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I did not personally encounter any texture issues with Electro-City. With that being said I never actually remember playing with it all the way up until Novac. I have not used the mod in some time and until I discovered SSL I just decided I would rather not have any lights. Do those issues go away when you disable Electro-City? Because to me those issues look like DDSopt artifacting. 

 

I believe that is the right one in that link. But always got it from what I believe is the original post.

 

Edit: Was going to link but was not sure if we are allowed to link to modding websites in other languages. 

They do go away when I disable the completed work orders ESM plugin. Tested it on a vanilla profile.

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That is the right one.  It is what is linked from the TTW merge of FO3 & FNV Streetlights mods.

Which version would you recommend for people that want something with a similar look in comparison to Electro City but without the texture bug, the enginners and the building? Normal or Extra Lights?

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Which version would you recommend for people that want something with a similar look in comparison to Electro City but without the texture bug, the enginners and the building? Normal or Extra Lights?

Well Normal just adds light effects to existing statics.  Extra adds new statics with light effects to places he felt were too dark.  I would recommend Extra Lights.  It's not quite as extensive as Electro City in its distribution of new lights, but I personally prefer it that way.  It's a bit more subtle change.  Electro City additionally steals powderganger npc's and can mess up some quests near primm due to change in its AI package (Something that would otherwise be fixed by YUP).  I know it had the broken cateye (I just removed the entries when I played with it), I haven't looked if that's overriden by another mod.  LOD issues should be fixable with LODGen, but haven't looked into it as I don't use it currently.

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Well I'm trying to test, but for some reason, my game is crashing on startup, and I'm suspecting that it's a plugin limit issue, as I was sitting at 141 esm and esp's. I'm now down to 137 (got rid of DEIMOS, ElectroCity and the Poco Bueno vending machine) but still no luck. It isn't a missing master issue (have run xEdit repeatedly with no errors reported, and nothing coming up as a missing master in MO) so I guess I'm gonna have to keep butchering mods until I get it working...

 

Edit: I've got my plugin count to 127 (getting over rebuilding bashed patch actually!) and I'm still crashing on startup, so I'm not sure where my issue is. Guess I'm going to be removing mods one by one until I find the offending mod.

Edited by daemondai
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Well I'm trying to test, but for some reason, my game is crashing on startup, and I'm suspecting that it's a plugin limit issue, as I was sitting at 141 esm and esp's. I'm now down to 137 (got rid of DEIMOS, ElectroCity and the Poco Bueno vending machine) but still no luck. It isn't a missing master issue (have run xEdit repeatedly with no errors reported, and nothing coming up as a missing master in MO) so I guess I'm gonna have to keep butchering mods until I get it working...

 

Edit: I've got my plugin count to 127 (getting over rebuilding bashed patch actually!) and I'm still crashing on startup, so I'm not sure where my issue is. Guess I'm going to be removing mods one by one until I find the offending mod.

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.

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Well I'm trying to test, but for some reason, my game is crashing on startup, and I'm suspecting that it's a plugin limit issue, as I was sitting at 141 esm and esp's. I'm now down to 137 (got rid of DEIMOS, ElectroCity and the Poco Bueno vending machine) but still no luck. It isn't a missing master issue (have run xEdit repeatedly with no errors reported, and nothing coming up as a missing master in MO) so I guess I'm gonna have to keep butchering mods until I get it working...

 

Edit: I've got my plugin count to 127 (getting over rebuilding bashed patch actually!) and I'm still crashing on startup, so I'm not sure where my issue is. Guess I'm going to be removing mods one by one until I find the offending mod.

Try loading up the game fro mthe launcher, might be an issue with inis that need to be re-made. Happened to me once until i tried using the launcher and it remade them. Not sure what happened to them before but that fixed it.

Edited by MosAnted
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Solved the problem. Apparently previously MO unticked most of my bsa's, and I'm guessing with the new version of MO, it didn't like it. Once I ticked the bsa's in my Archives tab, it all worked fine. I haven't had a huge chance to play, and have been toying around with some mods to see what extra I can get working, but I seem to have it stable and working fine now. Impact seems to be working fine, along with SRB's patch for it. I can see that I'll need to play around with a few things with other mods I've added, but it's looking pretty good. To sum up, I'll post what's different to the guide below, in case anyone is interested.

 

Removed:

Electro-city

Holster

Ojo Bueno Nuka-Cola Machine

Enhanced Camera (and associated patches)

The Right to Bear Arms.

 

Added:

Lucky 38 Suite Reloaded

Mobile Truck Base

Thin HUD - JIP CC&C

Stimpack Counter

Simple Street Lights (Extra Lights Version)

Russell

Armored Bounty Hunter Duster, Black Leather Armored Duster and JaySuS Rogue Ranger Coats (all merged into one esp)

IMPACT

Improved Auto Ironsights Animations

Puce Moose Tweak and Balance Center (Responsive Kill Reactions and Tougher Vehicles only)

Essential ED-E and Rex

Realistic Weapon Damages (and Unofficial Update)

Bottle That Water

Alternative Repairing (Merged Additional Campfires, NVInteriors, NVInteriors Combo Edition and Ultimate Edition esps)

Manual Reload

 

Total comes out at 136 plugins, and appears to be stable. I may also add a few more weapons, which I should be able to merge into one of the Additional Weapons plugins. The only things I'm not sure about are bash tags for some of the merges I've done that aren't in the guide.

