Jump to content
  • 0
Sign in to follow this  
GeneralHavoc

PN Extra Options don't appear in MCM

Question

I was recently going through the PN pages after my previous UI mishaps, and noticed that the PN Extra Options Page lists some options that I simply don't have available to me in my MCM. Specifically, the Bullet Time enhancements and armour carry weight reductions. Which is odd, because everything else listed is there, and a look at the comments shows that this isn't something that's happened to others. Here[Miscellaneous] and here[Stealth+Movement] are the relevant MCM menus.

 

A point of note is that I also installed MTUI, as well as Cell HUD. Cell HUD I expect to have little impact on this, and MTUI I can hazard might be screwing with font sizes, pushing the options out? But I find that unlikely; what is strange however, is that MTUI is currently uninstalled, and is yet present in my game, not that I'm complaining much, as it's a nice enhancement, but it is confusing as to how that's possible. I've installed the UI section as best as I can, and recently reinstalled it entirely, making sure to move DarnUI and reinstall UIO afterwards.

 

UI section Load Order Here.

 

Anyway, thanks for any help in advance!

Share this post


Link to post
Share on other sites

5 answers to this question

Recommended Posts

  • 0

Reinstall PN:EO and make sure that MO uses the external installer. 

Share this post


Link to post
Share on other sites
  • 0

Ok, so I really do not know what this could be. I've reinstalled it like you said, and I still get the exact same thing. I checked for conflicts, and I found that a mod I'd added myself, Cyberian Dawn, was also conflicting. I already knew something was up with it as it seemed to be getting messed up by Quick Trade - Cyberian Dawn's MCM was replaced with Quick Trade's. I've disabled both entirely now, so they don't show up in the MCM or in-game. The problem still persists. I did find however, the bullet time options, so I'm just blind on that account, so sorry about that; unfortunately, none of the options seem to be doing anything. The Double vision effect is the only one that seems to work, but only slightly, as in it comes and goes. None of the colour filters work, at all. I am completely lost. I've tried it on a completely new MO profile, with only the UI mods installed, and I still get the same result. I'm tempted to give up, as this is only a small part of my setup, and I never knew of and have lived fine without these features up till now; and frankly, this is making me feel like I'm crazy. Any chance I could see someone else's MCM to confirm that the features listed actually show up in game?

Edited by GeneralHavoc

Share this post


Link to post
Share on other sites
  • 0

Hey General Havoc! Sorry you are having trouble. I saw your post and I installed PN by itself to take some pictures. I think you are looking in the wrong spot:

 

The bullet time enhancements should be located under PN Extra Options>Core in your MCM menu. Should look like this: Link.

 

And the carry weight modifier should be under PN Rebalance>Character in your MCM Menu. Link.

 

Check those two spots and see if they are there. If not, then can you take a picture of your MCM menu in those two locations so we can see what the menu looks like. 

 

Cheers, Audley

  • Upvote 1

Share this post


Link to post
Share on other sites
  • 0

Audley is probably right. I haven't played the game in quite a while, so I forgot what it was supposed to look like.

Share this post


Link to post
Share on other sites
  • 0

He's right on the point of the Bullet Time, and in that regard, I'll concede that I really do suck at looking for things. However, I've found that the Bullet Time options are broken, in that the Colour Effects just straight up don't work, and the Visual Effects don't either, except for Tunnel Vision, which kind of works, but only briefly at the start and end. I should also clarify a little bit on the carry weight thing, looking back i explained that atrociously; what I mean is the feature here:

described on the PN:EO page under rebalance. Little thing, but I swear it's no there, as you can see from my PN:Rebalance MCM.

 

 

 

Stealth and Movement Options
* Armor Weight - does armor carry its full weight, or half weight (same as from FWE).

