Hey guys. Work on the New Vegas map had slowed down a bit due to finals and other obligations, but now that they're over we can start working at full speed again. I'm also happy to say that for the past couple of weeks I have been working with the wasteland overhaul team to get some awesome new assets into the map.
If you want to see how the project is progressing you can head over to our and trello page .
If you would like to see about joining the team check out our discord.
We're currently working on a mod that'll add all weapons from previous games and more to Fallout 4. Check out our trello :> https://trello.com/b/f7uQCmk6/wasteland-overhaul
Also if you have more questions feel free to join our discord: https://discord.gg/VnDQB8X
Jon Hayter works at Obsidian entertainment.
https://www.linkedin.com/in/jon-hayter-9a85441
By helping modders design a new Fallout UI he's getting an early kickstart for Obsidian's upcoming Fallout game.
New Fallout game made by Obsidian confirmed.
I found OONV today, and it does indeed have that effect but i'm not sure where this scope texture comes from or why it's attatched to an RSA weapon. Could be a custom done mod that isn't released I suppose.
edit: If anyone wants Optics of New Vegas https://mega.nz/#F!TlZDmCAL!OVF5iJw4EIFkx5M68GpJJQ I think it got taken down because it's being worked on. Not sure though.
Army Combat Armor (The name might be later changed to just Army Armor or Battle Armor) by Castell. Trello of the project: https://trello.com/b/f7uQCmk6/wasteland-overhaul Discord of the project: https://discord.gg/VnDQB8X
TTW is one of my absolute favorite mods ever, definitely do this. You can pretty easily convert most Fallout 3 mods to work with it too.
EDIT: This is what I found by googling it. Looks like there's already a conversion to New Vegas.
This is probably old news, but I would recommend looking toward Death Alternative - Your Money or Your Life mod for Skyrim for ideas. Perhaps contacting the mod author (I assume you are not the same mod author).
That being said, I am all for the slim chance "impossible" alternative death. By that I mean if you get dragged into a deathclaw cave you need to sneak out otherwise the deathclaw will wake and your super dead.
Rika of that guide here. Make a bashed patch. The majority of patches are the same things that a bashed patch will do. Combining fixes with changes, as opposed to, say, extending the features of something to cover mod-added items. I link to a good guide that covers the steps of making the patch on the first page. Just make sure you've got FNVEdit (there are links to extra bits you need to download) and Wrye Flash set up, then go to the "Conflict Resolution" section. This'll cover YUP+basically anything, though you should always then check the resulting patch.
MO2 can install anything made for NMM just fine. Compared to NMM, I think you'd want a mod manager that isn't known for completely failing to install mods at times. If you fucked up your game, it's because of the mods you picked, not the mod manager. Also I'd seriously suggest against using most of those mods with FNC, they're already having issues with running completely out of memory even with the 4GB patcher. There's no use for Drag's stuff because none of those factions will be in the game, for instance.
If you're interested in a Fallout experience but a completely different story, I've had a lot of fun with the New California mod. The install wasn't too frustrating for me, and it is the first mod I've ever downloaded and installed. https://www.moddb.com/mods/falloutprojectbrazil
You will either need to get Adobe Flash Pro or use JJEXS. You will also need to extract the files from the interface.ba2.
You will need to edit the 'levelupmenu.swf' but will also need the fonts_en.swf a long with it, at least while you are editing it. Than you will need to create new sprites and animate them. I guess you could also leave them still frames but it might be weird as everything else is animated.
You can at least get started by opening up the swf and taking a look at the file. If you are only looking to move A to X and X to A than it might be less work. So loot at the file and than decide if you need to look at flash animation tutorials, photoshop/gimp tutorials and there is probably a JPEXS tutorial as well.
First : http://10minutemail.com - if you're gonna make multiple accounts, this is a great way to do it. Second : The site is currently experiencing some issues either with auth or cdn or something but give it a day and you should be okay.
Bit sad that you got downvoted for making a simple request. I made it for you, since it's a simple edit to some numbers.
