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  2. This guy does some amazing work with AI and Elder's Scroll lore.
  3. Yesterday
  4. Never seen him
  5. @Liminalspacer I see you are using Mod Organizer. Local or Universal? (single portable instance = local instance) I prefer local instances. It is extremely unusual that a configuration issue would occur outside of MO. (Mod Organizer) unless you specifically did so. Config files and such should all be in MO itself. Just in case I suggest nuke and clean the game folder. Nothing left. Start fresh game folder. Keep your MO safe. Move it out of the folder if it is in the game folder (where I usually keep it, where you see the "Data" folder) I would also suggest a memtest and gpu test to be sure there isn't any unknown hardware issues. They can crop up under extreme stress. Yes your other games might work perfectly but keep in mind you are lumping hundreds of mods and scripts on top of a fragile Bethesda game engine. Not the best or most optimized option. Not to mention many mods aren't that optimum to boot. You still here? If so then uncheck ALL mods. Create a couple of new clean profiles. You will understand why a couple of new profiles in a few moments. Done? If you are still here ... Name those profiles based on the basic mod sets you need. For example Sexout mods. Female body mods, male body mods, quest etc. The goal is to prepare to set up independent profiles to test these sets of mods. Now play the game without any mods at least up to the point where you can make changes to your character. Save. Step out of the door, wait for the system to settle and save again. It will be clear shortly why. Now for the "fun" part. I know this is a pain in the ass but it will be clear soon. Start MO and select a set of mods. Lets say Sexout and its dependent mods. It comes with a basic body which you will use currently while testing. I know it is not great. Do the same with the body mods, then the other sets. Keep these sets to about 5 to 10 mods. If the profiles work well move on until you have pretty much all the mods in one way or the other activated in a profile. They all work. Including the mods you suspect is the issue. Now go back and add a few mods for example Sexout profile add the bodies. Added animations. Make sure that works. Then move to the next profile and test. Repeat until 100 mods are on one profile If you have a problem you will have to slowly remove a couple of the mods you just added. See if it works. This will 1. confirm that your "set' of mods work. Provide a testing setup. (you can even have a separate MO portable install for this ) and provide you with a quick and dirty jumping point to help figure out which "sets" are having the problem. 2. it will make sure all is installed cleanly and nothing from the game folder etc. is effecting your mods and 3. I suspect you have too many mods. You will see that you reach a pont where they just aren't working. I had a similar issue where weird things didn't work in Fallout 3. The E button randomly gave out. The distance rendering didn't work. The interior randomly didn't work. Et.c. 4. you will have confirmed that your computer is reasonably solid (mem an gpu testing. ) It's a pain in the ass. Yep. However, errors and corruptions slowly enter the game as you slowly develop the game load out. It also couldn't hurt to get fresh copies and make sure all mods are updated. YOu can easily had selected something or configured something in the process of making your MO load out that is also causing the issue. There are so many possibilities.
  6. Well, I hate to say this but it sounds like you have a mod that has its own dlls in your Program Files folder so deactivating esps/esm won't address it. For me it was the edited NVSE changed by Sexout. Sorry about your luck but we all go through it.
  7. Unfortunately no luck. I tried it with the 'force-enable game files' off, as another thread recommended trying when using the Fallout - AI!.bsa file, and with it on but neither made any changes. Regardless, thank you for taking the time to help.
  8. View File Life Improvements Life Improvements Overview: Life Improvements is a SFW mod created for The Sims 4 that is intended to add a bit of drama to the Sims world. Life Improvements is designed to be extensible and modular. What this means is if certain features are unwanted, their respective package files NEED NOT be installed in the Mods folder. Game/Creator: The Sims 4 [EA] Modder: DeviantGameMods - Wiki - Discord Language: English Game Version: 1.105.332.1020 (For Rent) and above Features: Requirements: Module Requirements: Installation: Basic Usage: Translations: Submitter DeviantGameMods Submitted 05/13/2026 Category Adult
  9. Version 1.2

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    Life Improvements Overview: Life Improvements is a SFW mod created for The Sims 4 that is intended to add a bit of drama to the Sims world. Life Improvements is designed to be extensible and modular. What this means is if certain features are unwanted, their respective package files NEED NOT be installed in the Mods folder. Game/Creator: The Sims 4 [EA] Modder: DeviantGameMods - Wiki - Discord Language: English Game Version: 1.105.332.1020 (For Rent) and above Features: Requirements: Module Requirements: Installation: Basic Usage: Translations:
  10. Try this file. Fallout - AI!.bsa Place it MANUALLY in your Data folder. If it doesn't work just delete it, no-harm-no-foul.
