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Veezy

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Everything posted by Veezy

  1. As long as I'm not going crazy, I'm not gonna worry about it. Right now, after running a Bashed Patch, I'm sitting at 131, at the moment. [spoiler=Current load order, with bashed patch merged.]FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm Advanced Recon Tech.esm Ambient Temperature.esm Interior Lighting Overhaul - Core.esm New Vegas Redesigned 3.esm ELECTRO-CITY - CompletedWorkorders.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm Tales from the Burning Sands.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Caliber.esm Detect Traps.esm ELECTRO-CITY - Highways and Byways.esm domecity.esm FCOMaster.esm Interior Lighting Overhaul - L38PS.esm Inventory Access.esm JIP Selective-Fire.esm NVWillow.esp Project Nevada - Rebalance.esp Sortomatic.esm The New Bison Steve Hotel.esm Project Nevada - Cyberware.esp More Perks.esm Afterschool Special.esm D.E.I.M.O.S..esm NevadaSkies.esm oHUD.esm Project Nevada - Extra Options.esm SomeguySeries.esm Weapons.of.the.New.Millenia.esm EVE FNV - ALL DLC.esp Vurt's WFO.esp New Vegas Redesigned 3.esp Sandbox6 Mods Merged.esp YukiMergedMods.esp populatedcasino.esp vault22FloralOverhaul.esp WeaponModsExpanded.esp Merged Fixes.esp NewVegasUncutSeries.esp Alternative Start.esp Machienzo Merged Mods.esp Project Nevada - Rebalance Complete.esp TrooperOverhaul-Dragbody.esp RaestlozFactionArmorEnhancement.esp WMX-DLCMerged.esp EMR-StealthSuitMkII.esp MTB.esp Project Nevada - All DLC.esp ADAM Complete.esp Nipton Fires Extinguished.esp NVInt_ARoomWithAView.esp NewVegasBounties.esp NewVegasBountiesII.esp ILO - Merged Patches.esp 1nivVSLArmors.esp 1nivPNSLPatch.esp Advanced Recon Range Finder.esp Advanced Recon Tech.esp ammoingredientsloot.esp ArmourRepairKits.esp Better Burned Man.esp Boacombat2glove.esp Casino Exchange All.esp CASM with MCM.esp Centered 3rd Person Camera.esp Improved Sound FX - WMX - Merged Major DLCs.esp christinecos.esp DarNifiedUINV.esp dD - Enhanced Blood Main NV.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Detect Traps Merged.esp Tutorial Killer - Merged.esp ExtendedDialogueVulpes.esp FCO - GlowingOne.esp FCO - Sweat.esp FCO - Willow.esp FlashlightNVSE.esp FPSWeaponWheel.esp GRA - The Right to Bear Arms.esp Improved Casinos 2X.esp Integration - Couriers Stash+WMX.esp Integration - Couriers Stash.esp JIP Companions Command & Control.esp JIP Realistic Weapon Overheating.esp Jump Fall Fixer.esp Laurens_Bathroom_poetry.esp OWB-Path Lights.esp PortableCampsite.esp NevadaSkies - Ultimate DLC Edition.esp Powered Power Armor.esp Ambient Temperature - PPA.esp LessIntrusiveKillCam.esp mapmarkers.esp Millenia's Additional Weapons.esp Mojave Nights.esp Project Nevada - Cyberware Additions.esp Project Nevada - WMX.esp WMX-ModernWeapons.esp SRB's Additional Weapons.esp DragonskinTacticalOutfit.esp Advanced Recon Armor.esp Advanced Recon Gear.esp Advanced Recon Gear - Project Nevada.esp Mojave Travel.esp NukaCola-Ojo.esp GRARG.esp Holster.esp Weapons.of.the.New.Millenia.Store.LITE.esp Distributed Necklaces and Chains Neck Seam Concealer.esp Project Nevada - EVE All DLC.esp Sortomatic_for_House_of_the_Chef.esp Tales PN.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp VeronicaRechargerPistol.esp Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp Bashed Patch, 0.esp Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp
  2. For screenshots, follow this link. SFW, in case you were wondering. I mentioned this in the main page but figured a general support post would be a better shot. For some odd reason, the female raiders have clashing body texture's causing odd streaks and black bars. Nothing else has this problem, AI is set up properly (done both using MO's setting as well as manually), all BSA's are selected through MO, and FCO has been installed properly, according to the F&LNV guide. According to MO, there are zero texture conflicts specific to body textures/meshes, so it's not a separate mod (I'm assuming here) that's causing the issue. My plugin count is below 138 and my INIs are writable. Note, the only mods outside of F&LNV are Mojave Travel - A Fast Travel Alternative, Mobile Truck Base, and Easy Unlocking - Easy Hacking - Guaranteed Pick Pocket Outside of those three, I followed the guide, do use a Bashed Patch, and everything is sorted according to LOOT. Any help you fine folks can give out would be greatly appreciated. EDIT: Looks like FCO doesn't actually edit any body textures, so there's some sort of clash between vanilla, the custom race, and the type 3 replacer, however there are no conflicts listed in MO. I'm at a hella loss.
  3. They sure are. Tried it with manual AI and with MO's, same issue. It's odd, all the other custom races are fine. BTW, I appreciate everybody's help.
  4. Nope, still got the same issue. Double checked the ESM just to make sure I removed all the proper files. It really isn't a huge deal, it's just frustrating I can't find what's causing the issue.
  5. Sure did. Manually edited Archive to: [Archive]SInvalidationFile = iRetainFilenameOffsetTable = 1iRetainFilenameStringTable = 1iRetainDirectoryStringTable = 1bCheckRuntimeCollisions = 0bInvalidateOlderFiles = 1bUseArchives = 1SArchiveList = Fallout - ArchiveInvalidation.bsa, Fallout - Voices1.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa Truly, everything seems completely fine except the female raider race from FCO and I have no idea how to fix it.
  6. Okay, so, firstly, thank you for figuring that out! The mismatched color between head and body has been corrected! However, the issue with female raiders remains. The color between head and body matches, however it appears the texture used to dirty them up causes black bars around the hips and random streaks of clean skin all over the body. Also, Willow has two irises in each eye. The same issue occurs when trying to select the new eye colors in the character creator. Not sure what's going on there. edit: It appears that I'm having an issue with the custom raider race added by FCO. It's completely unrelated to NVR3. I'm an idiot. So, now I'm not sure what to do. There doesn't seem to be a conflict, it's just not loading properly
  7. I'm not 100% sure. I'm at work so I can't check yet, but I do know my [Archive] settings are correct in the fallout.INI. I'll check when I get home. EDIT: Would that also be the issue with my Raider female bodies?
  8. SRB, looks like MO has been updated with a note that it now supports the legacy scripts. Get excited. Also, something to consider for the guide. It may be a good move to drop NVR3 and stick with FCO. After A LOT of in game testing and too much googleing, it looks like it's incompatible with Type 3/5/6 body mods as well as Roberts, regardless of what optional files are available. Could just be my install, but killing female raiders leaves black marks regardless if they're nude or not and has an impact with other body mods. For all men and non-raider women, there are a lot of mismatches between heads and bodies regarding skin tone, (while the issue does not exist with vanilla bodies). This is not an archive invalidation error as 100% of all other texture work, I've double checked to make sure the ini is not read only, and there are more than a few notes with in the actual mod folder stating that it's not compatible. While the skin issues are not a huge deal and NVR is well made, you're forced to use vanilla bodies or deal with the color mismatches when armor is stripped or with bodies that are lying around in the game. Again, this could be just me having an issue, but I've went through those steps again and had the issue, while when using stock bodies there was no problem. EDIT: All that being said, I could be completely wrong and may have set something up improperly. I'd be happy to be wrong. (Well, partially, I'm not 100% happy with the changes that are made).