I won't upload it to Nexus, because it's a very niche mod. It has 5000 Action Points ( Agility still gives you 2 action points per point so at 5 Agility you will have a whopping 5010 AP :P ) and a recharge rate of 1000. So if you even manage to spend 5000 AP in some magical manner, you will have it back in no time.
Here is the link to the file. ( Why is it so hard to find simple file sharing sites these days.. )
Just put the file into your FO3 data folder as usual and activate it in NMM or FO3 Data files.
Now I fully recommend you to install the GECK yourself ( it's in your FO3 main folder, and should also be installed there ). These kind of changes are extremly easy to do and require no knowledge whatsoever of scripting or anything difficult like that.
For instance, for this change you just load FO3 into the GECK. Go to Gameplay > Settings and just search for actionpoints and change the numbers around.
Blender is a good, free 3D modeling program, and probably your best bet for getting into modding. You can find a huge number of beginner Blender tutorials, and there are a number of tutorials for bringing models from Blender into Fallout 3 and NV.
The model format for the Creation engine is .nif, and the set of tools for tweaking .nif files and importing and exporting them from various 3D programs are called NifTools. The developers are still working on updating NifTools for Fallout 4, so at the moment our ability to get custom models into FO4 is limited, but my advice would be to become proficient with Blender modeling before diving into any of that.
As a free alternative to Photoshop, you can edit them with Gimp and the Gimp DDS plugin.
PC has way more mods than Consoles, you're just looking in the wrong place. People modding Bethesda mods on games predominately use nexusmods.com as it's by far the largest modding community/website out there.
You should never use Bethesda.net for PC mods unless a modder has only uploaded their files there and not on Nexusmods or a Discord.
I've updated the code to support comments and posts as well as a better regex expression for matching URLs.
If clicking the link below takes you to the new layout you know the script is working.
I find that running the game in windowed mode and using "Borderless Gaming" works better than the "Fake Full Screen Mode Windowed - Alt Tab Fix" mod. It uses the whole screen, hides the edges, and you can alt-tab to your hearts content. Basically accomplishes the same thing as the mod but is more stable.
As to the crashes, the fallout.ini fix listed in the sidebar (here) fixed those for me.
That would be Mod Organizer by Tannin, it works for FO3, FNV, and Skyrim. It can downloaded from the Nexus: http://www.nexusmods.com/skyrim/mods/1334/? It takes some learning but it is much more powerful. It would have told you at a glance what master you were missing
You mean all the things that let you do a lot more editing to your character? I don't really think so. There's a lot of mods that improve models to make them look better.
Things like http://www.nexusmods.com/fallout3/mods/20004/?
Unfortunately I don't think anyone really made the tools for these 2 games like they did for the more popular skyrim. Another option is stuff like this from what I can see http://www.gamefaqs.com/boards/959559-fallout-new-vegas/64165023
Pretty sure you can, I'd just be in an interior, then wait three full days after removing the mods. For removing Unlimited Companions you'll obviously want to dismiss every companion you have. For FCO you'll want to remove "FCO - GlowingOne.esp", and for Nevada Skies you can try URWLNV (I actually can't confirm that all the major issues with Nevada Skies are fixed with that, I haven't poked around and I don't want to download NS to compare, or Realistic Wasteland Lighting. You could also pick Clarity or Fellout, both being weather mods that only remove the color tints from the game. The difference between the two being that Fellout has super dark nights, Clarity doesn't.
> I'd already got the 4gb patch and done the edit to the .ini it requires.
What INI edit? It doesn't have an INI or need any edits.
Absolutely seconding New Vegas Character Expansions. If you're looking for a version of that that doesn't also change character alignment, look into Character Expansions Revised.
When it comes to ENB presets, maybe try the one bundled with URWLNV Ultimate Edition. It's the only one that I've found that actually has Cateye, Ghost Vision, Night Vision, et cetera working properly out-of-the-box (i.e. Cateye turns the screen bright blue, Ghost Vision turns the screen green, et cetera). It's also the only expansive weather mod out there that's actively being updated and isn't a bug-fest. Check it out.
Okay, try this: http://www.filedropper.com/fallout4
Now uninstall your mods via Nexus Mods manager or remove them with whatever tool you're using, if you are.
