fallout new vegas мсм меню

Fallout new vegas мсм меню

«The Mod Configuration Menu cannot access its menu files. Either the files are missing, or a firewall/UAC is preventing access. You may need to reinstall the mod, update your 32-bit Visual C++ 2010 Redistributable Package, or change your firewall/UAC settings.»

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Unified HUD Project is outdated. We now use an NVSE plugin called UIO for UI mod compatibility.

When installing UI mods, follow this install order:
1. DarNified/MTUI
2. Project Nevada
3. MCM
4. Other UI mods.
5. One HUD

UIO can be installed whenever.

Make sure that archive invalidation is applied when you’re done.

You might want to wipe the menus folder in your data folder and install your UI mods from scratch following the above suggestions.

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Deleting the menu folder didn’t work. Out of frustration I have uninstalled all mods and the game, reinstalled the game and have so far only added an ENB, Project Reality, DarNUI and still MCM won’t work! I get the same error message, how is that even possible? And now in another attempt to fix it the game ctd’s on startup.

I really don’t understand what has happened. I had the game working just fine with a lot of other mods installed until I installed that stupid Unified HUD Project and now it’s ♥♥♥♥♥♥ the whole thing up. It shouldn’t even be on the Nexus if it causes issues like this.

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Like I said, it’s outdated and it says so in the description. It was left up mainly for those running already working installaitons, but it’s a while back now and there’s no reason to not use UIO instead.

When you uninstalled the game did you also remove everything from the installation folder? Steam only removes files that it put there itself, so you may have left over files added by mods. If not, try it again and make sure to delete everything. Also delete any files left in your documents for good measure.

There’s two mod-related things that can crash the game at startup, borked menu files or a load order issue, usually missing master file. You can troubleshoot the first by disabling archive invalidation, which will make the game ignore the modded assets. If that fixes it, wipe your UI mods and try again. You can troubleshoot the second by loading your plugins with FNVEdit, which simulates how they’re loaded by the game and will throw an error if a file is missing.

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I’m also uninstalling the game again and will delete every last trace of the game. I didn’t delete my test save files but I’ll literally start from scratch this time.

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1- uninstall MCM-Unified HUD- I HUD- UIO (any HUD mod that you have installed) also uninstall Project Nevada (if you have P.Nevada installed and any compatibilty patch for PN)

2-now open NMM (nexus mod manager) (if you dont have NMM download it)

3- deatctivate archive invalidation via NMM (tools-uncheck archive inavalidation)

4-open FOMM and install Project Nevada and any compatibilty patch for PN via FOMM

5- Open again or maximize NMM and install IN THE FOLLOWING ORDER:

first: MCM
then: MCM BugFix 2 (if you dont have it download it from nexus MCM web page)
then: I-HUD (be sure to install I-HUD version 3_4. The nexus authors web page says its no longer supported but dont mind that, download it and install it)
last: Unified HUD

6- reactivate archive invalidation via NMM (tools- check archive invalidation)

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Please help, The Mod Configuration Menu does not work

I installed nexus mod manager and the mod, but it just won’t work. The Installation is done, but when I start Fallout New Vegas the Menu doesn’t appear :'( Please help, i reallay need it :'( dunno what to do

I am using Windows 10.

Please help, don’t have much time left, and I really need this menu!

Do I have to do something with steam? Cause I’m playing Fallout New Vegas on Steam.

MCM is used by other mods. Do you have the requirements listed on the description page installed? Do you know that NVSE is working, by checking it’s log files? If you don’t have mods installed that are designed to work with MCM, then you won’t see it. So, posting a «load order» is essential to tell if you have the needed mods.

It’s always useful to post your «Load Order» (LO) with your problem description. (Use the «Special BBCode» button in the Forum «Reply» menu bar as the third icon from the left in the top row, next to and left of the «Font» pick-list field to put the LO in «Spoiler» tags.) Screenshots are not the best way to convey your LO, because they usually can’t include everything in one image. LOOT can copy your LO into a list suitable for posting on forums. (It’s under the «:» with three dots to the extreme right in it’s menu bar.) Most «mod managers» have a similar «LO List» capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called «140 cap». LOOT provides both numbers: active and total installed.

In addition, if you have other mods installed that change the HUD or UI or other Menus, then the «install order» is also important. See the article «HUD-UI-Menu issues» in that case.

I had 1 case while helping someone with my Beginners guide where I had to Teamview with him to fix MCM, Turned out the only way to fix his install of the mod was to go into his registry and remove the entries for it, As soon as we did that, rebooted and reinstalled, it worked first time lol

How did you do it? having the same problem.

Are you asking about re-installing NMM or FNV or MCM?

What have you tried already? Did you install MCM using a «mod manager»?

