I know what to do when I want to install new mods and I never had any issue with my mods. I have no idea why this is happening, I'm not a new modder, I modded skyrim and fallout 4 for 1 year. This subreddit should be night mode compatible r/galaxynewsradio - Fallout-sounding music r/falloutcosplayers - Fallout-related cosplay r/Wasteland - A subreddit for the Wasteland games. r/thefalloutdiaries - Journal-like fan fiction. r/falloutlore - In-depth discussion of Fallout lore. r/falloutmods - Everything Fallout Modding r/classicfallout - Fallout 1 & 2 community r/fallout - Reddit's main Fallout community Clickbait or extremely vague titled posts will be removedĪll posts and comments, in end, come down to moderator discretion. Posting memes will lead to temp and further permanent bans. Image macros/memes are not permitted as posts. Posts promoting piracy in any way will result in ban. More than 1 in 10 of your posts or comments being self-promotional is spamming. Always follow Reddit guidelines for self-promotion when sharing your own content.
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Feel free to discuss any aspect of the game you want. Complete Fix guide for all Fallout Gamesįor Everything Fallout: New Vegas.Everything you assign to a 'heap' is no longer available to the game itself. This is carried over to NVSE, but is not used in the FNV game engine. Skyrim SKSE users may be aware of a 'scrapheapsizeMB=' setting. Too small or too large a heap size causes problems. Using a size of '240' or '256' is suggested if you are not using FNV4GB or some other means to utilize the maximum ~4GB of game memory. To activate the 'Sheson patch', Add the following before the '' section of the 'nvse_config.ini' file:.
However, it appears this 'warnings' file feature was never actually implemented for FNV, but have been restored by the GECK Extender Plugin for NVSE. The default is level '1' and there is no 'warnings.txt' file created but it goes up to level '5' (debugging) with increasing verbosity. The warnings are supposed to be written by the game engine in 'C:UsersDocumentsMy GamesFalloutNVwarnings.txt', but this may be dependent upon the 'log level' in the 'nvse_config.ini'. The 'nvse.log' is helpful to identify problems with NVSE itself, and plugins that rely upon it. Not everything in it is an error so keep that in mind some are just warnings. The first one is very useful for finding broken stuff in mods or the cause of crashes. There will be at least three files: 'falloutnv_error.log', 'falloutnv_havok.log', and 'nvse.log'. This will enable the game's error log the next time you run it, which will then be found in your FNV root folder (where you put the NVSE executable files).
However, just unpacking the NVSE archive package to the 'Fallout New Vegas' folder may not create a 'DataNVSE' folder or the 'DataNVSEPlugins' sub-folder upon installation unless you tell it to include sub-folders when doing so. 'steamappscommonFallout New Vegas'), so it's along with the FalloutNV.exe file. A plain text editor like Windows Notepad.ĭetail When installing New Vegas Script Extender (NVSE), the nvse_loader.exe file should be in the game root folder: i.e.
This procedure a template so it may be included in several instances in the article 'Fallout NV Mod Conflict Troubleshooting'.