FalloutNV:1.1.0/changelog

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FalloutNV:1.1.0/changelog

< All FalloutNV changelogs | FalloutNV:1.1.0 Guide

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WARNING

This guide is not current! It may contain information that is incorrect or not in line with the current state of the game!
     View the current changelog instead

Post-Release Changes

September 2022: Maintenance

Moved a lot of mods around due to (somewhat) better understanding of the mod groups and a bout of OCD.

02-Extenders

Moved
  • KNVSE Animation Plugin - moved to 03-Resources. It's a stepping ground for animation mods, but does not provide any essential engine-level stability fixes.

03-Resources

Moved

All of the following moved to 02 - Extenders. All are stability fixes that extend the game's functionality.

10-Gameplay General

Moved

Moved to 13-Gameplay-Immersion

Moved to 14-Gameplay-Quests

13-Gameplay-Immersion

August 2022: Maintenance

Moved

05-Animation and Physics

Moved

Long time time ago this section was called "Animation and Effects". Since the "effects part was dropped off, none of these mods belong here:

07-Sounds and Music

09-Fixes

Dropped / Replaced
06-Models and Textures

14-Gameplay-Quests

May 2022: Instructions changed

Regular maintainance. Just keeping the mods in the guide up-to-date.

02-Extenders

06-Models and Textures

May 2022: Mods added

03-Resources

What's New

Version 1.0.0 of the official FalloutNV mod-build guide was basically a love letter to the Fear and Loathing in New Vegas guide by EssArrBee which has been a staple in modding New Vegas for years. However, one has to realize that the guide hasn't been updated for years and many of the mods listed there are no longer up to the quality standards for a complete, crash-free experience. The current version 1.1.0 therefore deviates from the idea of succeeding "Fear and Loathing in New Vegas" in favor of following more up-to-date tendencies in New Vegas modding. The concepts followed when creating Version 1.1.0 are as follows:

1. Troubleshooting potential "bad" mods that can negatively impact performance:
2. Choosing fixes over added content:
  • Weapon Mesh Improvement Mod (WMIM) nowadays is pretty much an essential bugfix at the level of YUP and Unofficial Patch NVSE Plus. Unfortunately, it is incompatible with WMX, which means that
  • WMX and all related patches had to be removed from the modlist.
  • GRA Merged was brought in to replace certain aspects of WMX.
  • Laser Weapon Iron Sights adds iron sights to all energy weapons in the game, so they will no longer look weird in comparison to "conventional" guns. It is incompatible with WMX as well and another reason to remove the latter from the modlist. It is also incompatible with most of the texture mods that affect energy weapons.
  • adding various other mods that fix aspects of the game.
3. Improving combat animations - Basically the "Animation and Physics" section was reworked.

An in-depth changelog is listed below.

System Setup Guide

The System Setup Guide is an integral component of all Step mod-build guides and should be completed early as indicated in all mod-build guide instructions.

Changelog Format

The changelog format has been modified to improve readability, group like-changes together, and include more information about changes made. We hope these updates will help to improve workflow when updating to a new version.

Improved Guide Workflow

The workflow of mod-build guides has been revised to both reduce page length of guide pages and to facilitate simper updating from version to version. A great deal of consideration was given to the user experience. Step's updated mod-build guides require much less off-guide navigation, because mod installation instructions now make use of collapsible elements within the 'ModGroup' tables themselves.

New 'ModGroup' Tables

Mod are grouped together based on standardized, logical categories called 'ModGroups' that maximize differentiation while minimizing conflicts. These ModGroups are the same across all game-specific mod-build guides. This improves mod list organization while also reducing the need to hide individual mod assets; thus, improving workflow and reducing the potential for user error from missed steps.

Step Patches

Also see the forum topic.

Step Patch - Conflict Resolution The main conflict resolution patch is required for the intended mod build to function properly. Mods on which the CR patch depends are indicated by a vertical green bar to the left of the mod name in ModGroup tables.


Guide-Level Changes

<NOTE OR LIST GUIDE-LEVEL CHANGES>

Mod-Level Changes

Legend

Added | new mod added (add these mods)
Moved | mod was moved to a new ModGroup (move these mods)
Updated | mod instructions updated
Incorporated | mod is included in the Step Patch - Conflict Resolution (remove these mods)
Dropped / Replaced | mod was removed (remove these mods)

01-Tools

02-Extenders

03-Resources

04-Foundation

Added
Moved
  • Project Nevada | Moved, so it could be easily overwritten by texture/models mods.
Dropped / Replaced

05-Animation and Physics

Added
Dropped / Replaced
Updated
  • Collision Meshes | Added instruction on which meshes can be hidden to improve FPS. This is entirely optional.

06-Models and Textures

Added
Dropped / Replaced
Updated

07-Sounds and Music

Dropped / Replaced
Updated

08-Character Appearance

Added


Dropped / Replaced
Updated
  • ADAM Reborn| ADAM is installed with a different setup in order to replace NCR Trooper Overhaul.

09-Fixes

Added
Dropped / Replaced
Updated

10-Gameplay-General

Added
Dropped / Replaced

11-Gameplay-AI and Combat

Added

12-Gameplay-Economy

Dropped / Replaced

13-Gameplay-Immersion

Added
Dropped / Replaced

14-Gameplay-Quests

Added
Dropped / Replaced

15-Gameplay-Skills and Perks

Incorporated

16-Interface

Dropped / Replaced

17-Locations

18-Lighting and Weather

Dropped / Replaced

19-Utilities

20-Patches

21-Post-Processing