Now reinstall USING NMManager or Fallout Mod Manager. This SHOULD work because this is the method I used and it solved a lot of problems.
I wish you the best of luck.
Ugh you don't read instructions do you, disable steam overlay and go to the launcher for FNV and use these settings mainly the HDR, the anti aliasing and anisotropic filtering and water displacement.
Here you go, make sure you load this after PNR and jsawyer. If that doesn't work (though it should) means another mod in your list is overwriting beverage settings - in that case, load this patch last or close to last.
http://www.filedropper.com/pnr-nofoodhealingalsodisablesdrinks
Assuming you're using an Xbox one controller I'm using the following auto hotkey script (https://autohotkey.com/board/topic/111878-xbox-controller-mapper-ahk-11/) to map out button presses to keyboard key presses. Then I'm using fallout 4 hotkeys to trigger the Vafs activator.
Being an auto hotkey script you'll need to install auto hotkey first and you'll need to start the script before launching fallout. Otherwise lb will still do nothing.
I had to do some tinkering with f4se's custom key mapping file to get the lb button unmapped so vats would stop activating but it sounds like you already figured that bit out.
I also mapped the x button to activate the vafs crit, but only while aiming (holding down the left trigger) to still let me reload while in vafs if I wanted.
Once I get home I can share my Xbox controller mapping profile if you want.
NMM does not sort your mods.
https://nexusmods.com/newvegas/mods/62552/
Use this version of the 4GB patch, and launch only from the patched EXE file.
https://www.nexusmods.com/newvegas/mods/53635/
NVAC is up to date, and always has been. Whoever told you that it wasn't was stupid. NVSR is what will sometimes cause problems on some systems, so get those and try disabling that.
I'm not sure what's causing the problem, but are are you using any method for running the game in borderless windowed mode? If not, I suggest you do so. If you are, try a different method (I use this one for Fallout 3, and apparently this one works for New Vegas) or run the game in normal fullscreen mode.
You're not doing anything wrong - this is an issue with (I believe) every iteration of the Creation Kit. My solution is to use a program called AltDrag which allows you to move the edit windows up and down by using the Alt key.
I doubt it, unless the author has released the source code or is willing to release a version, which works with the GOG release. Maybe you can replicate it in a way with just applying the LAA flag yourself on the FNV exe. I do not know the name from the Tool anymore, but there is a Tool to open EXE files and apply the LAA (Large Address Aware) flag on it, which basically is what FNV4GB does.
EDIT:
The Tool is called Explorer Suite and can be found here:
http://www.ntcore.com/exsuite.php
The same author also created a small tool to enable the LAA flag on any 32bit EXE, which is located here:
http://www.ntcore.com/4gb_patch.php
I always used Explorer Suite back then, tho, but it might be a bit confusing.
Do not forget to create a backup from the original EXE if you use Explorer Suite or the other Tool. FNV4GB does this on-the-fly without directly altering the FNV EXE, which is nice. (Correct me if I am wrong. Haven't played FNV for a while.)
The GECK doesn't handle the UI files - they're in Flash/Scaleform. Some of the currently released UI mods were made with the JPEXS SWF decompiler, or maybe you could use the offical Flash tools (I haven't tried yet, don't know anything about Flash).
Still, it's not gonna be easy to do, since the two UIs work so differently. Regular Pip-Boy renders to a texture that gets placed on the actual mesh... not to mention the PA's UI is integrated into the same SWF as the rest of the PA HUD. Making it like FO3's Readius would be much easier to do - just make the Pip-Boy animation instant and replace its mesh with nothing but the screen object that gets the UI texture. I'm considering giving it a try myself, if no one else is doing it. Just haven't looked into how much NifSkope can do with FO4 yet
Mod Organizer is always the best choice for FNV. If you've used it with Skyrim, the features are all the same. Use version 1.3.10 for FNV for best results.
In that case I'd try following the install instructions for MMM and its associated mods in the Clear and Present Danger guide.
These instructions are written with the assumption that you are using Mod Organizer (which I recommend), but if you aren't you still may be able to figure out how to apply the instructions with a different mod tool.
