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Posted

Good lord what an awesome guide!   Thanks!!!

 

Two suggestions for the next rev:

 

1)  For the merge fix examples like this one, it's not clear if it's OK to delete the original mods that have been merged (I think it is), so it would be great if you spelled that out along with a recommendation of what to do with the mods.

 

2) I had 100% success with this guide (I playtested as I went along to try to catch any problems early) until I got to Running FNVLODGen.  I followed the instructions to the letter, but when I went to run the game, I got a huge blank pink screen of death.  To get a playable installation back, first I undid all the FNVLODGen changes (that didn't help), then I flailed wildly, then I stumbled up someone saying a pink screen could have something to do with Archive Invalidation.  I went into MO and turned Archive Invalidation off, launched the game, and it worked perfectly.  I quit, turned Archive Invalidation back on in MO, and it ran perfectly well again, and has been working ever since.  So you might want to mention Archive Invalidation as a potential fix if FNVLODGen goes south.  I haven't had the guts to try it again (will backup my FNV and Mod Organizer directories before I do).

 

Thanks again!

You're welcome. 

 

  1. It says "Untick all the mods that were merged from the list above.", that means the same as deleting it when you launch the game (MO won't add it to the virtual directory).
  2. Will add it to the FAQ.
Posted (edited)

Real life has slowed down a bit. Will try to play Dead Money, Lonesome road, and then finish the game with NCR. Hopefully, I can finish the exclusion list of Distributed necklace mod as well.

 

@Mono - Your weapon pack has been working well for me.

Edited by darkside
Posted

Great mod for anyone that play in third person. I play in first person 95% of the time

Well the mod does work on companions so they too will remove their helmets when talking to you. I also only play in 1st person but I still think it is a great idea, I tend to remove my helmet/cap/hat when entering buildings simply because that's what "I" would do.

The author is also looking at making a version that puts on a hat depending on what you're doing. ie. your trading cap when you are trading, your skills cap for when you're crafting and of course your armour for combat.

Posted

Well the mod does work on companions so they too will remove their helmets when talking to you. I also only play in 1st person but I still think it is a great idea, I tend to remove my helmet/cap/hat when entering buildings simply because that's what "I" would do.

The author is also looking at making a version that puts on a hat depending on what you're doing. ie. your trading cap when you are trading, your skills cap for when you're crafting and of course your armour for combat.

I missed the companion part completely.
Posted

Hey, Van. I've missed you.  ::D:

 

Haven't had much time to update the guide, but my weapons pack has been updated a few times. There's also popped up some interesting new mods on the Nexus (most being mentioned in this thread) and I'm waiting for The New Vegas Reborn Project to be updated before adding it to the guide (author said he will make an update including some changes I made). The encounter module should provide some more interesting situations for people to run into.

Posted (edited)

Hey, Van. I've missed you. ::D:

 

Haven't had much time to update the guide, but my weapons pack has been updated a few times. There's also popped up some interesting new mods on the Nexus (most being mentioned in this thread) and I'm waiting for The New Vegas Reborn Project to be updated before adding it to the guide (author said he will make an update including some changes I made). The encounter module should provide some more interesting situations for people to run into.

Thanks good buddy. How's the casino overhaul going?

Edited by Van555
Posted

Done with every vanilla casino but the Ultra Luxe. Want to add some gamblers to V&V too, but might hold that for a later update.

Neat stuff.

Posted

 

You're welcome. 

 

  1. It says "Untick all the mods that were merged from the list above.", that means the same as deleting it when you launch the game (MO won't add it to the virtual directory).
  2. Will add it to the FAQ.

 

1. Thanks.  Was also looking for a recommendation of what "best practices" would be - uninstall mod but keep original archive in downloads in case some of the merged mods get updated?

2. Thanks!

Posted

In Sloan, NCR mercenarys have big red exclamation marks, which i figured out that they were missing weapon meshes, because the guns arent visible. That issue started when i installed Mono Millenia Rebalanced Weapon pack.

 
Posted (edited)

In Sloan, NCR mercenarys have big red exclamation marks, which i figured out that they were missing weapon meshes, because the guns arent visible. That issue started when i installed Mono Millenia Rebalanced Weapon pack.

Can you check that you select all bsa? Edited by darkside

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