predator42393n Posted July 9, 2015 Share Posted July 9, 2015 Not sure if this has been discussed but the Higher Companion Level Cap mod resets the appearance of companions back to vanilla, is there anyway to get it to play nice with NVR3. Link to comment Share on other sites More sharing options...
Bachvarov Posted July 9, 2015 Share Posted July 9, 2015 Not sure if this has been discussed but the Higher Companion Level Cap mod resets the appearance of companions back to vanilla, is there anyway to get it to play nice with NVR3. I think if you put the HCLC on the left of mod organizer to be before NVR3 the appearance from NVR3 will stick. For implementing into the guide I recommend the Drugs are bad mmkay mod https://www.nexusmods.com/newvegas/mods/36163/? which makes it so that every drug or injection you use gives you a different screen effect. It adds a touch of realisim if I do say so myself. Link to comment Share on other sites More sharing options...
predator42393n Posted July 9, 2015 Share Posted July 9, 2015 The problem is it gets merged into Yukis merged mod so its not as simple as placing it before NVR3. The author does say that this can be remedied by creating a bashed patch but seeing as how I have one and the problem persists, I'm going to say that's probably not the fix. I wonder though has anyone else noticed this problem. Link to comment Share on other sites More sharing options...
daemondai Posted July 9, 2015 Share Posted July 9, 2015 The problem is it gets merged into Yukis merged mod so its not as simple as placing it before NVR3. The author does say that this can be remedied by creating a bashed patch but seeing as how I have one and the problem persists, I'm going to say that's probably not the fix. I wonder though has anyone else noticed this problem. It is the fix, you just probably need to do more than just create the merged patch. Open it in xEdit and look for the references, then compare them to the mods and you should be able to see what is overwriting what, and how to fix that. Link to comment Share on other sites More sharing options...
Genius384 Posted July 9, 2015 Share Posted July 9, 2015 The problem is it gets merged into Yukis merged mod so its not as simple as placing it before NVR3. The author does say that this can be remedied by creating a bashed patch but seeing as how I have one and the problem persists, I'm going to say that's probably not the fix. I wonder though has anyone else noticed this problem. I think when using NVR you need to at least be prepared to make a patch in FNVEdit to resolve those kinds of conflicts, even after using a Bashed Patch. Link to comment Share on other sites More sharing options...
daemondai Posted July 9, 2015 Share Posted July 9, 2015 I think when using NVR you need to at least be prepared to make a patch in FNVEdit to resolve those kinds of conflicts, even after using a Bashed Patch.You could make a patch to do that, it wouldn't be THAT hard to do, but once you've got your mod setup for your playthrough, editing the bashed patch will also keep the plugin count down. Link to comment Share on other sites More sharing options...
EssArrBee Posted July 9, 2015 Author Share Posted July 9, 2015 Do additional patching in the game tweaks plug-in. Link to comment Share on other sites More sharing options...
MosAnted Posted July 10, 2015 Share Posted July 10, 2015 Hey SRB, not sure if you've noticed but there seems to be some overlap in a couple of guns between WotNM and PN (Combat shotgun & Desert Eagle off the top of my head) Link to comment Share on other sites More sharing options...
daemondai Posted July 10, 2015 Share Posted July 10, 2015 I know that Gopher updated his mods when UIO came out, and I'm going through an install of mods at the moment, and I've noticed that the Advanced Recon Trap Detection mod now has 4 .esp files as well as the .esm. Detect Traps.esm, Advanced Recon Tech - Detect Traps.esp, Detect Traps - DLC.esp, Detect Traps - Perk.esp and Detect Traps - Traponator 4000.esp. I'm not sure if it's possible to merge Advanced Recon Tech - Detect Traps.esp into the other 3 esp's (following the guide it can't be done, as the .esp file requires Advanced Recon Tech.esm as a master which isn't installed until the Advanced Recon Thermal Nightvision mod and thus won't load in FNVEdit) but for the moment I've left it unmerged. Link to comment Share on other sites More sharing options...
Nozzer66 Posted July 10, 2015 Share Posted July 10, 2015 Just do the merge of the whole 4 when the needed files have been installed. Alternatively do it like I do and do all the merges at the end. Link to comment Share on other sites More sharing options...
daemondai Posted July 10, 2015 Share Posted July 10, 2015 (edited) I was considering that, but thought it better to keep the 2 different mods separate, just in case I decide to play around with them later. On a side note, Interior Lighting Overhaul has been updated to 6.9 and has an MO friendly install version (except it doesn't seem to be that MO friendly, really). I haven't had too much of a chance to take a good look yet, but it seems it has ILO and every patch in the one file now, which I'm not sure is a good thing... Edit: Nevermind, once you extract the FOMOD and create a new archive, it runs an installer which seems to work properly. Edited July 10, 2015 by daemondai Link to comment Share on other sites More sharing options...
Nozzer66 Posted July 10, 2015 Share Posted July 10, 2015 Yeah it's quite nice when you do that. Looks great in game too. Link to comment Share on other sites More sharing options...
MosAnted Posted July 10, 2015 Share Posted July 10, 2015 Advanced Recon Tech - Detect Traps.esp gets merged into the Bashed Patch, that's why there are not instructions to merge it with the other plugins. Also for ILO 6.9 you need to extract the .fomod from the zip and install that with MO. Link to comment Share on other sites More sharing options...
daemondai Posted July 10, 2015 Share Posted July 10, 2015 Advanced Recon Tech - Detect Traps.esp gets merged into the Bashed Patch, that's why there are not instructions to merge it with the other plugins. Also for ILO 6.9 you need to extract the .fomod from the zip and install that with MO. I got ILO sorted, but I still wouldn't call it MO friendly exactly. And they even say that it is for MO. Thanks for the heads up about the bashed patch merge, I'm trying to keep the plugin count to a minimum so I can play around with getting some other mods working. Link to comment Share on other sites More sharing options...
MosAnted Posted July 10, 2015 Share Posted July 10, 2015 (edited) I'm getting mismatched body textures with Robert's bodies. There's no BSA to untick anymore. Any suggestions? Edit: M anagedto fix my issues with the procedure outline in this post. Might want to add that to the guide. Edited July 11, 2015 by MosAnted Link to comment Share on other sites More sharing options...
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