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Tirencia

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Everything posted by Tirencia

  1. ran the game for 2 hrs and starting to get multi colored and black objects looks like I will have to remove that mod and lower my plugins some more maybe lower under 130 just need to figure out what 3 to get rid of
  2. Was looking at a couple of mods for breathing while aiming, because I really hate how this game doesn't allow you to hold your breath for a second or two to steady the aim. I found this one and looks promising and realistic. I haven't ran into any problems yet but I am only an hour into the game so if anyone knows of an issue let me know but I think this would be great for FL:NV https://www.nexusmods.com/newvegas/mods/56670
  3. Question on 2 mods Holster and Holster - new meshes they both have the Holster.esp do we move the Holster.esp to optional from the orginal Holster mod or leave it because I only see 1 holster.esp in my plugin section of MO Question 2 is it worth combining sound fx project nevada and wmx or is merging sound esp's not recommended
  4. Do I need to redo FNVGENLod after I merge plugins or will LOD I created still be fine
  5. What is counted in the active plugin count. The reason I ask is after doing FL:NV and awop, monster mod and UHNV i have 143 active plugins and debating if I should merge a couple of esp's or just get rid of a couple. Edit: I think I might have found about 8 esp's to merge they are all in the Additional Gameplay section and only have FalloutNV.esm as a master would they be alright to merge Edit 2: I lied only 5 are just FalloutNV.esm and 2 are the Courier Stash Intergration that adds 2 eps's
  6. While in the texture optimization section of FL:NV and performing the optimization I found a batch file that is 2.8 last updated Jan 21, 2015 for fallout and fallout nv. should I switch to this or still use 2.76
  7. Do I need the FNVLODGen Resources or just the main file above it. It states Fixed LOD textures and higher resolution ones, extra LOD meshes. *REQUIRED* for proper LOD generation.
  8. In the Machienzo Merged Mods section why don't we just uncheck Refined Casino People and Suits - Grimy_Dirty_Fixes to because all the files from that one are in with the merged mod
  9. ok this is really weird, when I make a bashed patch and exit wrye flash I get an error that says no guide to fix. But it has something to do with bashed patch so I go back in to wrye flash and exit the error is gone. It has nothing to do with overwrite I checked
  10. That mod will definitely be one to keep track of
  11. sweet I like that mod I might have to get that to work with my set up lol Does anyone know if aMidianBorn NV Book Of Water is compatible with Monster Mod, I tried googling both but nothing posted
  12. ok these are right by each other and all have FCO in front. I'm assuming FCO - sweat.esp is an offset of FCO but I could be wrong
  13. im really full of questions like always. FCO - Sweat.esp (Animated Sweat Effect (ENB version)) FCO - GlowingOne.esp (FCO) FCO - Willow.esp (FCO) rest of the FCO esps gets taken care of with Bashed Patch, can these 3 be merged to go from 3 esps to 1
  14. ok i really should have just pulled up wrye and checked without making a bashed patch. I sometimes forget I can do that
  15. ILO patches esp's can be merged and is stated as such. I was wandering can the FCO esp's be merged as well to lower plugin count
  16. hey Mos do you use Willow for anyone that knows when i combine ILO patches i have used ILO - NVInteriors Project - AWOP.esp without errors but when its done making the merged patch both the merged patch and that file are Bold instead of jut the merged patch. Did I do something wrong
  17. the only issue I see but could be wrong is the changes to explosions in states any mod that changes that should be incompatible well wouldn't that mean EVE would incompatible
  18. that is true, I can see what you mean. I really hate editing in NVEdit but will do it with instructions because I am know to mess stuff up lol. Realistic Weapon Damage I will look into that too.
  19. Is it really worth getting or do you think it should be gotten and worked with. I myself don't mind really over powered enemies since I love the challenge that is why I get AWOP lol
  20. OK I was talking to Sarge for about an hour or so last night he ran some tests in game with the fixes he made and says the doors "have" to be removed with GECK. or there would be a lot of errors. He also mentioned he would talk with chucksteel, he said chuck most likely wont fix it but he could get help with it.
  21. Just a heads up for ILO they have an option for the Willow mod should we install that too, I'm just asking because I had to do a reinstall of ILO and it gives an option for it same page as NVB1 and 2
  22. ok is removing the strip in worldspace just as easy and sorry if I ask so much stuff, I'm really new to FNVEdit so I'm still learning
  23. not me I'm waiting on Sarge sorry mate but did you figure out which to remove gas station or rest stop
  24. ok MosAnted got back about which combo to use. He stated to use the NVInterior combo and not the AWOP one and rename it. I will just post it lol. He also said he would look into which files to remove. Sarge19894 kudos644 posts If you use the original NVInterior_ComboEdition_AWOP.esm you will have a very bad time. You have to rename NVInteriors_ComboEdition.esm and remove the conflicting areas manually. Actually you don't have to rename NVInteriors_ComboEdition.esm you can just remove the conflicts and use ILO - NVInteriors Project.esp. ILO - NVInteriors Project.esp & ILO - NVInteriors Project - AWOP.esp are almost identical, only difference is the master file.
  25. NOt sure if posted yet but Willow is now v1.09
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