Fallout New Vegas
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  1. HonestSignal
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    Sticky
    Happy holidays! I decided to go ahead and release version 1.3.0, as far as I know it SHOULD be functional in most cases. Many previously mentioned bugs have been fixed too, so hopefully your time through the wasteland(s) is a little less problematic... other than the randomization itself. Although if anything comes up, please let me know! Thank you everyone for your continued enjoyment.
  2. BeerbongBroseph
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    i know this may be stupid of me, but this is the one mod that isn't working for me, i'm on the epic version.
    1. HonestSignal
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      I will try to investigate this to the best of my ability, but admittedly I do not actually have the epic version so I'm not sure how much I can accurately fix. Will look into it though!
    2. HonestSignal
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      Update: Turns out I actually do have the epic version, but I cannot for the life of me to get mods working at all?? Trying to use both MO2 and manual, can't seem to get either working.
  3. frembbirb
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    If the music is playing, that means that it's still working right? The movement and camera stuff is froze but the music is still going so i have no idea if its still shuffling or if the games borked. 

    Any way I can tell?

    edit: modlist https://justpaste.it/54hjo
    1. HonestSignal
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      Usually yes. Although in theory right now it shouldn't really freeze like that anymore (as of 1.3.0), so I'll try to investigate via your modlist soon. Sorry for the trouble!
    2. frembbirb
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      it also refuses to exit when it is like that though, i have to shut down the PC and like cancel it to exit the game 
    3. HonestSignal
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      Mmm okay I kind of don't want to download the entire modlist but I downloaded like... a handful of mods that seemed to add locations and stuff and they worked fine? So instead I'll ask, what does WRLog.txt say? (The file is located in your new vegas game folder, and if you haven't run it successfully since last time, you should be able to just upload/paste it so you don't have to kill your game again.)

      By default it just mentions including mods in randomization and then "Randomization is 25% done" and so on until it's finished. So it might help me infer where it's freezing, but if it doesn't I may have you download a debug version of the mod that would produce a more in-depth log.
    4. frembbirb
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      sorry its been two months since ive looked, i can check though

      just this
      WorldRandomizer started. Verifying plugin versions...
      Done. Should be all good.
      16:39:47.274 (CA003D82)| Created WorldRandomizer.ini.
      16:39:59.653 (CA00CCF4)| Gathering all doors...
      16:40:04.015 (CA00CCF4)| Done.
      16:40:04.096 (CA003D82)| Save file loaded.
      16:40:04.505 (CA00BB07)| Created RandomizedWorld.ini and RandomizedWorldDetailed.txt.
      16:40:04.515 (CA003D82)| Now dealing with 8 doors with whitelisted links.
      16:40:04.522 (CA003D82)| Different aShuffle detected, setting doors...

      can try again though
    5. frembbirb
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      ok as it looks like when i tried it again, if i just leave it sit for a LITTLE longer it might unfreeze, as it did actually process

    6. frembbirb
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      https://justpaste.it/caksw here is it, left it run for an hour (17:25-18:37) so
    7. frembbirb
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      since it was the last thing to run, should i try again removing NV Bounties III, or should I like, try to figure out what was next on teh list and remove that?
    8. HonestSignal
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      Ahh sorry for no reply for a while, my attention shifted elsewhere (as it is prone to). I just downloaded NV Bounties III and it worked fine (although weirdly skipped 75%-- may investigate that later), so it might be whatever's after it in the load order? This whole thing's still pretty mysterious
    9. HonestSignal
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      Okay so I ended up going back and combing through your list, downloading whatever I could find that seemed to add locations. However for me right now it doesn't freeze, though I did run into one of the mods breaking mine. Still... not sure how to pin down your problem exactly. If you want to try and pin down what mod might be responsible yourself, you could try:

      • Disable half of them (except World Randomizer)
      • If the mod still freezes indefinitely, disable half again. Otherwise, re-enable the disabled half from 1, and disable the enabled half.
      • Eventually by repeating this you should ideally be able to find out exactly what's conflicting.

