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Posted
  On 7/1/2015 at 12:00 AM, vidalia said:

Not sure if this is mentioned already but the WMX-ArenovalisTextures.esp (from WMX) needs to be enabled manually after a bashed patch otherwise the textures on some weapons remain messed up (Lucky for example).

Hmmm… I never considered that for some reason. I always forget about mods with the NoMerge tag. Thanks for reminding me about that.
Posted
  On 6/30/2015 at 5:28 PM, EssArrBee said:

You probably some kind of filter on. Is there some colored outline around your mods pane? Check the filters or down at the bottom there is a dropdown for the groupings.

 

The other thing is if you are sorting by priority. So click the priority column a couple times until it's corrected.

Well damn, it was a groupings issue. Everything seems to be appearing correctly now. Thanks for the quick response. :)

Posted

Also what's kinda cool (Borderlands talk reminded me of it since it has similar effect) is a couple of the weapons guys being led by Precise as Pins (thinks its subnectrol or similar on nexus) are scopes that look like they actually refract, instead of just reflecting: vXYoLNZ.jpg

Posted
  On 7/1/2015 at 12:00 AM, vidalia said:

Not sure if this is mentioned already but the WMX-ArenovalisTextures.esp (from WMX) needs to be enabled manually after a bashed patch otherwise the textures on some weapons remain messed up (Lucky for example).

Same for the Misc Items ESP.

Posted
  On 6/30/2015 at 7:04 PM, Usiel said:

A couple of suggestions? I know that New Vegas Uncut 6 is not in the list because of some problems found in the quest. Have you taken a look into the New Vegas Uncut 6 - If It Wasn't For Betsy Remastered by Lexx?

 

Also what are your thoughts on Tailor Maid - NV by sin7188 and VerbalEarthworm?

 

Anyways great load order. I use it as a base for everything and my god this game runs so smoothly thanks to you. I truly do appreciate the hard work. Hell, where can I donate.

For NVU6 - See last few pages of this thread.

Posted

There's just been an update of ILO to version 6.9, includes a MO-friendly version (Need to extract the .fomod from the zip though), and working patches for Nv-interiors + AWOP and YUP.

Posted

Just thought Id make an account and say thanks, I stopped playing FNV for quite a while (2-3 years) and could barely get a modded setup working correctly. (Cleaning, patching, merging.. What!?)

After going through your guide I not only got a nice cleanly running setup going I now know how to use all the latest tools properly. I was quite surprised really, initially I had gotten a ton of mods installed on my own that seemed to run correctly with a few errors but performance was horrible, now via the guide I have almost as many and everything runs smooth.

 

One thing I was a bit confused about, after creating the bashed patch there is a set of plugins that have been disabled and I have left them that way, after reading the posts above I re-enabled Misc Icons and Arenovalis. Was that set of mods (The automatically disabled ones) meant to be disabled after making the patch? As re-enabling them is not mentioned after the patch guide.

  • +1 1
Posted
  On 7/2/2015 at 1:47 AM, Evolution0 said:

Just thought Id make an account and say thanks, I stopped playing FNV for quite a while (2-3 years) and could barely get a modded setup working correctly. (Cleaning, patching, merging.. What!?)

 

After going through your guide I not only got a nice cleanly running setup going I now know how to use all the latest tools properly. I was quite surprised really, initially I had gotten a ton of mods installed on my own that seemed to run correctly with a few errors but performance was horrible, now via the guide I have almost as many and everything runs smooth.

 

One thing I was a bit confused about, after creating the bashed patch there is a set of plugins that have been disabled and I have left them that way, after reading the posts above I re-enabled Misc Icons and Arenovalis. Was that set of mods (The automatically disabled ones) meant to be disabled after making the patch? As re-enabling them is not mentioned after the patch guide.

Leave green disabled, re-enable purple. That is a mistake in the guide I haven't corrected yet.

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