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Recently installed F&LNV with ENBoost and having some issues with vurts Flora. Dont know if the ESP-less version is recommended for ENB setups, but if im using ENBoost all flora will glow, some grass will be  solid lines and distant trees will be blocks. I tried the no AA/AF patch but it really didnt help out so i just uninstalled ENBoost for now, wondering if theres a solution.

 

I'm also getting shadow glitches when viewing textures from different angles/up close. (without ENBoost)

 

This an engine bug and cannot be fixed outright.  Having too many light sources close to one another is known to increase the chance of this (one of the things ILO fixes in this way is moving light sources in such a way as to reduce the chances of this occuring).  If they start to become prominent, restarting New Vegas seems to help.

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i am trying to install more perks mods and i am having a liitle trouble

 

the gudie says:

Install More Traits 1_1_5 into More Traits
In Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab.Move all the plugins into the Optional ESPs box then select the Filetree tab.Expand Sound->Voice->More Traits.esm and rename it to More Perks.esm.Go to the Optional ESPs tab and move all plugins to the "Optional ESPs" box.	

does that mean More Traits should e a seperate mod in MO or should we merge into the more perks mods?

Edited by Darth_mathias
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i am trying to install more perks mods and i am having a liitle trouble

 

the gudie says:

Install More Traits 1_1_5 into More Traits
In Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab.Move all the plugins into the Optional ESPs box then select the Filetree tab.Expand Sound->Voice->More Traits.esm and rename it to More Perks.esm.Go to the Optional ESPs tab and move all plugins to the "Optional ESPs" box.	

does that mean More Traits should e a seperate mod in MO or should we merge into the more perks mods?

They are supposed to be separate, at least thats what the guide seems to indicate, I installed them separately and did what the guide said and everything is working fine for me. 

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Firstly, working through my first F&LNV install so thanks everyone (particularly EssArrBee) for the guide and input.

 

oqhansologo, re your update for the crossbow framerate issue I noticed after removing "DasContainer" that there is now a FormID error under "06008A60 - CrossbowForms" that states "[07000AF2] < Error: Could not be resolved >" . Further down in the merging guide it's advised that similar errors should be deleted - I'm guessing that this should also be the case for the CrossbowForms error? (apologies if it's already been mentioned somewhere but I couldn't see it).

 

Cheers :)

You were correct.  I just amended the merging instructions in the guide to reflect the error line that should be removed under CrossbowForms.  Thank you for pointing this out.

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form what I understand Powered Power Armor does something similar, although not as pronounced as that mod. The problem I have with that mod is if a person, say Veronica for example, who is around 5'5" put on some power armor, that mod then makes her close to 6'5", which is ridiculous. None of her joints would line up with the power armor, and it would be impossible to move. On top of that that mod affects character scale, so if the character is not wearing a helmet the head will look abnormally large. Aswell as any weapons that character is using. 

Edited by predator42393n
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Found this on the nexus while looking for clutter retextures. Very detailed models with actual backs in the boxes! Although the texture size is *very* big for such small model: The smallest pack is uncompressed 2k textures at ~250mb the entire pack! Yikes! I managed to optimize and shrink them down to 1k and ~80mb. The mod comes with an optional .esp to add a separate texture to junk food, but it can be merged into be Bashed patch so no worries about taking up plugin slots! 

 

Edit: It conflict with PN Rebalance since it edits the Junk Food and Potato Crisp entries. Adding the Graphics and Names tag to this .esp before merging seems to work. I might look into making a quick replacer plugin if there's interest.

 

Edit2: I made a quick patch here. Replace the plugin that comes with the mod with this one. 

Edited by MosAnted
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Found this on the nexus while looking for clutter retextures. Very detailed models with actual backs in the boxes! Although the texture size is *very* big for such small model: The smallest pack is uncompressed 2k textures at ~250mb the entire pack! Yikes! I managed to optimize and shrink them down to 1k and ~80mb. The mod comes with an optional .esp to add a separate texture to junk food, but it can be merged into be Bashed patch so no worries about taking up plugin slots! 

Nice :)

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Hello!