Edited by daemondai
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Solved the problem. Apparently previously MO unticked most of my bsa's, and I'm guessing with the new version of MO, it didn't like it. Once I ticked the bsa's in my Archives tab, it all worked fine. I haven't had a huge chance to play, and have been toying around with some mods to see what extra I can get working, but I seem to have it stable and working fine now. Impact seems to be working fine, along with SRB's patch for it. I can see that I'll need to play around with a few things with other mods I've added, but it's looking pretty good. To sum up, I'll post what's different to the guide below, in case anyone is interested.

 

Removed:

Electro-city

Holster

Ojo Bueno Nuka-Cola Machine

Enhanced Camera (and associated patches)

The Right to Bear Arms.

 

Added:

Lucky 38 Suite Reloaded

Mobile Truck Base

Thin HUD - JIP CC&C

Stimpack Counter

Simple Street Lights (Extra Lights Version)

Russell

Armored Bounty Hunter Duster, Black Leather Armored Duster and JaySuS Rogue Ranger Coats (all merged into one esp)

IMPACT

Improved Auto Ironsights Animations

Puce Moose Tweak and Balance Center (Responsive Kill Reactions and Tougher Vehicles only)

Essential ED-E and Rex

Realistic Weapon Damages (and Unofficial Update)

Bottle That Water

Alternative Repairing (Merged Additional Campfires, NVInteriors, NVInteriors Combo Edition and Ultimate Edition esps)

Manual Reload

 

Total comes out at 136 plugins, and appears to be stable. I may also add a few more weapons, which I should be able to merge into one of the Additional Weapons plugins. The only things I'm not sure about are bash tags for some of the merges I've done that aren't in the guide.

Pretty nice setup. I'm curious as to how you did the NVR3/FCO section though. I only use FCO (plus the optional .esp so YUP doesn't override some faces) as I can never get NVR3 and FCO to play nicely - no matter what I do. I generally do like NVR3, I just wish it has some better compatibility. :\

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I've installed FCO+NVR3 exactly as it says to do in the guide. At this stage, I haven't seen any issues. On character creation it has all the extra bases for the different ethnicities, and when I went to Primm and into the sheriff's home, the bodies inside were as NVR3 makes them. I haven't checked the possible incompatibility with the Higher Companion Level Cap that has been mentioned, because I was just running around doing testing, and didn't come across any companions in that time. I'll keep updating as I play through, in case I find any issues with any of the other mods.

 

At the moment, I'm strongly considering taking out Bottle That Water, as when I've looked at it in xEdit, it seems to overwrite some changes made by other mods that I'd prefer it didn't, and I don't think it is worth spending the time making the changes required.

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At the moment, I'm strongly considering taking out Bottle That Water, as when I've looked at it in xEdit, it seems to overwrite some changes made by other mods that I'd prefer it didn't, and I don't think it is worth spending the time making the changes required.

Bottle that water is great if you're playing hardcore, otherwise not needed. But by following this guide as long as you edit the FCOMaster file and tag the NVR3 esp files you're good.

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At the moment, I'm strongly considering taking out Bottle That Water, as when I've looked at it in xEdit, it seems to overwrite some changes made by other mods that I'd prefer it didn't, and I don't think it is worth spending the time making the changes required.

That mod's already been removed from the guide, but I think I recall the main reason being that EssArrBee felt it wasn't needed due to enough water being available without the mod installed.  He wanted to make available an extra plugin slot (the one that bottle that water was taking up).

 

BTW - if we get some more people in support of "Simple Street Lights" and some more support from people who use it currently, I will see about asking EssArrBee if it can be offered it as an alternative to Electro-City in the guide.  Currently, I don't think any other mods in the guide have compatibility patches for Electro-City, do they?  If they don't, then it should be an easy thing to do.

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That mod's already been removed from the guide, but I think I recall the main reason being that EssArrBee felt it wasn't needed due to enough water being available without the mod installed.  He wanted to make available an extra plugin slot (the one that bottle that water was taking up).

 

BTW - if we get some more people in support of "Simple Street Lights" and some more support from people who use it currently, I will see about asking EssArrBee if it can be offered it as an alternative to Electro-City in the guide.  Currently, I don't think any other mods in the guide have compatibility patches for Electro-City, do they?  If they don't, then it should be an easy thing to do.

I think the one he dropped was KFE- Refill Water Bottles. I myself do find myself installing BTW since I usually strugle early game at finding water sources on the move.

 

Also, how can I disable/get rid of the WAR's pistol firing animations? I've tried installing everything "core" and using the "gunslinger" for aiming but the pistol still "jumps" up when firing. 

Edited by MosAnted
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