With the mods I have, there's a few such as "repopulated wasteland" and specially "Electro-city".
Mods that work / mods that dont
Started by
NathanEx420
, Apr 28 2011 11:04 PM
123 replies to this topic
#81
Posted 03 August 2011 - 06:02 AM
#82
Posted 07 August 2011 - 09:31 PM
I find that the Electro-City/Lumenarium/Dynavision/Nevada Skies URWLified combo that drastically improve FNV's eye candy and add cool weather are incompatible with Fallout3.esm. Just one of these mods is incompatible, as well. Honestly, if they were compatible, it would be very glitchy anyway. What we need is a special version of this weather/lighting combo designed specifically for RFCW.
#83
Posted 09 August 2011 - 12:51 PM
I can confirm that URWL and Electro-City: Completed Workorders are both functional (together), and they drastically improve the look of the Capital Wasteland. And Point Lookout is about 10 times creepier when the nights are pitch black!
I find that the Electro-City/Lumenarium/Dynavision/Nevada Skies URWLified combo that drastically improve FNV's eye candy and add cool weather are incompatible with Fallout3.esm. Just one of these mods is incompatible, as well. Honestly, if they were compatible, it would be very glitchy anyway. What we need is a special version of this weather/lighting combo designed specifically for RFCW.
#84
Posted 10 August 2011 - 03:36 PM
for the weather i uses this mod specialy made for RFCW, F3NV Project Reality MkI: http://www.newvegasn...le.php?id=42180
it works perfect for me
it works perfect for me
#85
Posted 10 August 2011 - 06:22 PM
Thanks for the tips. Now I find the RFCW_WeaponsAndArmor.esp file really messes up CaliberX and weapon mods that use CaliberX. I'm going to make a modified RFCW_WeaponsAndArmorCaliberX.esp file and somehow get it online.
EDIT: I made a CaliberX-friendly version of the esp: http://www.2shared.c...orCaliberX.html
Keep in mind that for shotguns, I merely renamed the FO3 ammo "Shotgun Shell" to the 12 gauge round's name. I'm not entirely sure how ammo lists work, so it may be compatible with other shotguns and it may not. If it isn't compatible, I can't fix that because I don't understand how one would do a sort of symbolic/hard link with FormIDs in FNV, and the only other way to fix it would be to mod every 12ga shotgun in the base game and every single weapon mod ever made to include the ammo type that was once named "Shotgun Shell".
EDIT: I made a CaliberX-friendly version of the esp: http://www.2shared.c...orCaliberX.html
Keep in mind that for shotguns, I merely renamed the FO3 ammo "Shotgun Shell" to the 12 gauge round's name. I'm not entirely sure how ammo lists work, so it may be compatible with other shotguns and it may not. If it isn't compatible, I can't fix that because I don't understand how one would do a sort of symbolic/hard link with FormIDs in FNV, and the only other way to fix it would be to mod every 12ga shotgun in the base game and every single weapon mod ever made to include the ammo type that was once named "Shotgun Shell".
Edited by Cadeyrn1, 10 August 2011 - 06:48 PM.
#86
Posted 13 August 2011 - 04:55 PM
@ccronin
Electro-City does nothing to the Capitol Wasteland... all the lights and NPCs etc were hand-placed into the Mojave.
@Cadeyrn1
I have Electro-City, Lumenarium, Dynavision, Nevada Skies, Project Nevada, Imaginator, Cinematech, Enhanced Shaders Lite, MCM, Director's Chair, iHUD, uHUD, aHUD, and Primary Needs HUD all working fine with RFCW, though I don't think the NSkies weather affects the Capitol Wasteland worldspaces...
Electro-City does nothing to the Capitol Wasteland... all the lights and NPCs etc were hand-placed into the Mojave.
@Cadeyrn1
I have Electro-City, Lumenarium, Dynavision, Nevada Skies, Project Nevada, Imaginator, Cinematech, Enhanced Shaders Lite, MCM, Director's Chair, iHUD, uHUD, aHUD, and Primary Needs HUD all working fine with RFCW, though I don't think the NSkies weather affects the Capitol Wasteland worldspaces...
Edited by tapioks, 13 August 2011 - 04:55 PM.
#87
Posted 19 August 2011 - 10:44 PM
Can someone clue me in on how to enable F3 mods with this? Do I need to shift the mods into the NV folder, and run them through the NV FOMM? I'm having trouble with this...
#88
Posted 21 August 2011 - 03:40 AM
If someone would be able to make F03's Underground Hideout compatible with NV/F03 then that would be amazing =D
I think the only problem with it is that it needs FOSE for the weapon/ammo/food sorters etc.....
I think the only problem with it is that it needs FOSE for the weapon/ammo/food sorters etc.....
#89
Posted 17 September 2011 - 07:41 AM
There seems to be conflicting information about MMM in this thread. Mart's and some no auto aim mod are pretty much my must-haves. I'm going to do some testing on my own, but does anyone know about mart's long term? I'd hate to get three hours in and then have it become unbearably crashy. Same for a no auto aim mod. I'll report back with my own findings. HuzzAH!
#90
Posted 18 September 2011 - 04:00 AM
After spending half an hour trying to figure out which mod was screwing up, I found the Brotherhood intensity mod does not like NV.



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