      Either way, sorry you're running into this issue.
  4. SoggyNico
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    Will updating to my new save break my already randomized save?
    1. HonestSignal
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      In theory it should not, I've tried to maintain compatibility with older save data. But if it doesn't work for some reason, you should be totally fine to just downgrade the mod and reload your save (the mod doesn't make/overwrite saves of its own) (though maybe make a manual save to be sure).
  5. nusdug4
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    i would love to see this as a FO4 mod
  6. CarminaMora
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    By far the best mod I've ever used for anything, I have an extremely frustrating issue. No matter how many entrances I choose to randomize whether it be just a few or my entire mod list. It appears to take roughly the same amount of time to generate, and if I choose to even have the world randomizer in my load order my load times are excruciatingly long. The loading screen fades after a normal time (I think) into just a black screen for a super long time. It eventually loads but it's every single time a save is loaded. The initial generation of entrances makes sense that it would be that slow but why does this plugin and only this plugin make my load times so long even if I don't randomly generate hardly any entrances?
    1. HonestSignal
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      I just wanted to let you know, I saw the last message before forum maintenance so I'll be working on either a solution or some way to give me more specifics.
    2. CarminaMora
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      Yeah, I tested another couple of times, without any mods that quicken the character creation process or anything similar and it still wouldn't generate. I had fewer entrance-related mods than I had with the Nexus release version and still no luck. Might have something to do with the prompts to generate coming up sooner. I really have no idea.
    3. CarminaMora
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      Haven't been able to test load times or hanging because the initial generation isn't finishing. With the Nexus release version, each prompt took a while to load regardless of how many options were selected. The prompts are the plugins that you want to select for randomization and whether or not you want to see the name of where you're going on the door. Then once those were selected the process took a little while to generate but was able to finish pretty much every time. With the test version, the prompts come up before you even select your name and change your appearance, unlike the Nexus version, and when you select the options u like on the prompt and click next it loads instantly but when the prompts are over and done with and it beings to generate it just doesn't finish. I waited a long time and to no avail.
      It could be that the prompts are coming up before the name and appearance customization options. Rather than after like the current version.
    4. CarminaMora
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      UPDATE: I was able to get the initial generation to finish. I only selected the default FNV.esm and nothing else. Load times weren't any faster than the Nexus version, unfortunately. They might even be longer, as well as at the top left giving the message of doors being generated with a % on the progress. A crazy weird bug that I have only ever had with your test world randomizer esp enabled. My character was on auto walk when loading an area/save and extremely strange movements like clipping into the floor and my body being bent like a pretzel upon loading. Trying to cancel the auto walk by sitting on a chair did cancel the auto walk but it sat me down completely away from where the chair was. I have absolutely no idea what's causing the bug, but I have never once seen anything like that until I used your test version of world randomizer. Something is up, not sure what. Hopefully, some of that information is helpful. Depending on how long it takes to get a new version up I may just bite the bullet and play with the current Nexus version and deal with the load times.
    5. HonestSignal
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      That IS a very bizarre bug... Not even sure where to begin with that possibility. I'll try to see what I can do about the generation times, it really should in theory only take a couple minutes at most. There's a couple of instances where I iterate through the entire mod list, so I imagine that's a likely source of trouble. If I can't figure out something, I may just send you a version that'll provide more thorough logging.
    6. CarminaMora
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      The initial generation was never the problem for me, it was just the load times for loading a save or after dying. Is the new process you have for the initial generation tied to that? The top left messages saying the % progress and when loading an area it did that again. Is any of that needed? It didn't seem to help the load times but I don't know how all of this works. Just curious, the save load times are legit the only issue I ever had with your mod. Never had another issue come up. I played quite a few playthroughs with your mod to boot, everything played out great.
    7. HonestSignal
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      The shuffle-setting is more or less the same. What's changed for both of them is that instead of trying to complete as fast as it can, within a single frame, it'll randomize/set a door roughly once per frame. So no hanging, but it might take a minute (to load a shuffle) or a few minutes (to randomize). The % was just a notification I added because before otherwise it'd be nigh impossible to tell if things are moving or not. The menu popping up earlier on a new save is also just to give the randomization more time so that it would be done before leaving Doc Mitchell's, ideally. And since it wasn't freezing anymore, it didn't seem like it would be too problematic.

