I please ask that comments posted in this section for the purpose of reporting game crash issues, where there's strong indication to, or reason to suspect they are caused by this plugin -- Such comments absolutely must be accompanied with a crash log, preferably one generated by Crash Logger, When embedding a crash log in your post, please be sure to use the Spoiler BBCode tag, so as not to clutter the message board with walls of text.
Is it just me or does JIP LN NVSE whether it’s the newest or oldest version on Nexus always force the game into fullscreen? Even when I disable it in FalloutCustom.ini? Anyone know why this happens? Seems like this is just a “me” issue.I don’t have any one tweak, by the way.
[BUG]: JIP’s controller input hooks conflicts with Nucleus Coop’s ProtoInput layer, which manages controller inputs for multiple game instances. [Subject]: Controller input is no longer recognized within game instances and “Enable Xbox 360 Controller” option disappears from the game’s settings menu. Alternatively, when JIP LN NVSE is disabled, controller input via Nucleus Coop and DS4Windows functions normally, with no loss of detection or input lock-ups. It appears JIP’s input hooks are either:
Suppressing the bGamePadEnable flag or its UI element if it doesn’t detect a live XInput device immediately on load (which Nucleus Coop and DS4Windows might delay or isolate for individual game instances).
Or overriding input detection states during menu/UI initialization, which conflicts with ProtoInput’s controller routing and freeze behaviors.
Thank you for your incredible work on JIP LN NVSE - it’s one of the most vital plugins for the NV modding scene. tl;dr Potential Input Hook Conflict - JIP and Nucleus Coop Splitscreen Compatibility Issue
For whatever reason this is causing the game to hang on exit. Tested with just JIP and NVSE alone, it hangs on exit. Tried NVTF's Fast Exit option, still hangs on exit. Looking at other comments, it seems like JIP is generally pretty broken. Maybe needs updated for NVSE.
'Modify Positive Chem Duration' perk entry point to only effect 'Chems' (instead of all ingestibles) as was intended and as it did in Fallout 3.
Day Tripper/Chemist still shows misleading values in the Pip-Boy item description (i.e. full buff duration), is there a way to fix that through this? If there's no easy way to do so, I would really appreciate if this fix was optional instead. It's something not advertised in the mod description much and takes a long while to discover.
I just spent almost two hours tracking this 'bug' down, I've built my character around eating food for healing rather than using stimpaks, only to discover that the values shown in my pip boy are wrong. Second the request to make this optional.
I've made the mistake to install this mod, 10 years ago or so. It broke the game. Big mods are promising many good things but they break other, small mods, that a player may like. I've re-intalled FNV and some mods, quite a few times, and it works fine without this one. So what if it crashes randomly, maybe once a week ?
5692 comments
I please ask that comments posted in this section for the purpose of reporting game crash issues, where there's strong indication to, or reason to suspect they are caused by this plugin -- Such comments absolutely must be accompanied with a crash log, preferably one generated by Crash Logger,
When embedding a crash log in your post, please be sure to use the Spoiler BBCode tag, so as not to clutter the message board with walls of text.
Thank you for the cooperation!
[Subject]: Controller input is no longer recognized within game instances and “Enable Xbox 360 Controller” option disappears from the game’s settings menu. Alternatively, when JIP LN NVSE is disabled, controller input via Nucleus Coop and DS4Windows functions normally, with no loss of detection or input lock-ups.
It appears JIP’s input hooks are either:
- Suppressing the bGamePadEnable flag or its UI element if it doesn’t detect a live XInput device immediately on load (which Nucleus Coop and DS4Windows might delay or isolate for individual game instances).
- Or overriding input detection states during menu/UI initialization, which conflicts with ProtoInput’s controller routing and freeze behaviors.
Thank you for your incredible work on JIP LN NVSE - it’s one of the most vital plugins for the NV modding scene.tl;dr Potential Input Hook Conflict - JIP and Nucleus Coop Splitscreen Compatibility Issue
also it says its not working even though i installed it correctly
Day Tripper/Chemist still shows misleading values in the Pip-Boy item description (i.e. full buff duration), is there a way to fix that through this?
If there's no easy way to do so, I would really appreciate if this fix was optional instead. It's something not advertised in the mod description much and takes a long while to discover.