Pickle86 Posted August 4, 2015 Posted August 4, 2015 So I have everything setup, and so far it's all working correctly for the most part. The one thing that I have happening that does annoy me, is that every-time i click to activate something or interact with someone, it acts like i hit it twice instead of once. so if i talk to somebody it will initiate dialogue than if i leave it will initiate dialogue again immediately. Likewise, if I click to open a container, and than close the container, it will auto open the container again. Also, when exiting a building, it will make the door sound, load to the new area, ill take a step or two and than it will make the door sound again and reset me to the initial spot i loaded in. Load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmNevadaSkies.esmInterior Lighting Overhaul - Core.esmInterior Lighting Overhaul - L38PS.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Extra Options.esmSexout.esmSexoutCommonResources.esmSexoutSlavery.esmT6M Equipment Replacer NV.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmoHUD.esmFCOMaster.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espSexoutWorkingGirl.espGomorrah Redesigned.espNew Vegas Redesigned 3.esmHumanTrafficking.esmSexoutPregnancyV3.esmSexoutOffSpring.esmFertile Breeder.espSexoutTryout.esmUnethicalDeeds.esmDarNifiedUINV.espReadius_NV.espThe Mod Configuration Menu.espProject Nevada - Dead Money.espProject Nevada - Honest Hearts.espProject Nevada - Old World Blues.espProject Nevada - Lonesome Road.espProject Nevada - Gun Runners' Arsenal.espProject Nevada - Cyberware Additions.espProject Nevada - Rebalance Complete.espDistant Gunfire Sound Fix.espWild Wasteland Integration.espBetter Binoculars High.esp1nivVSLArmors.espBoacombat2glove.espboa ncrpahelmet.espBullet Impact Increased LOD.espWeaponModsExpanded.espProject Nevada - WMX.espWMX-DeadMoney.espWMX-HonestHearts.espWMX-OldWorldBlues.espWMX-LonesomeRoad.espWMX-GunRunnersArsenal.espWMX-ArenovalisTextures.espWMX-PreOrderPackClassic.espWMX-PreOrderPackCaravan.espWMX-PreOrderPackMercenary.espWMX-PreOrderPackTribal.espEVE FNV - ALL DLC.espWMX-EVE-AllDLC.espProject Nevada - EVE All DLC.espELECTRO-CITY - Darker Nights.espInterior Lighting Overhaul - Ultimate Edition.espILO - PipBoy Light.espNevadaSkies - Ultimate DLC Edition.espMikotoBeauty.espSexoutSpunk.espSexoutSex.espT6M Old World Blues Replace.espT6M Dead Money Armor.espSlave In Pose NV Edition.espT6M Old World Blues Replace PN.espOWB HeadGear MOD Hair Fix.espCass alternate version.espNew Vegas Redesigned 3.espNevadaSkies - Basic Edition.espILO - Nevada Skies Patch.espFCO - GlowingOne.espHumanTraffickingSIP.espHumanTraffickingEX.espSexout-Amra.espSexoutPosNew.espSmallerTalk.espSexoutSexkey.espSexoutKennel.espFollowersUnholster2.espFollowersUnholster2_HH.espFollowersUnholster2_DM.espCNR_Beta.espSunnyCompanion.espNCRTrooperOverhaul.espTotal active plugins: 97Total plugins: 101
Imperfection Posted August 4, 2015 Posted August 4, 2015 Smaller talk will cause the dialog "issue" you describe, its not a bug, thats how it works, check mcm settings to adjust. It will not cause the container or door/travel issues, my guess there is load order. I also do not see any merge patch which is mandatory for WMX, there is also a combined WMX preorder pack esp called WMX-PopMerged.esp in the mod download. The Project Nevada individual DLC esp have been replaced with one combined version http://www.nexusmods.com/newvegas/mods/42363/? Are you sure all your mods are up to date along with NVSE, and other reprequistes, etc? Does not look like it. Check your load order with LOOT and NVEDIT, otherwise start disabling mods till the issue goes away, dont forget about DLL files in plugins folders as possible source of problem. Edited for typos and additonal info for DLC
silavaern Posted August 4, 2015 Posted August 4, 2015 Are you sure it's a problem with the game? I had a similar issue and it wound up being as simple as my mouse wearing out. Granted, it didn't happen every time like you say you're seeing. For me in started in one game and started happening more often and in more games until I got a new one.