      Anyway that all said, I'm working on a solution so that it won't try to re-set the doors every load. That was there beforehand just because the doors are persistent through the session, so it would be funky if you were to swap between saves that were supposed to have different shuffles. But having variables persist between saves also wasn't something I knew how to do until recently, so hopefully that should alleviate at least some of the problem.
    8. HonestSignal
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      Given that the forums will apparently be offline for nearly another week, I'm just gonna share the link again here if you'd like to test the new build I have. Fixed more stuff, not entirely sure it fixes your issues, but hopefully. https://github.com/Honest-Signal/WorldRandomizerNewVegas/blob/main/WorldRandomizer.esp
    9. CarminaMora
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      May I ask what stuff was changed? Just so I know what to look for. I will gladly test it out again for you.
    10. CarminaMora
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      Alright well once again I'm going to have to stick with the normal Nexus plugin, the start of the generation sequence and its prompts show up earlier than the released Nexus version and it doesn't generate. I still do not understand why it's needed to make those prompts show up earlier, the initial generation was never the problem. It worked just fine, this new test one however I have encountered nothing but issues with the initial generation. So much so that it doesn't generate at all, even with less plugins selected than the Nexus version.
    11. HonestSignal
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      Wanted to say sorry for the long wait. I'm still working on it, hence the lack of response, but I've just been slow catching up after being away for a few days. I still feel like the timing of the prompt shouldn't change how long things take to generate (or not), but the next test version I'll restore the old timing just to see.
    12. CarminaMora
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      Absolutely no reason to apologize for anything, you've been great! You've communicated plenty and even sent me a couple of test versions, I greatly appreciate what you've done so far. Take your time.
    13. HonestSignal
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      Alright, just pushed a new test build. Same link as before. This time reverted the timing change of the initial prompt, and added some fixes so that every casino door should return things and pathing should be better at the battle of hoover dam. Oh and I DID fix one bug I found regarding reloading a save. Not super expecting that to have been the wonder problem, but if it works better, great! Let me know either way.
    14. CarminaMora
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      Currently, mid-playthrough. I will test it out relatively soon, thanks for another version to test! : )
    15. CarminaMora
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      Alright gonna give the new file you sent me a try. Hopefully, I can get a solid playthrough with it.
    16. frembbirb
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      yeah i'm running into this issue too 

      edit: looks like its initial generation as well though
  7. xenokin
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    I'm having an issue with the newest version where the character creation/intro sequence seemingly fails to resolve somehow. The door out of Doc Mitchell's house is always marked as [INACCESSIBLE], and even if I use coc to leave the area I'm never able to draw weapons or attack. Here's a list of my mods in case one of them is causing a conflict, but toggling each of them one by one and running through the whole intro to test if it's still broken became a bit tedious after the first few. It only started happening once I updated to the newest version of the mod, I hadn't added or changed any other mods at the time.
    1. HonestSignal
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      God that's weird. I was able to reproduce it using your list, so I'll dig around and try to see what's up. Thanks for letting me know
    2. HonestSignal
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      For at least a temporary fix, it looks like you can reload the save (may have to reload the game first). It seems to happen during the randomization process for some reason, so if you save after that's done you shouldn't run into the issue. That said, I'll work on the actual root issue and put out a fix for that once I figure it out.
    3. xenokin
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      Thanks for the workaround, that works great for now since it only happens when starting a new file.
    4. xenokin
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      I've discovered one other minor issue with the update, which is that the doors in the Green House don't update their names until the game is relaunched if Obscure Destinations is enabled.
    5. HonestSignal
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      Thank you very much!! I figured out a fix and went ahead and pushed an update. As it turns out, this was entirely an issue on my end, nothing to do with your mod list. Basically the issue was in 1.3.0 I added a way to handle 'destroyed' doors so that the game wouldn't try to navigate you through them (this mostly only comes up at the end of the game from what I could tell). Howeeeever, the Doc's door is considered destroyed until it's time for you to leave, so it was being made inaccessible by that. And I just didn't test that specific issue because I was focused on the endgame issue. So my bad there.

