-
Posts
517 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Majorman
-
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
For 3: You can use an alternative HD retex for Pip Boy 3000, like this one. As for 1: I would suggest you do not use ENB or ENBoost at all. It is broken for FNV. Even if you get it work, it disables the hardware AA and replaces it with a software AA which is not a match for the hardware AA at all. More importantly, there is no known workaround for it either. I do not see a point in using ENBoost at all in case your system specs are close to mine - without ENBoost I achieve steady 60 fps indoors and anywhere between 50 and 60 fps outdoors - largly depending on the weather in the Mojave. You can swap ENB effects with either Reshade, or you can use Dynavision, but I cannot help you with setting it up at all. -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Based on what I've read, you can't use them both without some serious modding experience. So I wouldn't recommend it. FNV Redesigned covers nearly all NPCs in the game, while FCO covers all vanilla NPCs but just a few of the DLCs'. However FNV Redesigned makes changes to some of the in-game cells and might conflict with interior mods (FNV Interiors Redesigned comes to mind). It also does not work well with any ENBs if you plan to use any. FCO does not have such issues. So, in the end, the decision is yours. Compare the screenshots and pick one of the mods, but don't use both. You can also manually add the missing tags in Wrye Bash. -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
The alternatives are here: https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas_Weather_Mods I would take Realistic Wasteland Lightning. -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Sorry, mate, I don't use any additional weapons, but my guess is that the solution provided for the Gas Pumps of New Vegas still applies here. Try one of those: 1. Go to the "Millenia's Additional Weapons" folder and open the filetree to check its contents. In case the folder contains only a single merged ESP, you will have to go through all of Millenia's weapon mods one by one, moving their esps to "Optional Esp" and activating them. 2. Alternatively, try building the merged plugin anew, but just double-check whether "Copy general assets" in the Settings->Integration tab is ticked. Ticking it should ensure (in theory) that all the content (i.e. meshes, esps, txt files, etc.) of the mods you want to merge is transferred in the new "merged mod" folder. However, in my experience even when the checkbox is ticked, Merged Plugins usually does not copy data other than the plugin itself, at least on my system. Hence the red triangles you see. Should you try this approach, please check the file tree of the merged folder once the merging is done and if it still contains only an .esp file refer to my suggestions in point 1. ----------- 3. If any of these work, don't forget to report on the solution for future reference. 4. If it solves the issues for "Millenia's Additional Weapons" for you, then apply the same "treatment" to EssArrBee's Recommended WEapons. -
Hi there, I had the same issue with the gas pumps. The FLNW Guide is not very precise on the "One Last Merge" section, I am afraid. Here is what you have to do: 1. Create the "Gameplay Mods Merged.esp" as explained in the guide. 2. Go to "Gas Pumps of New Vegas" in the left pane of MO. Double click on it. 3. In the menu go under "Optional Esps" and move GasPumpsOfNV.esp under the Optional Esps. 4. Now tick on "Gas Pumps of New Vegas" in the left pane of MO to "activate" its textures. 5. Go to "Portable Campsite" in the left pane of MO. Double click on it. 6. In the menu go under "Optional Esps" and move PortableCampsite.esp under the Optional Esps. 7. Now tick on "Portable Campsite" in the left pane of MO to "activate" its textures and Pip Boy icons. As for Impact, it is not in the guide, so it probably doesn't work well with the other mods in F&L, so I would de-install it. EXE should work just fine, it does so on my PC. As for the grenade rifle - what mod adds it to the game? I don't have it, so I can't help much, but the problem is either with the mod itself, ot with CaliberX.