  11. Sorry, I should have worded stuff more clearly. I have done that, and setting bUseMultibounds in GECKcustom.ini to '0' fixes the maps in GECK perfectly*. I tried putting it in the fallout.ini and falloutcustom.ini to see if it has the same effect but no luck. Probably for the best it doesn't work though, because of the Lucky 38 needing it. *The glitchy parts of the cells in GECK when it wasn't off were 1:1 with the glitchy parts of the cell in game. Still, I am now even more confused now that you say that only the Lucky 38 uses multibounds. I was thinking about removing all portals/multibounds in FreesideKingsHouse, 2CCampGolfResort, etc., in GECK and see if that works. But if they don't actually use multibounds then that probably wont work.
  12. You had the fix but you put it in the wrong ini file. Multibounds is only used in one cell; the Lucky 38. The devs tanked the entire GECK just to get that one cell to work, but you can fix it. Go to Documents\My Games\FalloutNV and find geckcustom.ini. Make a copy of it as a back up. Open the orginal with NotePad. In the [General] section find the line bUseMultibounds. Change it to bUseMultibounds=0. IF you have problems with the Lucky 38 set it back to bUseMultibounds=1.
  13. Last week
  14. I am almost certain the problem is not a textures or meshes problem, and instead it seems to me to be an issue with multibounds in certain cells - but exactly what, I don't know. Regardless, thank you for taking the time for helping. Despite me being almost certain, I am still willing to try other solutions.
  15. I stopped watching him many years ago. I just looked up his channel. Boy, he really went downhill. I almost didn't want to believe this video.
  16. LOL, Styx. I used to watch this guy's videos.
  17. No, I am not using any shader packs. The closest thing that I do use is FCO. But when I did my mod testing, the error persisted without this mod installed.
  18. No, thank you for forwarding me this. I am currently working on the listed solutions in that thread as best I can.
  19. Have you read the second post in this thread? https://forums.nexusmods.com/topic/9057048-interiors-not-fully-loadingrendering/
  20. When I enter certain areas in Fallout New Vegas, the interior is filled with a graphical glitch where walls, floors and other props don't appear but still have collision. Sometimes parts of these interiors appear when looked at from different directions, but not always and there will always be other parts that still remain completely transparent. Here is what I have done already (without any change): Uninstalling and reinstalling Test vanilla, this issue does NOT occur in vanilla (the only modification when I tested was the 4G patch), I feel as though that means it is a mod rather than a graphics card/driver problem Test mods: from my testing this is NOT caused by quest/location mods, lighting mods (I don't have any), interior redesign mods (I don't have any, though I did try one to 'duct-tape' over these issues - didn't work). Occurs with these mods active/installed: xNVSE, JIP, JohnnyGuitar, ShowOff (NVSE plugin), SUP & Plugin, Stewie's Tweaks*, BnB and Breeze body replacers. *I have adjusted the tweak that changes how far grey mist loads without change I have cleaned plugins I have double checked Archive Invalidation, and I only have the MO2 version on Had a look in GECK and found what I might be the clear reason (though I could well be wrong): I had a look at the affected locations via GECK and found that the glitch happened in GECK as well. After some looking up I have discovered that the problem in GECK can be fixed by turning off the bUseMultibounds option in the GECKcustom.ini file. For some reason, this problem is in my game too. I have tried putting 'bUseMultibounds=0' in the Fallout.ini file but that has not worked. As I said before, I did testing with mods and load order, but here is the load order I normally play with: And my mod list: Here are some screenshots of all the locations affected (potentially not exhausative). Firstly: School of Impersonation (aka Kings HQ): Camp Golf Resort: The Hidden Valley Bunker (aka the Brotherhood of Steel base): This was taken from the top of the stairs as soon as I enter the actual bunker, the rest seems to be not as bad, but I can't be certain - I only did a little bit of testing in the BoS base. I would be grateful for any help, but thank you for reading regardless.
  21. I'm a literally librarian of mods. lol I'm glad I was able to pretty much bring back the whole vibe and all for you, brother. It's your mod after all. Late reply, but eh...
  22. You read the mod authors page where you got the animations.
  23. Right now, I'm learning how to import textures into the mod, and after reading this thread, I've just realized how ancient the Creation Engine is. https://forums.unrealengine.com/t/what-image-format-do-i-need-and-how-do-i-implement-it/287448
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