When it says to move files into the Optional ESPs pane, that functionally is the same as deleting those files from your Data folder. When it says to hide a mod's files, that's also similar to deleting them, or allowing another mod to overwrite them.
Make sure you also install the MMM Support mods if you are using the other mods that require them (e.g. install the Type 3 fix if you are using Type 3 female bodies).
Go light on your first mods honestly.
Grab Mod Organizer and YUP for a really simple, basic bugfix.
If you want to mod more heavily, are you interested in gameplay changers such as difficulty mods, weapon mods and armor mods, or do you just want graphical mods?
Alternative VATS for bullet time while still having VATS enabled (can also replace VATS), keyboy, all of the JIP mods, vanilla UI+, casino exchange all, this for map markers to places you will visit a lot, and probably a lot more I'm forgetting off the top of my head. Check out the Fear and Loathing in New Vegas guide on the STEP wiki and here to cherry pick some stuff you would find useful.
Depending on how many and how complicated the mods you add are you might need to make a bashed patch, you should definitely make a merged patch though even if you don't add that many mods (it's real easy). Google those and you'll find a lot of videos about it
I highly recommend you go overboard with texture mods if you are going to stay as close to the vanilla game as possible, stick with 2048x2048 sized downloads and especially get retextures of items like food and chems and things you loot. You do a lot of it and see a lot of those textures
Well you could try AutoHotkey. I've used it to search through hundreds of txt files and make changes. I'll check and see if it would work for xml.
Edit:https://autohotkey.com/board/topic/16137-xpath-v3-read-and-write-xml-documents-with-xpath-syntax/
Edit2:https://autohotkey.com/board/topic/89197-xml-build-parse-xml/ This one might be better.
You would want to setup a loop to search for xmls and then the custom script above to read and edit them.
Did you try using the “cqf journal giveitems” console command from the description?
Besides that mod, this is another (arguably more immersive) option.
http://tinypic.com/view.php?pic=2afiuz6&s=8#.VaqD5vlVhBc
http://tinypic.com/view.php?pic=1zplceo&s=8#.VaqD-PlVhBc
Hope those links work, please let me know if they dont. I couldn't fit the whole load order in one pic so I just took two.
Smash isn't abandoned. Mator is still very active on the Skyrim subs and he does some Dev note type things here.. I think he's updating merge plugins currently and maybe that's what you were thinking of. Smash handles all types of data (except intentionally ignored ones like NAVMs) unlike bash. There's a full list of what types of data are handled by smash vs bash on Smash's mod page. Iirc smash doesn't use bash tags for its logic as that's an old system, it uses a data type in each field and uses specific logic in relation to those fields. So adding bash tags isn't necessary for smash.
Edit: small chance I'm talking out of my ass about the bash tags thing btw, but I think I'm right
Army Combat Armor (The name might be later changed to just Army Armor or Battle Armor) by Castell.
Trello of the project: https://trello.com/b/f7uQCmk6/wasteland-overhaul
Discord of the project: https://discord.gg/VnDQB8X
You have edited the Fallout or FalloutPrefs inis and haven't saved the line endings properly- I'd just delete those files, start over and use FalloutCustom.ini with Command Extender and FOSE.
Hey everyone, just a small update with Project Kanawha, I've created a ModDB page for it and opened up applications for some extra team-members! I want to keep things small for now, and admittedly I'm really picky with what and who I'll work with, but if interested, here are the links!
​
I really recommend this mod : https://www.moddb.com/mods/the-ncr/downloads/the-ncr-v31
​
You can take place in battles vs. the Legion, enlist in the various NCR divisions, like the Rangers/Tropper/Strip MP
I think its a bit buggy but the battle system work flawlessly, you get a report at the end of every battle telling you what casualties the battle had.
You can rank up too. Test it, see if you like it and have fun.
Thanks for your answer. :)
I modified my esp, to make it the most simple as possible, and clearly show where I'm stuck.
You asked why 11. It's the minimum damageresist a character has if wearing any armor giving damage resist + having the toughtness01 perk (+10 damage resist).
Here's what the mod is trying to do right now: when the damage resistance > 10, the variable DR is set to 1 and stays that way. Meaning: "if character wears any damageresist armor, remember it forever".