-
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Tirencia, I had the same issue with the gas pumps. The FLNW Guide is not very precise on the "One Last Merge" section, I am afraid. Here is what you have to do: 1. Create the "Gameplay Mods Merged.esp" as explained in the guide. 2. Go to "Gas Pumps of New Vegas" in the left pane of MO. Double click on it. 3. In the menu go under "Optional Esps" and move GasPumpsOfNV.esp under the Optional Esps. 4. Now tick on "Gas Pumps of New Vegas" in the left pane of MO to "activate" its textures. 5. Go to "Portable Campsite" in the left pane of MO. Double click on it. 6. In the menu go under "Optional Esps" and move PortableCampsite.esp under the Optional Esps. 7. Now tick on "Portable Campsite" in the left pane of MO to "activate" its textures and Pip Boy icons. -
Well, judging from your load order you either: a. Messed up your ILO Merged.esp. Both ILO - New Vegas Bounties II.esp and ILO - NVInteriors Project.esp are supposed to get into the merged patch, get tagged as "optional" and disappear from the load order thereafter. Try rebuilding the merged plugin and generate the bashed patch anew. b. Something went wrong during the installation of ILO and it did not the ILO - NVInteriors Project patch correctly. Reinstalling might help. You can also load xEdit and check which mods overwrite NVInt_ARoomWithAView.esm.
-
Bad Texture? Report it here.
Majorman replied to EssArrBee's question in Guide Support & Bug Reports
I'm back to report on the issue, thanks to Mono it is solved! Activating the scanner in MCM fixes the placement of dead bodies. -
Bad Texture? Report it here.
Majorman replied to EssArrBee's question in Guide Support & Bug Reports
Thanks, Mono, will try that whenever I return to the area with the sacked caravan and return to report on the proposed fix. Currently my character is too far away from the grotesquely disfigured mutant cows because of "Bad waves of paranoia, madness, fear and loathing, intolerable vibrations in this place." (he-hem keeping with the F&L theme). -
Bad Texture? Report it here.
Majorman replied to EssArrBee's question in Guide Support & Bug Reports
I've got the Dead Brahmin Blues. Which simply means that the dead Brahmins due North of Jean Sky Diving are distorted: https://www.dropbox.com/sh/kd8jtdm3oz9kuyk/AADTINwh8NeJRidDuQuYrFBga?dl=0 -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Actually the problem with the Wattz Laser Rifle and EVE has already been discussed on the forums and even a more elegant solution than the one suggested by leipzig175 was provided: old thread. xEdit is your friend! -
Paradox Interactive's games are on sale in Steam this weekend. A good chance to snap the excelent Crusader Kings II or Hearts of Iron IV.
-
Hi, good that you pin-pointed where the issue was. ENB is known to cause all sorts of problems with FNV. In fact some people on the forums actually suggest removing it completely. I haven't been playing the game long enough to be super-competent on the topic, but my testing shows that software anti-aliasing in FNV is so bad, that even ENBoost is not worth using. However, here is a list of common fixes you might try out if you insist on using an ENB: 1. Try to properly set your VRAM in ENBlocal.ini. Carefully follow the instructions of the guide. 2. Do not ever use the ENBlocal provided with any ENB preset! ENBlocal is automatically generated to fit your specific hardware and replacing it means that you fool ENB about your PC specs. This affects performance and stability of the ENB. Rudy ENB has a nice section explaining how to set a proxy without having to replace your own ENBlocal.ini. 3. Always disable AA and AF through FNV launcher when Using ENB. Also check whether your video card profile of the game tries to force AA and AF and disable them as well if needed. 4. Check out for weather mods compatibility. Rudy ENB is not compatible with any weather mod. It has some experimental workaround for Nevada Skies, but in case you were following the FLNV guide and have RWLE, you should use a different preset. 5. Check out for compatibility with lighting mods as well. Not all ENBs are compatible with ILO. In case you are following the FLNV guide try out Lucent ENB or Old World Enb, both are confirmed to work with the recommended mods.
-
Project Nevada: How to disable Cyberware?
