Jump to content

Strange bug when getting close to the Strip


Thulas

Recommended Posts

Posted

There is a rather strange thing going on everytime I get relatively close to the Stip (while 'relatively' has a wide meaning in this case):

Basically the screen starts to fade to black, then a sound like as if some bandages would be applied, followed by the noise of an underwater explosing. After that the screen fades in again, but the whole process repeats itself over and over again.

 

I actually had this problem since quite the time, but after sticking to the south of the Mojave and quiting NV it never was a thing one had to deal with.

Now though this should be solved for good; I have no idea though what might cause this problem.

 

Loadorder:

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
AEVegas.esm
Caliber.esm
Kaya47NF.esm
More Perks.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
rePopulated Wasteland.esm
iHUD.esm
T6M Equipment REplacer NV.esm

Project Nevada - Extra Options

CaliberXhonesthearts.esm

CaliberXgunrunners.esm

DynamiCamera.esp

Readius_NV.esp

The Mod Configuration Menu.esp

populatedcasino.esp

Laurens_Bathroom_poetry.esp

Project Nevada - Cyberware.esp

Project Nevada - Dead Money.esp

Project Nevada - Honest Hearts.esp

Project Nevada - Old World Blues. esp

More Perks Update.esp

SignatureWeapons.esp

Ahzteks Weapon Overhaul.esp

Ahzteks Impact Data (Optional).esp

Ahzteks Muzzel Flashes (Optional).esp

FlashlightNVSE.esp

Ghost Variants Safe.esp

Project Nevada - Rebalance.esp

T6M Dead Money Armor.esp

T6M CH Raider Armor.esp

T6M Old World Blues Replace.esp

The Weapon Mod Menu

Type 6.esp

Type 6 - HelmlessCHineseStealthSuit.esp

Alternate Rose of Sharon Cassidy.esp

BennyReturns.esp

FNV vanilla hat fix with all storyline DLC.esp

(TEST) Schusswaffennachladebank.esp

(TEST)Segen dunkler Engel V2.esp

C93 - FPS Health Regeneration - Hardcore.esp

Nights are Darker - Ultimate Edition.esp

WeaponJammingMoreJams.esp

Project Nevada - Ghost Safe Visor patch.esp

Project Nevada - Dead Money (Rebalanced).esp

Project Nevada - Lonesome Road.esp

Project Nevada - Gun Runners' Arsenal.esp

(TEST) Traitdoppelpack V2.esp

(TEST) Neue Traits V2.esp

CNR_Beta.esp

Silent Hill.esp

Project Nevada - Cyberware Additions.esp

1nivVSLArmors.esp

RaestlozPCIdles.esp

T6M Combat Uniform NV.esp

LightUpAndSmokeThoseCigarettes_edisleado.esp

JIP Realistic Weapon Overheating.esp

ZB245 Eternal Silence Pack.esp

(TEST) Akademy (Rot Gelb).esp

(TEST) Goodsprings Waffen.esp

ARESproject.esp

EVE FNV - ALL DLC.esp

RealisticReloading.esp

SexyMaid.esp

Daughters of Ares

Daughters of Ares - DeadMoney.esü

Daughters of Ares - HonestHearts.esp

Daughters of Ares - OldWorldBlues.esp

Daughters of Ares - LonesomeRoad.esp

AK-12NV.esp

(TEST) KYA.esp

TheLozza's_Gasmasks.esp

 

 

Posted

I just added a bunch of sexout mods and started a new game and I am getting something similar but its happening even during the starting wake up scene. Screen fades to black and I hear close range feral ghoul battle cries and then the screen fades back in and just after it finishes fading back in it repeats. I'm actually looking around now just to figure out which mod it could be.

 

EDIT: My load order if this helps. I have gone through and deactivated every sexout related mod and even IWS and the repeating fading in/out ghoul attack still occurs so I'm more than a bit stumped at this point.

