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TDarkShadow

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Everything posted by TDarkShadow

  1. Project Nevada - Extra Options has a preset in the MCM menu to revert as much as possible of Project Nevada to vanilla. So no bullet time, harder enemies, etc. Many A True Nerd, great let's play'er. Link for the lazy / interested; https://www.youtube.com/playlist?list=PLwH1xJhcXG0dR5myFpRtaOkOFP67j4et6
  2. With those combat changes, I would remove Beyond Boulder Dome and DEIMOS since those are fairly combat intensive. Even with a load of RadAway, Doctors Bags and (Super) Stimpak, while on level 28, I had a very hard time against the Death Squad members.
  3. JIP Companions Command and Control has already an included functionality to make companions essential or not, even modded ones. So that should save you an esp slot :p
  4. Be sure to check the merged plugins (mainly the Millenia and EssArrBee esp's) for errors in the form list. That was my main problem when I sometimes overlooked some errors and forgot to delete them.
  5. If I may add instruction to the guide, what would you prefer? Edit instructions or just download another mod / esp and make it mergable?
  6. Millenia has made another weapon mod, don't know if you want to include it, EssArrBee? This time he made the IMI Galil (an assault rifle). On a related note, can we edit the Inventory Sorter of Project Nevada to include the weapon mods of Millenia?
  7. Sarah Weintraub Companion - More Than Just a Classy Chassis looks like an awesome companion addon. It makes Sarah Weintraub, the "overseer" of Vault 21 your companion with extras like additional perks and the vault 21 as your player home. This is just a suggestion to include it in the guide since it offers a viable extra to the Strip, however my test setup had a problem with the vanilla sex scene. The scene is required to start the companion quest however. It's probably a beta for now but I hope this mod will soon be stable to use.
  8. I love Nevada Skies but it gives ma a fairly big fps hit (15+) when it starts raining of when a sand/radstorm is raging. I almost deactivate these storms every time but I wonder if it can't be tweaked?
  9. Always when Weijiesen uploads something :p Although, not something I would use in Fallout imho. Atleast not with the current settings. I am curious when the MCM menu is integrated and we can alter settings.
  10. According to LOOT, it is. Although it seems to miss the option to halve the weight of equipped armor, which is a error that also was present in the v1.2.
  11. "Level cap can now be raised to level 95." Now only a stable mod that adds bonuses to skills that are 100+ and I'm glad :p
  12. Is there anything btw we can help EssArrBee with while he is busy? Like keeping a list with all the mods that are updated and aren't in the guide? (like the MNK-RHINO Gauss Revolver that now has a v5)
  13. Oh wow, that looks awesome. Does it have a performance hit though?
  14. I don't know if there are any Caravan lovers here, but haven't found the interest in it until I knew there are 5 whole decks to collect. Since the guide also adds a Surprise Card restoration to the Sierra Madre vending machine, I thought it would be interesting to collect all the cards. But there are so many, and you can't check your own cards for which you already have (unless I'm mistaken?). Then I found Caravan Card Control, a (script) mod that tages any cards in containers / vendors menus as dupes if you already got them in your deck. As a side note, do any of you guys know something of a "collector's type" house mod? I know Mobile Base Truck as a Display Items option which displays some of the vanilla items. And the famous Underwater Hideout and Underground Hideout have both weapon display walls and some completed quests decorations. Most perfect for me, would be Legacy Of The Dragonborn for Skyrim, converted to something like"Courier's Notorious Past".
  15. Oh, okay. Sounds easy but I know how hard modding, mainly FNVedit, can be :p Would it possible to put a little tutorial in the according sections for recurring users? Last question, would it be more viable to merge the extra Millenia weapons and your personal recommendation section together? Or is it better to have the 2 separated for maintenance? Thanks again for all your hard work
  16. Thank you :p Also, I presume, like mentioned in the guide, even if you would give the new merged plugin the same name and the same load order slot, it would still erase your weapons in inventories of / in a current playthrough?
  17. EssArrBee, I got a little question. If I would merge all the weapons that Millenia ever maked into one esp (like in the guide), would it have a performance hit? Or should I limit it to 13 weapons, like your merging instructions? A quick lookup tells me it would include 45 weapons but I didn't check if "Weapons Of The New Millenia" includes any of them.