Here is the entire esp in images: http://imgur.com/a/ba4Eu
Here's a link to download it: http://www.filedropper.com/damageresistpositive
In Vanilla, I only found 2 functions doing something similar: they modify health or rads. But using them doesn't work in my case, as copying any of these actor values crashes my mod on launch. It's linked to their "AVFL" value, couldn't see more about this.
Thanks for reading me, hope someone can help. Stuck on this for days (litteraly). :)
https://trello.com/b/f7uQCmk6/wasteland-overhaul
I think it's mainly weapons, armour, equipment etc. to bring Fallout 4 into the lore/world a little bit more. It's being done bit by bit, but I think most weapons being added are being released standalone beforehand.
Well, I can't speak for my whole team since everyone here has different experience level, but personally I'm a 3D artist since like two years, previously I was working on various mods for another game called Unturned, actually, I still do, on a community update called Nevada (https://trello.com/b/PKBYTgMU/nevada), I expect it to be ready this summer. So yeah, I'm working on two projects at this time.
Two quick questions?
1-Is this a heavy demanding? I’m on a gaming laptop with a ryzen7 4800h+Rtx 3060 and I’m unsure how much it can handle.
The only visual mods I have rn(haven’t done a playthrough yet) are the ones mentioned in the TMR guide
Don't know where you are, but buying the GOTY is going to be your best bet to get all the DLC.
isthereanydeal search shows it on sale on some European sites i am not familiar with as low as $10 USD. It was $7.49 on the steam sale and some of the DLC i do recommend if you are wanting to play more FO3.
Are you using the GOG version of the game? Or something else, like Steam or disc?
If it's any version other than the GOG one, did you apply the multicore CPU fix? (GOG version has this already applied.)
ok thanks guys, i think its working but im not 100 % sure, i did create another profile, made sure the paths in bethini are pointing the correct profile folder, i can now change the INI setting through MO2, which i couldnt b4, a simple tweak im trying to test is changing the FOV, it seems to only for 3rd person and not 1rst person, do you know why? as per the graphics tweaks, what do you recommend to change that is visible enough to test? If bethini aint doing anything id have to uninstall it by just deleting the files from it on the profile folder , right?
eDIT: According to https://pcgamingwiki.com/wiki/Fallout_4 you can change the first person fov but i cant find the fDefault1stPersonFOV line on the INI file
Oh, OK.
A general workflow using GIMP could be this:
Find a way to merge two images without having to select or cut/paste anything. Take notes how exactly you achieved the merge.
use GIMP Automation Tools to automate the process you noted down and try it out on a small set of images
having the automation nailed down, you can then run it against your entire set of textures and hope for the best. Keep in mind that your process might change for normal maps and specular maps.
Ok here's a link:
http://www.filedropper.com/pnrc-nvrbdccompatibilitypatch-donotusewpnvprojectnevadarebalance
Quick word of warning... I put this together in like 10 minutes. Theoretically it make the two mods fully compatible but I haven't thoroughly playtested it.
How I made it: Project Nevada Rebalance has a script that runs every so often (cell change, opening MCM, on game load) which adjusts MANY of your game settings based on the variables set in its mod configuration menu. Result being, PNR will "overwrite" changes made by mods like NRBDC.
Whoever made the other patch for these two mods, deleted the section of the PNR script that controls combat/damage settings. However... they also accidentally deleted a huge section of PNR's settings that have nothing to do with combat (I suspect this is why the perk changes weren't working for you).
My version doesn't touch anything in the PNR script except the combat values. Hopefully this solves all issues and lets the two mods work together. Let me know if you have any problems with it and I will look at it again. If it works smoothly for you I will probably release on nexusmods.
Edit: make sure you put this after both NRBDC and PNRC in your mod list...
Hmm... none of these should be giving Fake full screen a problem.
just looks at fake fulscreens mod page it looks like its no longer being worked on and the project has moved to gamecompanion try uninstall in fake fullscreen and using that instead(unles your using that to begin with)
edit: you could also try windowed borderless gaming although i have never used it so i wouldnt be able to help you with it.