zippy57 Posted August 4, 2015 Posted August 4, 2015 The dialogue behavior is how SmallerTalk works, but it should not be causing the container and door issues. However, were it to somehow lose the ability to distinguish between dialogue menus and other types, it could cause the behavior you're experiencing. It's unlikely to be a mouse issue, since hitting activate twice would not cause the described behavior. Especially the door; that can only happen because something is telling the player to activate the door from the other side a second time. I suggest disabling SmallerTalk.esp and seeing if the issue persists. If it does, you should seek out the SmallerTalk thread on this site. I don't remember who the creator was though, so I don't know if they're still active. Out of curiosity: Why is your activate button on your mouse? What buttons do you control your weapons with?
Pickle86 Posted August 4, 2015 Author Posted August 4, 2015 The dialogue behavior is how SmallerTalk works, but it should not be causing the container and door issues. However, were it to somehow lose the ability to distinguish between dialogue menus and other types, it could cause the behavior you're experiencing. It's unlikely to be a mouse issue, since hitting activate twice would not cause the described behavior. Especially the door; that can only happen because something is telling the player to activate the door from the other side a second time. I suggest disabling SmallerTalk.esp and seeing if the issue persists. If it does, you should seek out the SmallerTalk thread on this site. I don't remember who the creator was though, so I don't know if they're still active. Out of curiosity: Why is your activate button on your mouse? What buttons do you control your weapons with? It's not, i meant to say on using the interact button.
Pickle86 Posted August 4, 2015 Author Posted August 4, 2015 Smaller talk will cause the dialog "issue" you describe, its not a bug, thats how it works, check mcm settings to adjust. It will not cause the container or door/travel issues, my guess there is load order. I also do not see any merge patch which is mandatory for WMX, there is also a combined WMX preorder pack esp called WMX-PopMerged.esp in the mod download. The Project Nevada individual DLC esp have been replaced with one combined version http://www.nexusmods.com/newvegas/mods/42363/? Are you sure all your mods are up to date along with NVSE, and other reprequistes, etc? Does not look like it. Check your load order with LOOT and NVEDIT, otherwise start disabling mods till the issue goes away, dont forget about DLL files in plugins folders as possible source of problem. Edited for typos and additonal info for DLC I'll try and disable smaller talk to see if that's it. I never have had a problem not making a merged patch with WMX. I may try but i've never messed with making merged patches so im not sure how. I had no idea about the new PN download, thanks. And yeah i have the newest NVSE, i just did a full clean install along with re-downloading all mods recently. Never used LOOT, i was still using BOSS. Is LOOT better? EDIT: looks like it might be smaller talk i turned it off, the only thing that still happens is the door thing.
zippy57 Posted August 4, 2015 Posted August 4, 2015 LOOT is essentially BOSS 2.0. It started off rather shakily, but it works better now.
Imperfection Posted August 4, 2015 Posted August 4, 2015 Loot v8 https://github.com/loot/loot/releases/tag/v0.8.0 NVSE 5.0b2 http://nvse.silverlock.org/ As zippy says loot was a little problematic in beging but seems to work fine now, template for FNV was updated just 7/22 Also from WMX mod page: ***Automatic Merged Patch Creation***- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX). If using more than one add-on for WMX at the same time (this includes compatibility patches), creating an automatic merged patch is even MORE important (assuming you want everything to work correctly). - Download FNVEdit (http://newvegas.nexusmods.com/mods/34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it: - Run FNVEdit, and a list of all the plugins in your Steamsteamappscommonfallout new vegasData directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. (Note that this may be under the 'Other' sub-menu, depending on which version of FNVEdit you have.)- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'. - Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one. Hope this helps
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