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Posted

Yeah I'll look at that but the mod that makes tools into weapons is so annoying. It's almost a deal breaker for me.

I didn't include the misc weapons mod in Gameplay Tweaks anyway

Posted

Quick question regarding LOD generation.

 

According to the guide, we should uncheck "Have MO manage archives" before running FNVLODGen.

 

When unchecking this all my vanilla fallout .bsa files (textures, meshes, misc, etc.) are deactivated, too.

 

Now, I get to different "results" regarding the amount of worldspace I can select in FNVLODGen.

 

When unchecking "Have MO manage archives", I get a lot less worldspace entries than with this option checked.

Worldspaces like WastelandNV "Mojave Wasteland" are missing.

 

Am I doing something wrong or is my load out ****ed up?

Posted

Uncheck have MO manage archives, but make sure all the BSAs are checked. It will be greyed out in the MO archive management tab, but make sure your plugins that correspond to the BSAs are checked. That should make everything checked in the archive management tab.

 

Basically, regardless of whether MO is managing archives or not, you should have all your BSAs checked unless there is a specific reason you want to deactivate one.

 

Edit: Note that this is just general MO advice...I don't know too much about the FNV guide.

Posted (edited)

@Nebulous112

 

Thanks for the response.

 

 

I fiddled a little bit more and noticed something, when deactivating "Automatic Archive Invalidation" on my current MO profile. Here some pictures:

 

AAI OFF

 

6HLYucn.jpg

 

 

AAI ON

 

8ge1QIC.jpg

 

 

Somehow, turning AAI off, will result in the (I think) proper handling of archieves. Like Nebuluos mentioned. "Greyed out", but still checked.

 

With AAI on, every vanilla .BSA is deactivated and I can't activate them.

 

Very Strange

Edited by Gogan
Posted

Greyed out BSAs are auto-loaded by the game. Those particular ones are loaded by your INIs. 


I didn't include the misc weapons mod in Gameplay Tweaks anyway

That's awesome. I think the mod was a great concept, but it just wasn't any fun. 

Posted

I updated Mojave Patch Outpost.  ::D:

 

I really need to add more mods now.  :ermm:

Thank you ! ;)

Nice job

 

 

I do have two suggestions for the guide:

 

- The first one is either a replacement or an alternative for HI-RES Chems and Health Re-Texture by clintmich

 

PM's Med-Textures - HD Chems and Venoms (https://www.nexusmods.com/newvegas/mods/62946/?)

 

I personally like this one a little bit more. Maybe it's something for the guide

 

 

- Second one would be

 

Delay Level Up by Ladez (https://www.nexusmods.com/newvegas/mods/62921/?)

 

Friggin' amazing mod. Disables the forced level up window and behaves a little bit more like the good old classic Fallouts.

Posted

I'll look into new mods when the guide is up to date. Also, need that Lutana plugin to get merged into JIP. The current link is a direct download of a DLL. Every AV will quarantine it automatically and casual users will have trouble with it.

 

Got a Spice of Life-YUP patch about ready too. Gonna upload that soon enough.

Posted

That modern UI looks great.

 

Haven't looked at the guide or mods for FNV recently, but I've had my eye on; Animation Project for a while.  Looks amazing, sounds fairly compatible.  I'd imagine you're aware as I believe it's content created for the Frontier, but I thought I'd throw it out there.  

 

I've been modding Fallout 4 (and failing to mod oblivion) and getting annoyed...  Its bits and pieces of potentially several great games, but none of them are finished or work together well.  Plus damn Pre-Combined objects and Valdacils Item Sorting...

 

Maybe it's time to return to New Vegas or Fallout 3 before SSE really blasts off.

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