Manual Reload nexusmods.com/fallout4/mods/35378 has a rudimentary system for dropping ammo in it's MCM Settings. It basically drops the amount of ammo you have left in your clip as a vanilla ammo box. Ballistic Ammo in Magazines <em>nexusmods.com/fallout4/mods/47878</em> is a WIP alternative, so keep an eye on it.
1) Create an account on NexusMods.com;
2) download the Mod Manager tool (Vortex or classic);
3) open tool and sign in;
4) download mods from the Nexus
5) activate these in the tool
6) play game with mods
Yep I’ve seen this before after trying to reconfigure the mapping’s in the game but with the game accessing the controller via DInput (ie natively). Here’s what I recommend:
Don’t use the jays4kings version as it’s no longer being developed. Use the most recent fork which is here: https://github.com/Ryochan7/DS4Windows
Reset the controller config in the in-game menu as there’s no way to fix it in the current state.
Ensure that when you play the game ds4windows is always in exclusive mode. You’ll notice if it isn’t because the game will register double inputs. If you have trouble getting it into exclusive mode make sure GeForce Experience’s screen overlay is disabled beforehand and kill Microsoft Edge via task manager (there’s an extension that hooks the HUD input). Once it’s actually in exclusive you can use Edge and GFE again.
I recently installed the hud section from F&L in this order:
Although I dropped DarnUI for Vanilla UI Plus in my current load order, I'm 90% sure the above order works 100%.
From the Vanilla UI Plus install guide:
>To work together, UI mods should be installed with a mod manager in the following steps:
>1. Enable your mod manager’s Archive Invalidation function.
>2. Install UIO for Fallout 3 or New Vegas.
>3. Install any extension supported by UIO. Don’t worry about conflicts.
>4. Finally, install your preferred base UI mod and allow it to win any conflicts.
>When you run the game, UIO will link the extensions you installed in step 3 into the base mod you installed in step 4. It performs this operation on temporary files, after renaming the currently installed base files for backup.
Bethesda.net is trash. Nexus.com is and will always be the best place to get mods. You should always use a Mod Manager to keep track of the mods you download. I recommend Mod Organizer 2.
As far as I'm aware you can't do it in fallout 4. Most games you can't. I mostly use task managers performance tab because it has a graph so you can tell about what time the system was doing what. You can change how often it checks in the view tab I believe.
I personally would reccomend this hw monitor https://www.cpuid.com/softwares/hwmonitor.html Make sure not to download any extras if it is one of those installers.
just in case, right click the nvse archive and see if windows has blocked it. if so, unblock and try extracting again
https://winaero.com/blog/how-to-unblock-files-downloaded-from-internet-in-windows-10/
Hah it's alright. I figured these things would just be obvious in some pre-existing program somewhere. But nope! Too convenient. So you'll have to download a few things.
First get Speedfan:
http://www.almico.com/speedfan.php
(I downloaded it recently, can confirm it's a safe download). It can tell you what % your fans are running at as well as increase them.
Then the second is TechPowerUp GPU-Z:
https://www.techpowerup.com/gpuz/
This can monitor your temps in game.
Now personally, I don't really know how to gauge temps very well. I use it sometimes in Skyrim just to look for noticeable spikes but overall I'm kind of at a loss there lol.
The first one is only really necessary. The second one can just help if you know what to look for in that area.
I also have 0 experience with Overclocking. My roommate is sometimes a computer wizard and sometimes a complete idiot. Dude can build a computer from the ground up in like 2 hours, diagnose all kinds of problems, but then ends up breaking his hardware when he tries to overclock. Lol. I don't even know. We've destroyed 2 kindle fires trying to root and overclock them too.
> So, are you taking about creating a higher-poly mesh to use as a base to recalculate the normal map?
That's the idea yea. Basically you take the low poly mesh and subdivide it a bunch of times. And then sculpt it or apply other detail from in the form of a displacement map (normal map can be converted to be a displacement map). I use 3DS Max or Zbrush for this. Then you save the high poly and use something like Xnormal to bake the high poly on to the low poly. Hopefully that gives you some hint as where to start.