 

I've tried narrowing this down somewhat, and I still can't pin this on anything. I created a new MO profile as copy of my current one, disabled all the mods, unchecked everything installed, and went through the UI section installation process by itself - the MCM stuff still didn't show, DarnUI complained, and I didn't test if the Bullet Time effects were still broken cause I couldn't be arsed to get out of Doc Mitchell's.

 

So yeah, I don't know what this is. My suspicions are that there's some sort of UI conflict going down with regards to the Armour Weight-whilst-wearing-it. As for the Bullet Time stuff, I can't hazard much of a guess, but it's possible that it's a straight up mod conflict, maybe to do with UI again, but less text files and more .esp s trying to overwrite each other's changes. Then again, I'm no modder. These are all small niggling things, so I suppose I can live without. If possible @Audley, could you post an image of your PN:Rebalance - Stealth+Movement Menu. Might just be enough to prove that the feature acually exists in game and that I ought tojust reinstall everything.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By Drak
      Hello There,
      I did a fresh install following STEP recommandations (FNV not in program files, modding directory neither, I started FNV after installing it).
      I can start the game with all mods from STEP except Step Patch - Conflict Resolution.

      I tryied to pinpoint my problem and as soon as I add the Step patch (then LOOT order dirladada) I get the following error in 
      nvac.log :
      23190643 _ NewVegasAntiCrash FalloutNV.exe
      23190643 _ 17E90000 07050000 nvac.dll
      23190643 i 008BFBC1 0441B60F FalloutNV.exe
      23190643 _ 17AE0000 06020050 nvse_1_4.dll
      23190643 _ 77170000 0A004A64 ntdll.dll
      23190646 a 0072607A 0048A1DF FalloutNV.exe
      23190647 h 181A42EB 8B48088B nvse_stewie_tweaks.dll (100342EB)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 h 181A42EE 8B01FF10 nvse_stewie_tweaks.dll (100342EE)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 h 181A42F0 FF1068F0 nvse_stewie_tweaks.dll (100342F0)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 m 000003EC 219C46E0
      23190647 r 10001432 00000009 d3dx9_38.dll (10001432)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 h 100034E0 834104FF d3dx9_38.dll (100034E0)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 h 100034E6 C7010000 d3dx9_38.dll (100034E6)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 u 00F0B4FA C0000409 FalloutNV.exe
      23190647 ! CRASHSAV E_FAIL_0 FalloutNV.exe
      23190648 q 00F0B4FA C0000409 FalloutNV.exe
      23190648 ! CRASHSAV E_FAIL_0 FalloutNV.exe
       
      I also tryed to use Cobb Crash Logger 
       
      Cobb Crash Logger Version 3.0.0, build 0.
      If this file is empty, then your game didn't crash! Probably!
      Exception C0000409 caught!
      Calltrace: 
      0x00F0B4FA ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F138) 
      0x771F88B4 ==> RtlInterlockedCompareExchange64+0x1B4 in ntdll (0x0019F204) 
      0x771E4EE6 ==> KiUserExceptionDispatcher+0x26 in ntdll (0x0019F208) 
      0x0019F21C ==> ¯\(°_o)/¯ (Corrupt stack or heap?)  (0x0019F20C)
      0x0019F26C ==> ¯\(°_o)/¯ (Corrupt stack or heap?)  (0x0019F21C)
      blablabla
      GAME CRASHED AT INSTRUCTION Base+0x00B0B4FA IN MODULE: C:\Steam\steamapps\common\Fallout New Vegas\FalloutNV.exe
      Please note that this does not automatically mean that that module is responsible. 
      It may have been supplied bad data or program state as the result of an issue in 
      the base game or a different DLL.
       
      Help welcome, I am at a loss..
    • By z929669
      Step Fallout: New Vegas Guide 1.0.0 released!

      Guide Link | Changelog | Feedback & Bug Reports
      Nexus Link
      Many thanks to @Majorman for working on this guide for the past 6 weeks as our official FNV guide Curator!
    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 86 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.