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I'm confused about the Tutorial Killer mod instructions, but only because I do not use Alternate Start.  In your instructions, you say to move Tutorial Killer.esp into Optional ESPs.  Considering that I moved Tutorial Killer - Alternate Start.esp into Optional ESPs, do I still want to do this?

 

I guess this question must first be answered to figure it out - Why does you guide say that Tutorial Killer.esp is not needed?

 

Is this because one of the other .esp files in the mod covers the job of it?  If so, which one?

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I'm confused about the Tutorial Killer mod instructions, but only because I do not use Alternate Start.  In your instructions, you say to move Tutorial Killer.esp into Optional ESPs.  Considering that I moved Tutorial Killer - Alternate Start.esp into Optional ESPs, do I still want to do this?

 

I guess this question must first be answered to figure it out - Why does you guide say that Tutorial Killer.esp is not needed?

 

Is this because one of the other .esp files in the mod covers the job of it?  If so, which one?

Move the Alternate Start version to the optional section, leave the other version, and then follow the directions using the Tutorial Killer.esp.

 

When I was doing those merge instructions I found out that you don't need both Tutorial Killer.esp and Tutorial Killer - Alternate Start.esp.

Fallout Character Overhaul mod page has a patch for The New Bison Steve Hotel and Lucky Casino in it's optional downloads section (placed there August 24, 2014).  Is this necessary?  I notice that you do not instruct to install this in your guide.

I did know about that and was going to add it today. Thanks for reminding me.

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I found some errors in my NVAC log while playing OWB. Apparently the texture path for the Sonic Emitter projectiles was left with the name of the developer's files and not the way the game files are supposed to be setup. I changed the file path to the correct ones, so they would stop producing errors in the NVAC log. You won't really see the difference in game, but it is a correction and bad meshes can lead to freezes or CTDs.

 

File here: https://copy.com/4A6v2JNHslaB

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One HUD instructions slightly out of date.  "Drag the newly created mod folder right behind JIP Selective-Fire if need be."  This should probably say "Drag the newly created mod folder right behind JIP Companions Command and Control if need be."

 

Also, regarding the JIP Companions Command and Control mod, are we supposed to be doing this like the previous mods' instructions "Double-click "JIP Companions Command and Control" and select the Conflicts tab.  Find ".../menus/main/hud_main_menu.xml", then "right click->Hide"."?

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Three more mods I'm adding, both from sandbox6. Strip Wall Billboard, Cut Sewers Restored, and No more giant manhole covers. The manhole cover mod might not stay if I here about a lot of people getting stuck in the grates. The collision is a little off and you can get stuck if you blindly run into them. Just hit the activator to exit before that or jump up and down and crouch till you get out of the grate.

 

The Strip Wall is pretty cool...

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it adds some nice colored billboards to the strip wall.

 

The extra sewers are nice, they have some baddies floating around in them, so have some fun.

One HUD instructions slightly out of date.  "Drag the newly created mod folder right behind JIP Selective-Fire if need be."  This should probably say "Drag the newly created mod folder right behind JIP Companions Command and Control if need be."

 

Also, regarding the JIP Companions Command and Control mod, are we supposed to be doing this like the previous mods' instructions "Double-click "JIP Companions Command and Control" and select the Conflicts tab.  Find ".../menus/main/hud_main_menu.xml", then "right click->Hide"."?

Yeah, I'm about to do some editing so I'll add all that. You should hide that file. I hid it when I tested the mod and probably forgot to put that in when I added it the guide.

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