Are you not getting to the Main Menu of the game or not getting to MCM?

Clearing out the registry of a program’s entries (not usually the case for a mod: I just did a search for «MCM» and the only entry I found was a reference the folder containing the package of it I had created; and a ton of other unrelated entries) is not something which is casually described. You can completely brick your Operating System if you make the wrong mistake. Even programs designed for the purpose (such as «AusLogics Registry Cleaner Free») can cause problems because the user is expected to understand and make choices. Which is why gromulos used a «remote control» program like TeamViewer to do it. By far the best method is to uninstall the program using Steam or Windows Control Panel.

go to your steam and right click the fallout new vegas game and go to manage click browse files make sure you extracted the file and put the dll’s in and the loader

i have same problem (mcm not showing up on pause menu)so here is my load order:

* Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so.

That load order is not sorted correctly. Also you have a number of common problems (see below). Recommend you uninstall MCM, get a proper stable load order, to include the other required plugins for MCM, and then re-install it. If you then have problems with it come back with your corrected «load order» and include the mods that do not show up there. (These are categorized in the the wiki «How to ask for help» article.)

We REALLY need to see a sorted «load order» (such as produced by «LOOT»); to include the main game and DLC files. (Screenshots don’t work so well for the purpose.) With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT’s sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It’s in the on-line documentation under «Metadata». Instructions on how to copy it’s list for posting are in the «How to ask for help» article, and «Checklist Item #11′ entry in the wiki «Fallout NV Mod Conflict Troubleshooting» guide.

In the meantime, please see the ‘Vanilla Load Order’ entry in the ‘First Timer Advice’ section; as well as the ‘Towards Game Stability’ and the ‘Common Game Problems’ sections of the wiki «FNV General Mod Use Advice» article.

* Do you have «New Vegas Stutter Remover» (NVSR) installed? If so, please see the ‘Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)’ and ‘Issue: CTD without warning, «Out of Memory error», or stops responding after the Main Menu’ entries in the ‘Solutions to «Crash To Desktop» (CTD) problems’ section in the wiki «Fallout NV Mod Conflict Troubleshooting» guide. Note the default NVSR settings do not work with Win10, but there are some recommended by the author for Win10 further down in the article.

:* Currently, the recommended alternative to NVSR, if you are running Win7 or Win10, is to try using the «New Vegas Tick Fix (NVTF)» and «New Vegas Heap Replacer (NVHR)» mods instead. However, until NVTF includes the option, you may want to continue to use NVSR for the «iThreadsFixedToCPUs» setting. Note though, use of NVSR along with NVTF is unsupported.

* Related to the NVSR problem, for problems AFTER a save game is loaded see also ‘Issue: Incomplete save game load’ in the «Troubleshooting» guide.

* Are you using the FNV 4GB Patcher (even with the GOG version)? For FNV Steam users (and now for GOG users as well with v1.4 or later) the tool easily solves the problem of the 2GB memory limit and loading NVSE for both the game and »’GECK»’. (Older versions of the tool are deprecated. The latest version (v1.4+) now supports the GOG version for auto loading NVSE, and the «NVSE_CONFIG.INI» file does not work for the GOG version without RoyBatty’s patch. Revert to the backup copy created if you did run an older version.) Run the patcher once (as «Local Administrator» if necessary) and thereafter just use the default game FalloutNV.EXE (preferred) or FalloutNVLauncher.EXE (re-writes your INI files) as a normal user. The patched game automatically detects and launches NVSE.

How can you tell if the 4GB Patch is working?
: Look for the «Data\NVSE\NVSE_CONFIG.INI» file which for GOG users will otherwise will not get created without the «nvse_steam_loader». Check the «nvse_steam_loader.log» file (in the game root folder with the FalloutNV.EXE file) for errors.
: The [http://www.nexusmods. egas/mods/58277 JIP LN NVSE Plugin] has a function which can be run from the game console ( ): «GetIsLAA» (not case sensitive).
: Possible return codes:
:* 0=patch is not applied
:* 1=patch was applied to the executable, but extra memory is not being allocated
:* 2=successfully allocated extra memory from the patch and is fully working.
: If «GetIsLAA» is returning code «1», try running the game from a «Local Administrator» account. If that is successfull, you need to move the game install location out of the «C:\Program Files» folder tree, or correct the «permissions» on it’s folder if you have moved it, as you are going to have other problems down the road. Please see the wiki «Installing Games on Windows Vista+» article for details.
: Alternatively: if the Windows «Task Manager» indicates the «FalloutNV.exe» program has more than 2GB (2,000,000KB) of «Memory (Private Working Set)», then the 4GB Patcher is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn’t needed that much memory as yet.

