thorgal Posted October 5, 2015 Share Posted October 5, 2015 i wonder if i am SOL on this particular problem . When using an ENB i get transparency problems with stuff north around goodsprings ( trees , certain rocks and the watertank all appear through the ground or surrounding area . Now i discovered that enabling Fixtransparencybugs=true will fix this , however doing so would screw with Spice of live mod and suddenly there are people running around without any legs . Is there a way to fix both of these issues or am i SOL and will have to choose between no Spice of live or no ENB? Link to comment Share on other sites More sharing options...
Audley Posted October 5, 2015 Share Posted October 5, 2015 i wonder if i am SOL on this particular problem . When using an ENB i get transparency problems with stuff north around goodsprings ( trees , certain rocks and the watertank all appear through the ground or surrounding area . Now i discovered that enabling Fixtransparencybugs=true will fix this , however doing so would screw with Spice of live mod and suddenly there are people running around without any legs . Is there a way to fix both of these issues or am i SOL and will have to choose between no Spice of live or no ENB? Set Fixtransparencybugs back to =false and then double check to make sure that hardware AA (iMultiSample=0) is turned OFF. Then make sure that the Steam overlay for New Vegas is turned off as well. The Steam overlay is not compatible with ENB. Link to comment Share on other sites More sharing options...
thorgal Posted October 5, 2015 Share Posted October 5, 2015 thanks , will give it a shot tomorrow . Link to comment Share on other sites More sharing options...
thorgal Posted October 6, 2015 Share Posted October 6, 2015 Audley , i allready had those things set so that ws not it . However i did discovered what was causing it though . For some reason AA was still enabled in the launcher . All is good now . Link to comment Share on other sites More sharing options...
thorgal Posted October 7, 2015 Share Posted October 7, 2015 one more question : i switched over from Nevada skies to RLO . is there also a need to disable the compatibility patch from Interior lighting overhaul for Nevada skies ? played around a bit and i did not encounter a problem Link to comment Share on other sites More sharing options...
thorgal Posted October 9, 2015 Share Posted October 9, 2015 Alright , got A world of pain installed along with the NVR 3 , Calliberx and low loot patches which i merged into one esp . Also installed AWOP revisions to remove most of the Overpowered walking death machine npc's . :p I realize i am missing a lot of other comp patches ( EVE , WMX etc ) but as far as i can tell , not having those does not seem to matter much . anything else i should take note off ? there was talk about some parts of the mod clashing with nvinteriors . Link to comment Share on other sites More sharing options...
Jax765 Posted October 9, 2015 Share Posted October 9, 2015 Has anyone tried out The New Vegas Reborn Project? Seems quite interesting, specifically the random encounters aspect. Only issue I can see is compatibility with Project Nevada. Link to comment Share on other sites More sharing options...
Jax765 Posted October 10, 2015 Share Posted October 10, 2015 Got a question for anyone who knows about ENB modification. I'm using a personally-modified ENB setup (v0263), and while I'm happy with how it looks for the most part, I'm unsure how to make it look better at night time, where for some reason, switching ENB off looks better. During the day, the ENB version looks softer, has subtler colours, and just generally looks better. But at night, the colours become more garish, and it looks rougher, while the non-ENB image is softer and nicer to look at. I've tried modifying a variety of settings, but I can't seem to emulate the look of the non-ENB version. Does anyone have any insight as to how to make it look better? Link to comment Share on other sites More sharing options...
raycrios Posted October 10, 2015 Share Posted October 10, 2015 I think this is absolutely needed to be included into the guide:JIP Improved Recipe Menu - https://www.nexusmods.com/newvegas/mods/59638/? Link to comment Share on other sites More sharing options...
Hackerpcs Posted October 10, 2015 Share Posted October 10, 2015 I think this is absolutely needed to be included into the guide:JIP Improved Recipe Menu - https://www.nexusmods.com/newvegas/mods/59638/?+1, very good Link to comment Share on other sites More sharing options...
EssArrBee Posted October 10, 2015 Author Share Posted October 10, 2015 NVBIII is finally here. Link to comment Share on other sites More sharing options...
Audley Posted October 10, 2015 Share Posted October 10, 2015 Not only did NVBIII launch, but FCO 3.0 is also on the way! I am super excited. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted October 10, 2015 Share Posted October 10, 2015 NVBIII is finally here. Sounds awesome, but a little confusing for installation. So it's suggested that NVBI & NVBII are both finished first, while NVBIII is kept inactive in the mod list... and then once NVBII is completed, then NVBIII is activated in the mod list? If this is true, it sounds like NVBIII can definitely be added into a playthrough already begun (and that it's recommended by the author to do so). Not only did NVBIII launch, but FCO 3.0 is also on the way! I am super excited. I hope this will be able to be installed successfully even into a playthrough already in-progress. Link to comment Share on other sites More sharing options...
Jax765 Posted October 10, 2015 Share Posted October 10, 2015 Is there a way to use the Breeze body for the player, while using Roberts for NPCs? Want to use Heroes of the Apocalypse, but the skins appear messed up because it's optimized for Breeze. Link to comment Share on other sites More sharing options...
EssArrBee Posted October 11, 2015 Author Share Posted October 11, 2015 Sounds awesome, but a little confusing for installation. So it's suggested that NVBI & NVBII are both finished first, while NVBIII is kept inactive in the mod list... and then once NVBII is completed, then NVBIII is activated in the mod list? If this is true, it sounds like NVBIII can definitely be added into a playthrough already begun (and that it's recommended by the author to do so).Looks like the mod was made specifically with NVBI and II in mind, but it needs the save games to show the quests are finished. I bet that's something someguy will fix eventually with the someguyseries.esm he uses for his mods. Link to comment Share on other sites More sharing options...
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