      As for the obscuring issue, it was a fairly easy fix in the end. Comes at the minor price of obscuring non-shuffled doors when the option is on, but I think that's ultimately fine. Thanks for your help!
  8. PackingPeanut
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    Hey there, sorry if this was handled before, but for some reason everytime I load into the game after closing it it re-randomizes all the doors. Is that supposed to happen?
    1. HonestSignal
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      It does have to re-set the randomized doors after restarting the game because it doesn't really persist in the save file, but it's possible it is a bug if you're being asked to say, choose mods for randomization every time. Is that happening? And/or do the notifications/log mention randomization or simply setting doors? If it's the latter, that should be expected, but if it's any of the former that's probably buggy.
  9. CarminaMora
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    So happy to be of at least a little help. Awesome to see a new release! Thank you so much for letting me test stuff, happy holidays! : ) 
  10. CarminaMora
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    Alright just wanted to leave some words after playing with the test build for a while. The initial generation was able to finish after I trimmed a few things off my plugin list that were in the list of plugins for entrance generation. Loaded a save after that was done and 100% loaded from that message on the top left of the screen, and it took no time at all. Looks great so far, if I notice anything off I'll try to report it.
    1. HonestSignal
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      Okay sounds cool! If nothing else crops up, I'll push it as an actual update soonish.
    2. CarminaMora
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      Some certain areas I will stumble upon appear not to be randomized at all, like a small chain of entrances that are all default, or areas like Camp McCarran where all of the concourse was connected to the terminal building. These things didn't happen in the previous version so it may be a product of some new change you pushed out on this test release.
    3. HonestSignal
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      It may just be 'bad luck' from the new randomization algorithm (it favors making sure more rooms are connected now), but I'll try to investigate.
    4. HonestSignal
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      Yeah I tried randomizing a few time and admittedly I was just checking the NCR concourse/terminal, but they were shuffled in different ways each time so I may just chalk it up to luck. That said, if you want to share your RandomizedWorld.ini I could check to make sure it's not failing to assign the door or something. (Create it by either doing call WRWriteaShuffleToFileUDF or by setting bExportRandomizer=1 in WorldRandomizer.ini. All of these files should be in your config folder)
  11. theshrubie
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    Just wanted to say that I've had an absolute blast with this. Combined it with the New Vegas Randomizer and Roleplayer's Alternative start for a hardcore playthrough and it's honestly been the most fun I've had with NV in forever.

    Just curious, is the Hoover Dam still being randomized and fast travel being disabled during the final quest an intentional choice? No worries if not, I'm down for the challenge! 
    1. HonestSignal
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      Glad to hear you're enjoying it! Dam still being randomized is intentional, fast travel still being disabled is I think. But it's been so long since I looked at that part of things I don't actually remember. I may re-enable it just because I can imagine the randomization may produce some absolutely awful paths to trek across.
    2. theshrubie
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      Finished up my playthrough the other day! I think the no fast travel can make for a more challenging adventure for the final quest and I enjoyed myself. However, the pathing to get to the east side of the dam on the Yes Man playthrough had me stuck at an inaccessible door and I wasn't able to figure out another way, so I did have to COC in order to progress. 
    3. HonestSignal
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      Thank you very much for the information! I've decided to leave in the no fast travel for the battle (it seems like it may be difficult to take out anyway, as it gets disabled quite a few times throughout...), but I've hopefully fixed some of the objective and door issues for a future update.