* Don’t install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a «case by case» basis. For example: with any mod you usually only need one ESP (and possibly one ESM) «base» file depending upon whether you have all the DLCs active or not. Only if you don’t have them all active do you need to install any specific DLC versions if there is an «Ultimate Edition/All/Merged DLC» version.

Specifically choose only one of the «Depth of View» plugins.

* «Compatibility patches» to make one mod work with another need to be placed after (as in «physically lower, higher numbered») in the «load order» than ALL of the plugins they are designed to make compatible. (This also applies to «fix» files.) ESMs should always be placed at the top (lowest numbered) positions in the «load order», followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders, but it is a «crutch». (The «Tale of Two Wastelands» site has A Guide for NOT using LOOT for those interested in learning how to manually manage their «load order» for themselves.) Getting the «load order» incorrect will cause «Missing Masters» errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It’s in the on-line documentation under «Metadata».

FYI: The «pre-order packs» (aka «POPs»: Caravan, Classic, Mercenary, and Tribal; available now in the «Courier’s Stash» addon), are not considered «true DLC expansions» by most mods and are treated as «compatibility patches» to the base game because they just add certain unique items. So their absence should not deter you from using «All DLC Merged» plugins. Where they are included, they should come after «GunrunnersArsenal.ESM» which is a true DLC expansion. When in doubt, follow the process in the wiki «Missing Masters» article to confirm they are not «master files» for that plugin.

* Don’t install compatibility patches for mods you do not have installed/active (e.g. get rid of any «TTW» patches if you aren’t running TTW). The reverse also holds true: don’t install mods that are not compatible with, or specific to TTW or FNC,etc., if you are playing with them.

I recommend anyone read the entire «FNV General Mod Use Advice» article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it’s been more than a year since you last set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept «up-to-date», and covers years of «lessons learned» by a retired Technical Support expert. It is NOT a list of various mods to install that happen to work on the author’s machine; only «the essentials». It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the «Technical Support» sub-forum is already in that article. Once you can play a test game to at least Primm, only then should you try adding other mods from some other «guide».

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Fallout new vegas мсм меню

I’m having the hardest time getting MCM to work. I’ve actually had it work twice before but for some reason it starts working then.

Here’s what comes up when I hit escape and go to the menu:

‘The mod configuration menu cannot access its menu files. Ether the files are missing, an error has occurred with the nvse plugin, or a firewall/uac is preventing access.

You may need to reinstall the mod, update your 32-bit visual c++ 2010 redistributale package, or change your firewall/uac settings.’

I have no anti-virus on my computer whatsoever other than the standard windows thing, but just in case I tried turning off windows anti-virus AND both my firewalls. Still no change.

Here is my load order BTW. Have spent hours googling and trying to find answers, can anyone help? I’ve tried checking and unchecking the archive invalidation thing.

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I’m having the hardest time getting MCM to work. I’ve actually had it work twice before but for some reason it starts working then.

Here’s what comes up when I hit escape and go to the menu:

‘The mod configuration menu cannot access its menu files. Ether the files are missing, an error has occurred with the nvse plugin, or a firewall/uac is preventing access.

You may need to reinstall the mod, update your 32-bit visual c++ 2010 redistributale package, or change your firewall/uac settings.’

I have no anti-virus on my computer whatsoever other than the standard windows thing, but just in case I tried turning off windows anti-virus AND both my firewalls. Still no change.

Here is my load order BTW. Have spent hours googling and trying to find answers, can anyone help? I’ve tried checking and unchecking the archive invalidation thing.

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Mod Configuration Menu

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Main files

Mod Configuration Menu 1.39

For Fallout 4 game version 1.10.163.

Optional files

The MCM Demo is intended for modders and showcases most MCM features, including:

Miscellaneous files

Chinese (Simplified) Translation

Chinese (Traditional) Translation

Japanese Translation (72 percent)

Portuguese (Brazil) Translation

Spanish (Mexican) Translation

Old files

This config menu demonstrates the features of the MCM.

Mod Configuration Menu 1.0

For Fallout 4 game version 1.10.20

For Fallout 4 game version 1.9.4

Mod Configuration Menu 1.1

For Fallout 4 game version 1.10.20.

For Fallout 4 game version 1.9.4

Mod Configuration Menu 1.11

For Fallout 4 game version 1.10.20.

Mod Configuration Menu 1.12

For Fallout 4 game version 1.10.26.

For Fallout 4 game version 1.10.20.

For Fallout 4 game version 1.9.4.

Mod Configuration Menu 1.20

For Fallout 4 game version 1.10.26.

Mod Configuration Menu 1.21

For Fallout 4 game version 1.10.40.

Mod Configuration Menu 1.22

Mod Configuration Menu 1.22b

For Fallout 4 game version 1.10.50.