 

 

GameMode=FalloutNV

FalloutNV.esm=1
CaravanPack.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
FOOK - New Vegas.esm=1
FOOK - New Vegas DLCs.esm=1
Weapon Mod Expansion.esm=1
WME - DLCs.esm=1
WME - GRA.esm=1
Project Nevada - Core.esm=1
Project Nevada - Cyberware.esp=1
Project Nevada - Rebalance.esp=1
Project Nevada - Extra Options.esm=1
ELECTRO-CITY - CompletedWorkorders.esm=1
ELECTRO-CITY - Highways and Byways.esm=1
NVEC BugFixes.esm=1
More Perks.esm=1
CaliberXgunrunners.esm=1
CaliberXhonesthearts.esm=1
Caliber.esm=1
Rearm.esp=1
Reload.esp=1
FNVToolkit.esm=1
Advanced Recon Tech.esm=1
oHUD.esm=1
IWS-Core.esm=1
WMVM.esm=1
Decrucifixion.esm=1
Weapons.of.the.New.Millenia.esm=1
Sexout.esm=1
SexoutCommonResources.esm=1
SexoutSlavery.esm=1
SexoutLegion.esm=1
SexoutPregnancyV3.esm=1
SexoutOffSpring.esm=1
SexOutScorpionsGangBase.esm=1
msexBase.esm=1
msexTopsOffice.esm=1
SexoutBreeder.esp=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=1
Project Nevada - All DLC.esp=1
No Sleeves No Shirts NV Special.esp=1
EVE FNV - ALL DLC.esp=1
The Mod Configuration Menu.esp=1
SignatureArmor.esp=1
SignatureWeapons.esp=1
Mission Mojave - Ultimate Edition.esp=1
MMUE POP.esp=1
MMUE-CP-EVE.esp=1
FOOK - New Vegas.esp=1
FOOK - New Vegas DLCs.esp=1
WeaponModsExpanded.esp=1
WMX-ModernWeapons.esp=1
christinecos.esp=1
WMX-ArenovalisTextures.esp=1
Weapon Mod Expansion.esp=1
WME - DLCs.esp=1
WME - DLCs Arenovalis.esp=1
WME - GRA - Unique Integration.esp=1
WME - GRA - Just Guns.esp=1
WME - GRA - Weapon Integration.esp=1
WME - GRA - Vendor Reform.esp=1
WME - GRA - All Weapons.esp=1
WME - GRA - Complete.esp=1
WME - GRA - Arenovalis.esp=1
WMX-DLCMerged.esp=1
WMX-POPMerged.esp=1
WMX-EVE-AllDLCMerged.esp=1
MMUE-CP-FOOK.esp=1
MMUE-CP-PNALLDLC.esp=1
MMUE-CP-WMEVE.esp=1
MMUE-CP-WMX.esp=1
WMEVE - FOOK.esp=0
Bouncing Natural Breasts.esp=1
HZFollowerCheatMenu.esp=1
Weapon Stat Viewer.esp=1
NVWillow.esp=1
MMUE-CP-Electrocity.esp=1
NVEC Reduce CTD.esp=1
HarderThan.esp=1
GameSettings.esp=1
Sequoia_NoText.esp=1
ReSort.esp=1
Rebalance.esp=1
RearmRebalance.esp=1
Reload_Prospector.esp=1
ReloadCalX3-1.esp=1
Reload_ForceMaterial.esp=1
1CazyTestEsp.esp=1
_Fh hair test.esp=1
ProjectRealityMkIv5HDR.esp=1
BoostedSkills.esp=1
OCD-Cass outfits.esp=1
GrenadeHotkey.esp=1
GrenadeHotkey - DeadMoney.esp=1
Advanced Recon Gear.esp=1
Advanced Recon Tech.esp=1
Advanced Recon Gear - Project Nevada.esp=1
Advanced Recon Gear-Locations Doc Mitchell.esp=1
MillenaWeaponsMergedV3.esp=1 (Custom patch: Weapons)
MassiveMergePatchV1.esp=1 (Custom patch: Clothes and Companions)
NV Desert Eagle.esp=1
IWS-Core-Guards.esp=1
IWS-Core-Patrols.esp=1
IWS-Core-Civilians.esp=1
IWS-DM.esp=1
IWS-HH.esp=1
IWS-OWB.esp=1
IWS-LR.esp=1
Decrucifixion - More Victims.esp=1
Decrucifixion.esp=1
Weapons.of.the.New.Millenia.Leveled.Lists.esp=1
Weapons.of.the.New.Millenia.Cheat.Cabinet.esp=1
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1
Weapons.of.the.New.Millenia.CaliberX.Patch.esp=1
Weapons.of.the.New.Millenia.Store.esp=1
TG Blackwidow type3.esp=0
SunnyCompanion.esp=1
The Weapon Mod Menu.esp=1
NVRefugee Outfits.esp=1
SmallerTalk.esp=1
SexoutZAZ.esp=1
SexoutFiends.esp=1
SexoutKhans.esp=1
SexoutKings.esp=1
SexoutNCR.esp=1
SexoutPowderGangers.esp=1
SexoutWorkingGirl.esp=1
SexoutPowderGangers (HPT Tweaks).esp=1
Tryout - Hard Prison Time.esp=1
SexoutStraponSex.esp=1
KDC_Companions_Removable_Armors.esp=1
SexOutScorpionsGangWHU.esp=1
SexoutSex.esp=1
SexoutRocket.esp=1
msexVeronica.esp=1
msexFort.esp=1
msexCourtesan.esp=1
SexoutHookupsAlt.esp=1
SexoutCompanions.esp=1
SexoutSoliciting.esp=1
SexoutConsequences.esp=1
SexoutSexAssault.esp=1
SexoutASB.esp=1
exoArmorPerks.esp=1
V3Snuggles.esp=1