Nif Scope to view Meshes and Paint.net for DDS is what i use
edit like i said im at work sorry i cannot be of more help i will comeback to this in a few hours on my home PC
I'm still getting the hang of putting my models in-game, and making a bit of progress. But with Nifskope the general idea is that after you've created your item model, you import it into Nifskope as a OBJ file (OBJs are essentially raw meshes. All they have is the mesh data and the UV data for texture maps. Extremely simple files.) and from there you basically copy the NIF data from a existing game model to it.
So, step-by-step, it would be something like this.
Model the Object using Blender or any 3D program you prefer.
Export the object as a OBJ file, or if you're using 3DSMax, a NIF file.
Replace another item's model with your object.
Put the item in-game using F04Edit (or the Creation Kit when it comes out. This step will be much easier when it does.), replace a item in the game or make a entirely new one.
att here aswell it just loads forever sometimes i can get the background and a bit of info up but it never fully loads. changed to google dns, rebooted the router and it did nothing. a friend of mine from chicago was able to get on it with no trouble. however i was able to get to the site on my phone and even login. also multiple other people here are reporting the same problem but the site itself is not reporting it as down.
If your Chromebook is all you have to game on, you might check out https://shadow.tech/usen/. I have a buddy who loves it, though he uses a pc. They offer a Android client, though I’m not sure if that will work on a Chromebook. It’s worth a quick browse anyways.
Yeah, I use the newer 4gb one.
I only ever launch my game through http://www.nexusmods.com/skyrim/mods/1334/? mod organizer. It's pretty different than NMM, which is the only reason I can think of why this stupid thing isn't working for me.
Seriously though. Use Mod Organizer. It can handle fomods, and will download straight from the nexus if you log in. It's the best thing to happen to modding Bethesda games since the plugin.
Running ArchiveInvalidated Invalidated should do the trick, though I haven't used that utility in a long time and couldn't say why it might not be working. Perhaps try running it as an administrator (find its .exe file, right-click it, choose Properties and under the Compatibility tab, check Run this program as an administrator.) I imagine this might help, especially if you have Fallout 3 installed in a UAC-protected folder (i.e. Program Files).
I personally suggest using Mod Organizer, which has built-in archive invalidation (it can be enabled under Profiles).
Also, it's not just mods of your own personal making that could cause problems, but any mod that makes changes to weapons if a necessary compatibility patch isn't loaded after the problem-mod (and ready-made compatibility patches may not be available for certain combinations of mods, or newer/more obscure mods).
Yeah, absolutely. If you're willing to learn to use Mod Organizer then it will make life much easier. And don't forget LOOT to solve all of your potential load order issues. Those two combined make modding a breeze these days.
To be clear for OP, dabisnit is referring to Mod Organizer, not Fallout Mod Manager (FOMM). Mod Organizer lets you run FOMM from within it and is more powerful than either FOMM or NMM. It isn't mentioned on almost any of the New Vegas Nexus pages because it rose into popularity with Skyrim, even though it works with most Bethesda games (Oblivion, Fallout 3, Fallout New Vegas, Skyrim).
FOMM, ick. There's about 90% of your problem right there.
Odds are that Steam broke something in your data folder, but digging it out of that mess is going to be a real hassle. Your best bet is to nuke your entire data folder and then have Steam verify the install. It will re-download all the vanilla assets, at which point you get the fun of rebuilding your mod list.
Use Mod Organizer in the future. Due to using a virtual filesystem it eliminates issues with Steam's file verification trashing your install.
At this point I would just do a clean install. You can follow my guidd, but if you read the newest changelog entry you'll see it's lacking some of the newer mods because I'm working on overhauling it in HTML. There's also Rika's guide, which is linked at the top of mine, which is a great minimalist set of compatible mods, and it also has lots of advice on what to use and what not to use.
>- Rebalance.esp=1
>
>ELECTRO-CITY - Highways and Byways.esm=1
>
>Vault-HQ1_NV.esm
Wow that's a lot. But what mod organizer are you using?
I also recommend not using Loot. I find it unreliable. I even switched from Vortex to MO2 because of Loot implementation in Vortex. Modding using the Viva New Vegas Way made me realize that a good load order is suppose to look like: Utilities -> Unofficial patches and fixes -> UI related things -> Textures -> Gameplay changes -> Weapons -> Quests -> Weather and lighting.
