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Double activate upon single mouse click.


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Posted

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.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
NevadaSkies.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Sexout.esm
SexoutCommonResources.esm
SexoutSlavery.esm
T6M Equipment Replacer NV.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
oHUD.esm
FCOMaster.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
SexoutWorkingGirl.esp
Gomorrah Redesigned.esp
New Vegas Redesigned 3.esm
HumanTrafficking.esm
SexoutPregnancyV3.esm
SexoutOffSpring.esm
Fertile Breeder.esp
SexoutTryout.esm
UnethicalDeeds.esm
DarNifiedUINV.esp
Readius_NV.esp
The Mod Configuration Menu.esp
Project Nevada - Dead Money.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues.esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Distant Gunfire Sound Fix.esp
Wild Wasteland Integration.esp
Better Binoculars High.esp
1nivVSLArmors.esp
Boacombat2glove.esp
boa ncrpahelmet.esp
Bullet Impact Increased LOD.esp
WeaponModsExpanded.esp
Project Nevada - WMX.esp
WMX-DeadMoney.esp
WMX-HonestHearts.esp
WMX-OldWorldBlues.esp
WMX-LonesomeRoad.esp
WMX-GunRunnersArsenal.esp
WMX-ArenovalisTextures.esp
WMX-PreOrderPackClassic.esp
WMX-PreOrderPackCaravan.esp
WMX-PreOrderPackMercenary.esp
WMX-PreOrderPackTribal.esp
EVE FNV - ALL DLC.esp
WMX-EVE-AllDLC.esp
Project Nevada - EVE All DLC.esp
ELECTRO-CITY - Darker Nights.esp
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - PipBoy Light.esp
NevadaSkies - Ultimate DLC Edition.esp
MikotoBeauty.esp
SexoutSpunk.esp
SexoutSex.esp
T6M Old World Blues Replace.esp
T6M Dead Money Armor.esp
Slave In Pose NV Edition.esp
T6M Old World Blues Replace PN.esp
OWB HeadGear MOD Hair Fix.esp
Cass alternate version.esp
New Vegas Redesigned 3.esp
NevadaSkies - Basic Edition.esp
ILO - Nevada Skies Patch.esp
FCO - GlowingOne.esp
HumanTraffickingSIP.esp
HumanTraffickingEX.esp
Sexout-Amra.esp
SexoutPosNew.esp
SmallerTalk.esp
SexoutSexkey.esp
SexoutKennel.esp
FollowersUnholster2.esp
FollowersUnholster2_HH.esp
FollowersUnholster2_DM.esp
CNR_Beta.esp
SunnyCompanion.esp
NCRTrooperOverhaul.esp

Total active plugins: 97
Total plugins: 101
 

Posted

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

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted

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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