 

Posted

Thank you, I never had that bug but I had an issue with that script which I couldn't explain myself and I didn't know about that fix.

Posted

@Thulas: I'd be interested to know if the mod that Hybris50 posted fixed the issue for you.  I've never had this bug, but now I'm scared that I'll accidentally trigger it for someone in one of my own mods.  :-/

 

If I understand correctly, it sounds like maybe a mod had a dirty edit that could have been cleaned in FNVEdit?  People suggested at least 3 different mods that triggered it.  Weird...

Posted

@Thulas: I'd be interested to know if the mod that Hybris50 posted fixed the issue for you.  I've never had this bug, but now I'm scared that I'll accidentally trigger it for someone in one of my own mods.  :-/

 

If I understand correctly, it sounds like maybe a mod had a dirty edit that could have been cleaned in FNVEdit?  People suggested at least 3 different mods that triggered it.  Weird...

 

Something that noted while also attempting to merge some mods together last night was the same "Hidden Basement" mentioned in various forums that is used by apparently several mods (Mine is OCD-Cass Outfits.esp btw) that is thought to be the main source of these issues. I don't have the experience or honestly the free time to dig much deeper then that but maybe there is something odd about that rooms scripting.

Posted

@Thulas: I'd be interested to know if the mod that Hybris50 posted fixed the issue for you.  I've never had this bug, but now I'm scared that I'll accidentally trigger it for someone in one of my own mods.  :-/

 

If I understand correctly, it sounds like maybe a mod had a dirty edit that could have been cleaned in FNVEdit?  People suggested at least 3 different mods that triggered it.  Weird...

 

I think its a localizations mismatch:

 

0017BA11 : ['MISMATCH: points to GMST sEntryInstructions1 in Italian but to QUST BeatrixFX in English']

 

Me and AJ found this by comparing English/Italian FormIDs. I believe it is the same entries for Italian as for all/most non-English localizations.

 

BeatrixFX I believe being the FX sequence for having sex with the Ghoul cowboy in the Atomic Wrangler.