  9. True. That being said, the main strip is pretty well kept while Freeside and the rest of the world is left crumbling, save the dam (which still needed some NCR effort to get running). I would say it's open to however you'd want the world to look. Rusty Highways pretty much leaves the vehicles it adds to the main highways. Which would fit, as some bombs did get through. Of course, to be TRULY accurate we'd need a traffic report from the 50s in the Fallout universe and an accurate layout of how far past the strip the destruction goes. As, in game, the look of the strip compared to Freeside is strikingly different. But that's getting into silly territory. Video games aren't as serious as comic books, gosh.
  10. SRB, something else I thought of, in addition to the junk I threw up a few days ago. Mark Morgan's "Vault Archive" - Some people, such as myself, never use the actual radio and prefer the in-game music. This is a collection of all the tracks from FO1 and FO2 in high quality MP3 or Lossless format. Yes, it requires a bit of work to install, as you'll have to manual replace each track in your FONV folder with one of these and rename the file, but once you've done that you're set. Noticeable difference, doesn't take up a mod slot, and add's a nice touch to the game for folks that played FO in the past. EDIT: A few immersion options: Rusty Highways - Adds some bombed out vehicles to the roads. Really enhances the feeling of the area being destroyed while people were still going about their day. Military Expansion Program - Add's soldiers to a few of the military locations. Repopulated Wasteland - Adds additional NPCs all over the world to give it a bit more life. Increased Wasteland Spawns - More world spawns. More stuff to shoot at.
  11. OHe last mod for the night, Easy Lockpicking/Hacking/Pocket PickingPicking. The hacking and lock picking mimini games susk. ThiS makes the locks Still have the skill requirementrequirements, but makes the games super simple to bypass. Load after the bash patch.
  12. Can do, however when I do that the .357 has the weird weapon texture. Any thoughts?
  13. Hey, SRB, when I make a bashed patch I get a message, along with the list of merged patches, that a few mods cannot be merged due to No Merge tags and will be imported. Just to be clear, those still need to be activated, correct?
  14. Hey, I’m at work so I can’t hyperlink the mods, but here are a few that we should look at. All are well made and may serve to help tweak the gameplay depending on what the player is looking for.: Tweaks: 1. Puce Moose Tweak and Balance Center – Various difficulty and hardcore adjustments. From small things like halving all consumables in the world to making loose grenades missiles able to be shot and destroyed (resulting in, logically, explosions) to doubling hardcore rates and making food more difficult to ingest and everything in between. 2. Josh Sawyer’s Mod – Weapon adjustments, armor stat adjustments, consumable weight adjustments, karma adjustments, etc. Really useful for showing what direction the game was heading, given more time from the team to patch it. Personally, although it’s not in my load order at the moment, I consider it a must have and as essential of an unofficial patch as YUP. 3. Cirosan Classic Overhaul – Changes the structure of the game to allow for more roleplaying and less min-maxing. Makes the game more in line with the classic Fallouts Fast Travel: *A note about Bethesda games and Fast Travel – In my opinion, a system like Skyrim (with better fast travel mod) or Morrowind is much better than how fast travel was implemented in Oblivion, FO3, and FONV. Personally, I feel having the free ability to pop back and forth, for free, with zero consequence causes a game to be designed in such a way that it’s almost necessary to be used whereas not having that option forces the designers to make a game have, well, something to do between locations to motivate you not to fast travel. FONV suffers greatly from this issue. The main hub of the game is located incredibly far away several other objectives and, as this is the Mojave, there’s whole lotta empty space. Having to walk that far isn’t fun, it’s tedious. The below are a few options to make the game more bearable in this regard, fit in with the theme, won’t let you cheat, don’t let you fast travel from Goodsprings and go wherever, and are not game breaking no matter how hard core you’re going. 