Majorman replied to Majorman's topic in Fear & Loathing in New Vegas
Thanks for the quick reply, EssArrBee. Thought as much – there’s no way to disable Cyberware from within the game. Damn the confusing readme on that mod. However, your comment gives me some hope. I saw that the original implants are still available, however tha mod states that they are now distributed in the head and torso slots and the number of usable implants is limited to 3 per body part (and that's after taking a perk). Does that override the vanilla mechanic where implants are only limited by the PC's END value? (i.e. Are tha vanilla mechanics changed?) I was planning a character that starts with 7 endurance, gets the Monocite Breeder, Subdermal Armor and 5 stat-increasing implants, then raises END after Lonesome Road and comes back for a 6th stat-increasing implant. Can I do it with Cyberware installed? Also, as a FNV-modding guru, can you give me advice on how to proceed in case I have to re-install PN and PN-EO in the end (to achieve the abovementioned build)? Do I have to re-install any of the other UI Mods (like MCM and UIO)? Will I have to re-apply the Bashed Patch?- 2 replies
-
- FALLOUTNV
- project nevada
-
(and 1 more)
Tagged with:
-
Hi guys, finally got to playing the game, created a character and had some fun. Then I opened MCM and started configuring the mods and discovered that I cannot disable Cyberware. All other PN add-ons can be turned off, but not the implants. The PN readme states I should be able to disable Cyberware. Did I screw up on install? How can I reset the vanilla implants?
- 2 replies
-
- FALLOUTNV
- project nevada
-
(and 1 more)
Tagged with:
-
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Some brief questions regarding LODGen, if I may: What do I do with LODGen Resources and LOD Additions and Improvements after generating the LOD meshes and textures? Should I keep them checked on the left pane of MO? Should I keep the three .esps that come with them enabled and if so, should I have LOOT arrange them (the guide states they should not be manage by LOOT prior to LOD generation but nothing about post-generation)? Also, if those .esps are needed, should they be ticked during merged/bashed patch generation? Also, is there a specific order for the LOD textures and meshes in the left panel of MO? They don't seem to override anything, so I believe their place is irrelevant. -
Yeah, Vulcan is magic, makes my entry-level RX 460 run Doom at stable 60 FPS, putting the more expensive GTX 980 to shame. Take that! Sadly this supremacy extends over 4 games or so , for now at least.
-
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Wrye bash? Of course! I haven't applied a bashed patch yet, as I wanted to patch potential conflicts first, so a bashed patch might have actually solved some of these issues for me. -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thanks for the patches. I've just logged to share that Yuki's Gameplay Tweaks do not work with FCO at all (especially the companion level cap) and LOOT orders them before FCO, so the level cap is reset to vanilla - oops. Changing the load order helps, but provides the default ugly faces... And then Ragdolls screws up Rex's level cap as well. Some other issues b/w Yuki's tweaks and PN/WMX means that using them all requires some xEdit tweaking. -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Or you can simply manually select and install the fixes from UP+ that were not included in the guide previously, then merge them together (Copy general resources should be ticked). At least I did this, since I don't want to go back to sections I've already done. Dammit, I finally reached the end of the guide, there's nothing holding me back (except the new poosh and armor mods EssArrBee has added and my baby girl that severly decreses time spent in front of the PC). Here are the fixes that don't cause any conflicts: *Ammo Fixes - never tested it, I suspect conflicts with Caliber X; •Creature Knockback - negligible conflicts with YUP; •Dead Money - I left it out, already in Yuki Merged; •Dead Money - I left it out, already in Yuki Merged; •Empty Sunset Sarsaparilla Bottles - No Float Replacer - conflict free, safe to use; •Euclid C-Finder NVSE Upgrade - never tested it, I suspect conflicts with WMX; •Explorer Perk Extended - conflict free, safe to use; •Explosives Immunity Fix - minor conflicts, safe to override; •Ferocious