Posted

Odessa: our nightmare comes true then... and I was thinking it was an issue only for statics...

 

Let me give you all what I've found for myself, even if it doesn't make a great sense for me maybe you could obtain your solutions.

 

- If I apply (on TESVEdit) filter in my esp (non-uk NV version) I will find green under Scripts, on VFSBeatrixScript

- If I give my ESP to someone with a UK version and I let him re-save it on GECK, if I'll open it on FNVEdit I will find green under Scripts, but this time I will find this: VFSBeatrixScript AND VFSBeatrixScriptDUPLICATED. This means, in my opinion, that script in my version has a different Hex BaseID than a UK version.

 

TL;DR I THINK that script is the source of the problem and potentially every mod in my language COULD create that kind of issues to someone running a UK version...

Posted

Odessa: our nightmare comes true then... and I was thinking it was an issue only for statics...

 

Let me give you all what I've found for myself, even if it doesn't make a great sense for me maybe you could obtain your solutions.

 

- If I apply (on TESVEdit) filter in my esp (non-uk NV version) I will find green under Scripts, on VFSBeatrixScript

- If I give my ESP to someone with a UK version and I let him re-save it on GECK, if I'll open it on FNVEdit I will find green under Scripts, but this time I will find this: VFSBeatrixScript AND VFSBeatrixScriptDUPLICATED. This means, in my opinion, that script in my version has a different Hex BaseID than a UK version.

 

TL;DR I THINK that script is the source of the problem and potentially every mod in my language COULD create that kind of issues to someone running a UK version...

 

And considering the inherently international nature of Fallout modding this is inevitable. The question is if someone could come up with a basic .exe program whose sole purpose is to run through the FormIDs and remove the duplicate FormIDs. Of course I can only imagine the compatibility issues with such a crude program.

Posted

Ok so I think I may at least found a fix for my problem but I'm not holding my breath too much.

 

Anyway so I reinstalled NVSE Extender and used a fix for at least my particular problem found here http://www.nexusmods.com/newvegas/mods/42729/?

 

Maybe it will help you with your repeating fade to black sequence problem.

 

This seems to solve my problem. Of course it needs further testing, but for now I could go past the point the bug kept occuring.

Thanks for your help.

Posted

Odessa already found the whole list of the mismatched / wrong IDs and I'm sure she can give better explanation on how to handle them.

For now, my idea was creating an .esp with all those IDs, duplicated with a prefix.

 

Let me explain with an example.

If I put ingame a Bungalow01, English versions won't see it. If I use such a ESP as a base to create new mods, I will use instead zzzBungalow01, and you'll see it since it's new and unique. Now handling this with Statics seems easy to me: if I need to put a bungalow I will filter Object window and I will find Bungalow01 and zzzBungalow01, so I soon will remember I have to use the prefixed one. Ok for Statics it seems quite easy and maybe with other things like Lists will be harder to handle, but my lil mind arrives just to this point... so any other ideas are welcome.

Posted

We have a list of the bad ones from comparing English/Italian. You can use FNVDump on a mod to get a text doc with all FormIDs it uses. I've been meaning to write a little Python script to read this in and tell you whether you are using any bad ones, its straight forward to do.

 

I will do soon, its a start. It won't fix anything though, it will just tell you what will cause a problem. You can generally avoid it by creating and switching to using a copy of the reference in your mod instead of the vanilla, which is easy unless you have used it a lot.

 

FNVEdit has some tools which are probably useful but I don't know it well enough to comment.

Posted

I would say a mix of the two things would be the best.

 

If I understood well, your program will analize the IDs you used in an ESP (well, on a txt dump from that ESP) and will tell you if some are in the list of the wrong ones. This is good because replacing something with a new ID is quite fast, but not so fast for what concerns Statics. People who love creating places can use A LOT of statics, personally I could use 500+ statics in a very small interior. While CTRL-F helps, manually replacing them through various different cells could become quite a pain if you hear me.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...