1. Mobile Truck Base – It’s gonna take work and some caps to get this monster going. Compatible with Sortomatic, this truck (or van, your choice on install) will hold your goods but requires fuel to travel. Currently can go to 23 different locations. Room for 2. Comes in a variety of colors. 2. Alternative Fast Travel – Speed-E Wheels Travel Systems – Do you like fast travel but wish it was less out of your hands and more of a taxi cab service? Here’s your answer. 11 different terminals that require you to either hack or repair to use, require funds to travel, and will speed you from the more popular spots in the Mojave. Can find free ride tokens as well, do additional hacking to disable the jingle or get an employee discount, and can also acquire a fast travel beacon that will let you have a onetime trip back to a location. The closest thing this game has to BFT in Skyrim. 3. Mojave Travel – A Fast Travel Alternative – Here we have the option for you to repair a bike and use it as your fast travel device. Requires regular maintenance, fuel, and must be fixed before you can begin using it. While MTB has limited locations but can carry all your junk, the bike here can travel to any of your fast travel locations but only has a storage space of 100. Full MCM customization options for your game playing needs. Other: 1. Fellout/Western Skies – Might be an alternate option to Nevada Skies 2. Imaginator – Like ENB? Don’t want to run it due to performance issues? Here’s the closest you’re gonna get. Fantastic mod for adjusting lighting and plays nice with everything (from my experience). 3. Signature Weapons/Armor – Let’s say you like a weapon/armor piece. Let’s say, you want to use it indefinitely but don’t want to get murdered when you walk into an area that’s a bit more troublesome than your basic leather armor can handle. Introduces a system where you get better using a particular piece of equipment over and over again rather than just grabbing whatever is the best item in your inventory. 4. IMPACT – Already been mentioned before, but it looks great. Gonna take a little bit of work to get it running with everything else. 5. Bottle That Water – Drink water. Get empty bottle. Crouch at water source. Fills bottle with that type of water. No buggy nonsense. 6. Better Game Performance – Back when I was an idiot and used nothing but FOMM I always had this mod and noticed a solid boost in performance when it was loaded and never ran into any problems. It may not be needed with YUP’s fixes, but something to consider.
  15. dreadflopp, do you happen to use SkyTweak or Better Leveling with your build?
  16. Neovalen, for the XP32 mod, as it's now updated to 2.20 and 2.06 is not available, what options should I choose when installing it? I tried following what's there but the verbiage has changed and I want to make sure I don't mess up compatibility with any of the animation mods. EDIT: Also, for all file removals that contain a *, do we need to get rid of every file of that name, including _n's, or just the file with that name only?
  17. Sorry, I kinda asked that wrong. Should we load AOS after this esp as well?
  18. Should we follow the LOOT rule for Wet and Cold with this esp as well?
  19. Silly question, but is there a list of which mods in STEP Core/Extended that need to be re-installed with proper compatibility patches somewhere? I'm putting REGS back on my PC after a hard drive failure and have only put Core on so far and want to make sure I don't mess anything up.
  20. Under this mod, there is: Meta Rule Instructions Load after: Distant DetailHF.esp (this mod)What esp should we be applying this rule to?
  21. Do we still need to follow this: Meta Rule Instructions RealisticWaterTwo.esp Load after: Point The Way.esp (this mod) I only ask because the same is not mentioned in the actual page for Realistic Water Two. EDIT: Nevermind, found it. This rule may need to be deleted as it's also in the Realistic Water Two wiki page.
  22. Version 3.0 released 10-27-14 removes the need for a CRF version as compatibility is now built into the main mod.
  23. Not sure if it matters too much, but this mod is set to hidden. Couldn't find a reason why.
  24. Thank you for the response. In terms of install order, right after the two Bounty mods good you think?
  25. Thank you for the guide! Quick question, have the other Someguy mods been tested?
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