Loyalty NVSE Upgrade - conflict free, safe to use; •Ghoul Rad Tweaks - conflcits with FCO, YUP & PN, some xEdit tweaking is needed; •Hardcore Needs Stats Fixer - conflict free, safe to use; •Ignore DT Weapons Fix - conflict free, safe to use; •Improved Transportalponder - I left it out, already in Yuki Merged; •Lobotomite Tweaks - conflcits with FCO, YUP, some xEdit tweaking is needed; •Loyals Detonator Can Detonate Explosives - conflict free, safe to use; •Old World Blues Perk Sanity - never tested it, I suspect conflicts with PN; •PAF - Pyromaniac and Plasma Ammo Fix - (surprisingly) conflict free, safe to use; •Reload Speed Game Start Fix - I left it out, already installed; •Sneering Imperialist Expanded - conflict free, safe to use; •Spore Plants - very negligible conflict with YUP regarding spore plant's karma, simply ignore it; •Thump-Thump Range Fix - never tested it, •Two-Step Goodbye NVSE - never tested it, actually increase chances of suicide by detonation •Water Consumed Stat Fix by Asterra - conflict free, safe to use. I also threw Better Junk Rounds in for good measure, as it is another conflict-free fix and in theory should work well with Ammo Ingredients as Loot. So, I merged all the tweaks and did some xEdit tweaking to the merged .esp (copying FCO entries over the ones added from the fixes, copying PN and YUP entries over the fixes only in place where it seems reasonable (i.e. feral ghouls level was increased by PN, so I carried it over the new mod)) and I was done in <30 minutes. However, installing the mods in green and yellow only requires no tweaking at all and is 100% safe. -
Hy all, I am trying to locate an xEdit compatibility patch I just created. The .esp appears on the right panel of MO, but I would like to create a separate folder in MO/Mods and place it there for the sake of keeping a clear structure. What is the default location of xEdit patches?
-
Crash in main menu when launching from Mod Organizer (not CTD)
Majorman replied to goldrush9560's question in Mod Organizer Support
Hmm, if nothing else helps try rolling back to an older version of MO. Uninstall your current version and get an older one instead. Worth ttrying at least. -
Crash in main menu when launching from Mod Organizer (not CTD)
Majorman replied to goldrush9560's question in Mod Organizer Support
Do you have FNVSE installed and the 4GB patch installed? If so, you should run the game via falloutNV.exe in MO. Do not use the falloutNV_Launcher.exe in MO after apllying the 4GB patach, it will crash at loading screen. Which version of Windows do you use? Have you tried launching the unmodded FNV (before installing any mods at all) and did it work then? I had a crash on Vanilla FNV on Windows 10 (64 bit) and solved it with the d3d9.dll fix. Alternate download from BethSoft's forums (confirmed to work on Win 8.1 64 bit). It might identify newer GPU's incorrectly, but this file should become obsolete once you install all utilities listed in the FLNV or will be replaced in case you install an ENB/ENBosst. Do you use ENBoost/ENB? If you have installed either, delete all traces of it and try running the game again. If the game runs successfully, the problem was caused by the ENB. In this case you can seek more help on how to re-install ENBoost/ENB successfully in the ENB subforum. Also, what's your GPU? Check if you have the newest drivers. Installing the latest drivers might help, alternatively, rolling back to older version of the drivers might help instead (it's a matter of trial and error). -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
May I also humbly suggest checking Yukichigai Gameplay Tweaks? It includes a merged .esp of all of Yuki's Gamplay Tweaks, most of which are already included in the Gameplay section of the FLNV guide? Version 2.2 also adds other tweaks already included in the guide - like "Nipton's Fires Extinguished", "Casino Exchange All", "Lonesome Road True Faction Allegiance", etc. If it works as advertised (though currently there are some bugs on implementation), it might replace long sections of the guide (and save some time as well). -
GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hey, EssArrBee, if you manage to find the time to update the guide, please note that the Ragdolls was updated to v 3.0.2, so no Gian Ant Skeleton Fix is neccessary any more. However new instructions should point to the Ragdolls (main) file, as opposed to Ragdolls TTW.