 

Trying to follow the steps for F&L and just installed ILO. When I merge the different ILO plug-ins (this section):

 

 

 

Open FNVEdit through MO.
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:
ILO - D.E.I.M.O.S.esp
ILO - NVInteriors Project.esp
ILO - New Vegas Bounties.esp
ILO - New Vegas Bounties II.esp
After FNVEdit loads, right click on "ILO - D.E.I.M.O.S.esp" and select "Apply Script".
From the top dropdown select Merge Plugins v1.9 and click [OK].
In the Merge Plugins pop up, tick "ILO - NVInteriors Project.esp", "ILO - New Vegas Bounties.esp", and "ILO - New Vegas Bounties II.esp", and click [OK].
In the next pop up click [OK], then give the merged plugin a name and click [OK]. ILO - Merged Patches is recommended.
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so double click to open the Overwrite folder.
From the Overwrite pop-up, drag the "ILO - Merged Patches.esp" into the Interior Lighting Overhaul mod in the left pane of MO.
In the left pane of MO, double click Interior Lighting Overhaul.
Now go to the "Optional ESPs" tab and move the "ILO - D.E.I.M.O.S.esp", "ILO - NVInteriors Project.esp", "ILO - New Vegas Bounties.esp", and "ILO - New Vegas Bounties II.esp" to the Optional ESPs box.

 

I also end up with a BSA file with some meshes and textures in my Overwrite folder. I assume since the S.T.E.P. instructions don't mention it, that I don't need it. But the version I installed was 6.9 instead of 6.8.1, which is the version number F&L references. And reading the change log certainly makes it seem like the author added some textures/meshes in this most recent update.

 

My questions are: do I need the BSA file? If so, can I just drag and drop it from Overwrite into ILO? Or how should I install those? Or should I uninstall 6.9 and use 6.8.1 instead?

 

Finally, if I'm going to try to use TTW and planning on using chucksteel's TTW Interiors mod, should I install the ILO NV Interiors plug-in? Checking the box using the installer gave me an error, I assume because it doesn't recognize NV Interiors as being installed as part of TTW Interiors.

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Hi all, 

 

Does anyone have a good, completed F&L guide where they have ironed out all the priorities of the mods in the left pane of MO? I have been following the guide to the 'T' and I have only installed the mods as they come in the guide but I am still presented with many conflicts and lightning icons. The game works and looks great so far but I am curious if my mods are set up correctly in their priorities. I know it has to do with personal preference but I have never played FNV so preference doesn't really matter to me. Could someone paste their left pane here so I can copy it? lol. I know there are a bunch of videos to watch about priorities but most suck and Gopher, although helpful, talks so damn slow, lol

 

I'd really appreciate it. Thanks! Great guide btw!

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@TomtinBreex

 

The guide is already sorted from top to bottom. If your left pane of Mod Organizer is the same there are no issues. The lightning bolt simply shows that that the mod either overwrites a previous mod (green) or gets overwritten by a later one (red) and thats on purpose.

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@TomtinBreex

 

The guide is already sorted from top to bottom. If your left pane of Mod Organizer is the same there are no issues. The lightning bolt simply shows that that the mod either overwrites a previous mod (green) or gets overwritten by a later one (red) and thats on purpose.

Okay, phew. I sort of figured it would be like that but okay great. So if i follow the mod guide perfectly and install the mods as the guide goes, I should be good to go? Okay, well that really helps me out, I appreciate it!

 

Also, and this is a bit random, but for the holster mod. I downloaded the regular holster mod and then the retexture and unpackaged it as the guide suggests. Was I supposed to 'merge' or overwrite the original holster mod or is there supposed to be two holster mods in the left pane, the retexture or mesh one after the first holster mod? Sorry, I don't have the names but hopefully you get what i am trying to get at, lol

Edited by TomtinBreeX
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Okay, phew. I sort of figured it would be like that but okay great. So if i follow the mod guide perfectly and install the mods as the guide goes, I should be good to go? Okay, well that really helps me out, I appreciate it!

Basically the way the guide is set up (particularly for texture mods) is that the files that you want to be overwritten ARE overwritten. I'll explain using a simple example using generic names.

 

TextureMod1 has 100 textures that have been redone. They are better than vanilla and so they are ok quality.

TextureMod2 has 20 textures that are good quality. They overwrite 20 textures from TextureMod1 so you get 20 good textures and 80 ok textures.

TextureMod3 has 30 textures that are great quality. 5 of these textures are overwrites in TextureMod2 and the other 25 are overwrites in TextureMod1. You then get 30 great quality textures, 15 good quality textures and 55 ok quality textures.

 

If you were to install these textures in the reverse order (or they were listed in the left pane of MO in reverse order), your textures would all be from TextureMod1, because it overwrites the textures in the mods listed before it. Hope this helps you understand how priorities work.

 

As for your question about the Holster mods, it could be a bit clearer in the guide. I'm not using them personally, but I believe you install the first mod, then merge the second mod into the first. They both use the Holster.esp file which would indicate that the second mod (better meshes or something like that) has to overwrite the esp file from the original holster mod.

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