esp1nivVSLArmors.esp1nivPNSLPatch.espWeapons.of.the.New.Millenia.CaliberX4+.Patch.espWeapons.of.the.New.Millenia.Store.LITE.espchristinecos.espWeapons.of.the.New.Millenia.Leveled.Lists.espEVE FNV - ALL DLC.espWeaponModsExpanded.espWMX-DLCMerged.espWMX-ModernWeapons.espProject Nevada - EVE All DLC.espProject Nevada - WMX.espdD - Enhanced Blood Main NV.espRagdollOverhaulULTIMATE.espCONELRAD 640-1240.espImproved Sound FX - WMX - Merged Major DLCs.espammoingredientsloot.espArmourRepairKits.espCasino Exchange All.espIntegration - Couriers Stash+WMX.espDead Money Surprise Items.espDelay DLC - DM + HH + OWB + LR + GRA.espGRARG.espGRA - The Right to Bear Arms.espImproved Casinos 2X.espKFE - Refill Water Bottles.espLessIntrusiveKillCam.espNVDLC04 Allegiance w Duster.esppopulatedcasino.espPortableCampsite.espTales PN.espYou take a sip from your trusty Vault 13 canteen.espDEagle.espEasy Unlocking and Easy Hacking.espUncut Wasteland.espFNX.espBashed Patch, 0.esp

 

 

Nothing jumps out at me in your load order. If you have a little red triangle next to a mod in the right pane of MO then that has a missing master. Put the cursor over it and hover text will list the missing master.

 

Looks like, from the file description as well as the comment section, that this is just a compatibility patch for Lings and Mikoto. The only way to make NVR3 and FCO compatible is still the method I described earlier. It's a shame since he also edited a lot of the NPCs from OWB, but keeping them while removing the FCO'ed vanilla NPCs would be a tedious task.

 

EDIT: By the way SRB, you've asked a couple of times whether anyone of us was using the IHWT mod. I don't at the moment, but I really think all of Tau34RUS's retextures need to be considered for the guide, I'm using the Improved Robots Textures and love them. If you still need testing of IHWT, I'll try downloading it and running the .bat.

 

EDIT2: BTW the merging of the New Vegas Uncut Series needs an update where Pacers Gambit is included. And is it impossible to merge a new mod (Pacers Gambit) into an already merged mod (NewVegasUncutSeries.esp)?

 

EDIT3: Think we'll need a recommended load order of plugins as well, many aren't incorporated in BOSS. I know we've moved to LOOT, but to my knowledge it still doesn't always sort the best way. Have quite a few .esps ending at the bottom of my load order.

I'll look into Pacer's Gambit. I think there are times when merging that you need to renumber FormIDs and times you don't. This may now be a case where renumbering is needed. I had to select renumbering when doing the additonal Millenia's Guns to get them to work. Without it there where thousands of Trench guns in the Gun Runners robot inventory.

 

LOOT is really good at what it does. I'm also trying my hand and being a masterlist contributor, so I'll be making any necessary tweaks that are needed. If you see something that looks out of place ask me or look at it in FNVEdit and figure out if it does need to be different. Right now the only LOOT rules I have are preference, not necessity. 

 

Audley proposed installing WMX, then installing IHWT and the .bat file into the WMX folder. Then just run the .bat and boom done. Those of us that have compulsive afflictions may not like that inelegant solution, but it should be easy enough to implement.

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EssArrBee, thanks for taking a look :)

 

Unfortunately i don't have any indicator in  MO either, but i'll continue to see if i can find out which file causes the problems.

 

The most annoying thing is that NV doesn't tell you which it couldn't find, but it seems i might just have to put up a monitor on the filesystem to see which files i tries to acces (with the hope that it's actually a physical file it tries to acces and not something it thinks is in memory)

 

But thanks for the help so far :)

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Ok, just had the same issue with no mouse or menu appearing. Alt+tabbing out and then back into the game resulted in a CTD.

I found out that everything worked out after disabling my Bashed Patch, 0.esp so that my be the culprit. An incorrect bashtag perhaps?

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"When installing new mods and then having to rerun Unified HUD Project, DO NOT deactivate it. Instead reactivate the mod and then move the files from the Overwrite folder to the Unified HUD Project folder. Otherwise files get deleted from MO's virtual directory and will cause many nightmares. Maybe even banishment, jail time, or death."

 

Does this apply ONLY to uHUD - can any other mod be deactivated (and possibly deleted), or no mod should in FOMM?  I am still trying to get the HUD mods reinstalled properly after you added in the JIP Companions one, but I have two mods still in FOMM that you no longer have in there in your guide and I'm wondering if the fact that they are still in there is messing up my current efforts to reinstall that section.  Those two mods are: Advanced Recon Trap... and Advanced Recon Range...  Can I safely deactivate those 2?  There are 4 others currently installed in there, but those I've just been reactivating when you say to activate, because you still suggest them to be installed through FOMM.  I am very hesitant to experiment in FOMM after reading all of your warnings about it, because I don't really know what FOMM does and how it works in combination with MO.

Edited by oqhansoloqo
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