But if you ask me, I'd say the problem is CFW. I used it a few times but never worked for me. It has a lot of conflicts I guess. Alternate start seems to cause some problems to. You can't have it with any mod that modifies quest1 i think. Better load this last or somewhere near the end. Also make sure you're using the correct version of NVAC. Scroll down here for details (because Win 10).
Plus some stuff I noticed with your load order that might help:
- PN - GRA (Rebalance) and PN - GRA are loaded wrong
- PN and Solid project need to be tweaked in FNVedit as they modify a lot of the same stuff.
- I think you need only 1 LOD. Much Needed LOD modifies the vanilla one but FNVLODGEN generates a new one. They would interfere with one another. Recommend you keep the FNVLODGEN since you have new locations that aren't vanilla.
- Move Better Performance higher in the load order. It disables things.
- You are using WFO and Cow Food together. WFO already adds grasses and bushes so you might want to use the ESP-less version instead or remove one of them.
Lodgen is a program that you need to run, the file you installed is just the resources required to generate LOD. Install whatever you need from thisand follow the instructions
This post is literally top of the subreddit I think lol. Use it to set up MO2 and all other necessary tools and then you can follow whatever sections from it you would like
Because a merged patch covers some things that a bashed patch misses. Look up a video on how to create both of them, you need to generate bash tags for every plugin you have in your load order and need to remove the leveled entries from the merged patch since the bashed patch does it better.
You should always make a merged patch even if you are using like 10 mods (very easy), and a bashed patch depends on how many possible conflicting mods you might be using.
Edit: here is a very helpful resource https://hackmd.io/s/Hka6UZxqm scroll to the conflict resolution section
I don’t know if it’ll help but I found this post regarding setting up for NVPN via steam config, it might shed some light on the situation for you
If anyone happens to stumble across this and is having the same issue.. if you are located in Australia it seems that the connection to the Bethesda.net servers are blocked somewhere along the line.
I have since fixed this issue by using a VPN like CyberGhost to appear that I am connecting from the USA.
I'm not advocating this approach as I have no idea on the stance Bethesda has on using a VPN, use at your own risk.
An SSD will make the game load faster. The graphics card will make sure you can play the game above 30+ fps. One laptop I recommend is the GIGABYTE Aero 14. It is very stylish and comes with a 1060 video as well as a 512 gb SSD. Plus it is light.
Another option is X3 PLUS R7-KL3K4. What's your budget and how heavy of a laptop do you want?
Good luck with the RAM. Hope it works out. I'm soo tempted to buy two of this 2933Mhz DDR3 set I discovered on Amazon. Just. for. Fallout... lol
A second 1070 would be an excellent birthday christmas combo haha I love SLI so far. I just wish two 1080's would perform as well for Fallout as it does for DOOM.
I didn't get it, it was the old ram from when I (pointlessly, in retrospect) upgraded from 16 to 32GB. It is actually rated at 1600 but it over clocks really well for some reason. Unfortunately, one of the ram sticks ended up being bad so I switched back to the 32GB set.
But get this: I raised the voltage in the bios and got the 32 GB Corsair Vengence set to 2200mhz stable from previous high of 2133. The really interesting thing is now I'm getting even better performance with this set up than I was with the 2600mhz OC Corsair Vengeance ram. I went from originally having 20fps around Swan's Pond to about 40 - 45. Where I was getting only about 25 - 30 fps in that area with the 2600mhz set.
I can't explain it, but I'm very happy about it.
EDIT: If I had to guess, if one of the RAM sticks was bad that would affect the dual channel configuation. So maybe that explains it. I wonder if I got 2800Mhz ram now O_o.
EDIT2: Out of morbid curiosity I'm gonna run that Swan's Pond benchmark with one RAM stick for you. Will post results here.
I have dug endlessly through the nexus trying to make my build because I wanted the most gorgeous Fallout 3 I can get. Luckily, I have a MO profile for just my visual mods when inspecting! Here is a pastebin right here. I think it looks gorgeous but have no screenshots to show for it right now!