Mod Configuration Menu 1.23

For Fallout 4 game version 1.10.64.

What’s new in v1.23?
— Support for game version v1.10.64.

For a full changelog, check the Changelog under the Logs tab.
To update, simply replace and overwrite the old files. The MCM is stateless and can be safely updated at any time.

Mod Configuration Menu 1.24

For Fallout 4 game version 1.10.75.

What’s new in v1.24?
— Support for game version v1.10.75.
— Fixed: Issue with deactivated mods continuing to satisfy a MCM menu’s plugin requirements.

For a full changelog, check the Changelog under the Logs tab.
To update, simply replace and overwrite the old files. The MCM is stateless and can be safely updated at any time.

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База знаний:
Fallout 3 / NV / SFW

Туториалы и гайды

Fallout 3 / NV / SFW

Fallout 4

Прохождения

Fallout 3 / NV / SFW

Fallout 4

Проекты

Проекты для Fallout 3 / NV

Проекты для Fallout 4

Проекты для других игр

Сборки

Как объединить модификации со встроенным MCM-меню

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Наверное ни для кого не станет секретом, что модификации с MCM-меню в плане объединения друг с другом имеют множество подводных камней, связанных с особенностями архитектуры и принципами работы «вегасовского» The Mod Configuration Menu.

Так сложилось, что из-за этих особенностей, порой, либо невозможно, либо очень сложно объединить самостоятельно подобные модификации, особенно, когда этот вопрос остро стоит в рамках проекта «Ruined America», да и других мало-мальских крупных проектов. Те крупицы информации, гуляющие на просторах интернета, не давали полной картины решения данной проблемы. Однако на ресурсе TTW, товарищем helpful_visitor была написана статья, довольно информативно описывающая решение этого вопроса.

Итак основная проблема объединения MCM-модов заключается в том, что после слияния плагинов, напрочь отказываются работать нужные скрипты. Отсюда исходят три основные проблемы, из-за которых происходит подобный сценарий, после объединения таких модификаций:

Теперь постараемся разобраться, как эти вышеперечисленные проблемы решить.

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Шаг 2. Исправление скриптов.
Звучит страшновато, но, как говорится, «не так страшен чёрт, как его малюют». В большинстве случаев, данный шаг подразумевает исправление 1-2 строк кода и перекомпиляции в GECK. Наиболее распространённая проблема со скриптами заключается в том, что большинство MCM скриптов ссылаются на имя файла модификации, от которого работает тот или иной MCM-раздел. Это нормальное явление, когда есть одно меню, но когда вы пытается добавить другие меню, движок игры не может понять, что от него хотят и в итоге, мы получаем либо пустые разделы MCM-меню, либо неработающие в разделах параметры, а то и вовсе их отсутствие.

Ниже приведён пример, как выглядит стандартный скрипт.

begin MenuMode 1013
if IsModLoaded «The Mod Configuration Menu.esp»
else
Return
endif
if (GetUIFloat «StartMenu/MCM/_ActiveMod» == GetModIndex «JIP Companions Command & Control.esp»)
Куча кода менюшки и т.д.

Для решения проблемы №2, очевидно можно просто изменить имя мода, однако наши объединённые моды будут иметь разные названия. Поэтому в данной случае существует специальная переменная, позволяющая объединить моды без привязки по именам плагинов. Выглядит это примерно так:

if (GetUIFloat «StartMenu / MCM / _ActiveMod» == GetSelfModIndex )

Но самым главным исправлением является добавление логики, в которой записано, какой MCM-раздел будет привязан к тому или иному скрипту (решение проблемы №3). Большинство скриптов не имеют такой логики, для них пример исправления указан выше. Однако если логика всё же присутствует, то скрипт немного дополняется:

if (GetUIFloat «StartMenu / MCM / _ActiveMod» == GetSelfModIndex && GetUIFloat «StartMenu / MCM / _ActiveMenu» == 40 )

Значение «40», которое было указано в качестве примера, означает, что скрипт будет работать только с MCM-разделом, имеющим параметр (Value) «40» (в примере «JIP Companions Command & Control»). Если вам нужно задействовать другой скрипт, отвечающий за другой элемент MCM-раздела, то нужно ставить другой уникальный параметр (но уже точно не «40», т.к. он уже занят другим элементом).

Если после объединения скриптов у вас не работает MCM-меню, перепроверьте скрипты, возможно автор модификации пихнул ссылку к путям мода в другие места. Данное решение в этой статье будет работать для большинства MCM-модификаций.

Автор оригинальной статьи, благодаря этому способу, смог объединить 12 плагинов в 1. Также автор не рекомендует объединять мод FlashlightNVSE, т.к. при объединении по неизвестным причинам ломаются логики многих скриптов.

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