  18. Ess has stated it conflicts something with Nevada Skies.
  19. Some errors or bugs I noticed with the guide, (except the missing Delev tag for GRA - Right To Bear Arms, thanks Jax765); Bashed patch uses the Strange Meat data from New Vegas Redesigned 3, while it should be using Project Nevada - Rebalance Complete. Several fixes from YUP fixes aren't carried over in the Bashed Patch, mostly due Project Nevada scripts (not necessary?) or in case of apperel / armor, 1nivVSLArmors and Faction Enhancement. Vault 22 Flora Overhaul overwrites an actor effect for the Spore Carrier which YUP fixed. Some explosives (like the Mini Nuke and Fat Man Mine) have a EMP Pulse (from EVE) or the Knockdown script (Project Nevada), but only 1 effect can be active. What should get priority? Several weapons haven't the right values like some energy weapons don't have the critical hit effect from EVE (blasphemy!) because they are overwritten by Weapon Mods Expanded.
  20. Yeah, I saw Gopher using it too and I'm questioning about installing it too. But like you said about the companions and storage area, that's my problem too. Sure, it's a truck and it shouldn't be used as a base :p But with Willow and other companions and their location based quests, it's hard to drag them all along. I wished there was a mod where you could tell your companions all about your adventures and getting their quest triggers. Edit: If anyone is wondering what Jax765 is talking about, Mobile Truck Base is a "driveable" (cutscene / fast travel) truck with storage containers (Sort-o-matic version included).
  21. I don't know if many people have the same "issue" as I have, but I have a problem with the house mods in the guide. They are great, mainly with Sort-o-matic. Never knew there was an unified system. But with the several houses in this guide (Willow's Bungalow, Afterschool, Tales Of Burning Sands, ..) and let's not forget the almighty Sink, I have a difficulty deciding in which house I would like to have a permanent base. I know I can't really give critique because EssArrBee does a great job to give a wide choice of your homeplace. But I don't want to haul all of my stuff everywhere, neither leaving all my stuff behind at Goodsprings while I'm in my Penthouse. So, could we make some kind of chart or having a discussion of what house provide what benefits or cons? Or, if EssArrBee is up for it, a section with several house mods you can choose from? Sure, this also depends on your playthrough / roleplay but I think it would be interesting, nonetheless. I mainly chooses the Schoolhouse because you do have to work for it, it's easily accesable, has much room (Feng Shui and 6+ companions anyone?), and it has every crafting system + a garden included. However, if you don't add any mods and play without Fast Travel, it can be a chore to travel to it. The Sink also provides more benefits (spoilers) and a teleport beacon to it. Willow Bungalow let's Willow cook some items for you and has some automatic "quest" item displays. A Room With A View has .. a view. If anyone think I'm rambling, then ignore my opinion :p EssArrBee, thanks again for the great quide and I wait with anticipation for every update
  22. Congratulations :pThanks to you, many Wastelanders will find the wastes a little more enjoyable. Also, to help people with the HUD mods, would this work? https://www.nexusmods.com/newvegas/mods/57174/ "UI Organizer, or UIO, is an NVSE-powered plugin that is designed to manage and maintain all UI/HUD extensions added to the game by various mods. Once installed, UIO will ensure UI extensions are always properly installed and, when necessary, properly removed; it will automatically detect, resolve and prevent UI-related issues, and will help keep the game's UI intact. You will be able to safely install/remove UI mods, at any time, without having to worry about it breaking other UI mods, or worse - the game."
  23. I have merged the Vividian ENB esp's, like everything else that should be merged according to SR:LE.I think I'm right about the ETaC Plugins? I sort according LOOT. How isn't ETaC in the right place? Because I followed the guide and it should be at the bottom as stated in the REGS guide.
  24. I'm sorry if this has answered before, the search function doesn't give me the results, but if I try to "start a another life" as a member of the College Of Winterhold, it takes a few minutes to load and CTD's.I'm running a SR:LE + REGS setup but I have followed every letter of both guides, even updated to 3.5 of REGS and it didn't help.My game loads perfectly fine if I start a life as a Necromanger or as a shipwreck.If needed, here is my mod order;
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