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Reversinator

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Everything posted by Reversinator

  1. Pardon me, but I'm experiencing the exact same issue, and it doesn't seem like this was resolved. I have 56 mods (54 active). FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm New Vegas Redesigned 3.esm Character Expansions Revised.esm FCOMaster.esm AWorldOfPain(Preview).esm enclavebunker.esm Gomorrah Redesigned v2.esp More Perks.esm More Perks for Dead Money.esm Bitter Springs Redesigned.esp More Perks for Old World Blues.esm More Perks for Companions.esm CFWNV.esm YUP - NPC Fixes (Base Game + All DLC).esp BetterNCRSupplyCache.esp BLEEDNV.esp Vurt's WFO.esp New Vegas Redesigned 3.esp FCO - NPC Changes.esp Mojave Raiders.esp Mojave Arsenal.esp Unofficial Patch Plus.esp More Perks Update.esp FlashlightNVSE.esp Economy Overhaul.esp Follower Tweaks.esp JIP Companions Command & Control.esp JustModsAssorted.esp Enhanced Vision.esp Universal Item Sorter.esp The Mod Configuration Menu.esp CASM.esp More Perks for Companions Update.esp More Perks for Dead Money Update.esp More Perks for Old World Blues Update.esp PerkEveryLevel.esp Character Expansions Revised - YUP.esp WeaponModsExpanded.esp Extra Map Markers 2.0.esp Free the Slaves.esp Unofficial Patch Plus - Addendum.esp FCO - GlowingOne.esp Character Expansions Revised - MR.esp Character Expansions Revised - UPP.esp FCO - OHSB NPC Edits.esp
  2. I decided to use the console to spawn a brand-new submachine gun. That gun let me switch the ammo around, and when I switched back to my regular gun, everything was back to normal. Problem solved, I supposed, but I'd still like to know why it happened.
  3. I'm in the middle of Old World Blues, and my main gun is a .45 Submachine gun. At the start, I was using it (and I was using the super ammo), but I decided to save it for stronger enemies and started using a shotgun. When I switched back to the sub, I was only able to use the +P ammo, and no amount of attempted switching would do anything. I tried dropping all of my ammo and picking it back up, I tried dropping only the P+ ammo (it would say that I have no 45 ammo), I tried crafting other types of 45 ammo, and nothing works. Whatever's going on doesn't seem to be affecting my other guns, but it also applies to my 45 pistol. The only mods that I messed around with during the time frame was uninstalling NMC's large texture packs in favor of the small texture pack, but I don't see how that would affect it. Load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmFCOMaster.esmCCO - Gameplay Changes.esmDecrucifixion.esmFreesideOpen.esmELECTRO-CITY - CompletedWorkorders.esmNVInteriors_Core.esmoHUD.esmrePopulated Wasteland.esmNVInteriors_ComboEdition.esmMomod.esmFINAL Seachlight Airport NCR.esmRustTownV1Master.esmELECTRO-CITY - Highways and Byways.esmNiner.esmNVR-Strip.esmNVWillow.espProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Rebalance.espNewVegasRailroads.esmCCO - Classic Perks.esmD.E.I.M.O.S..esmMore Perks.esmMore Perks for Dead Money.esmProject Nevada - Cyberware.espMore Perks for Honest Hearts.esmMore Perks for Old World Blues.esmSomeguySeries.esmYUP - NPC Fixes (Base Game + All DLC).espBetter Game Performance.espCCO - GC PN Rebalance Patch.espCheaper Repair Vendors 50%.espMore Perks for Dead Money Update.espProject Nevada - Honest Hearts.espAlternative Repairing - Breakdown Item Icons.espCCO - Damage Resistance.espDYNAVISION 2 - Dynamic Lens Effect.espDLC Weapon Integration.espELECTRO-CITY - Darker Nights.espThe Mod Configuration Menu.espELECTRO-CITY - Imaginator.espCCO - CP All DLC Patch.espCCO - DR PN Patch.espCasino Anti Anti Cheat.espCCO - Perk Rebalance - Honest Hearts.espJIP Companions Command & Control.espCCO - DR All DLC Patch.espELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.espMcCarranFixes.espCCO - Perk Rebalance - Old World Blues.espBetter Burned Man.espFCO - GlowingOne.espFlashlightNVSE.espCCO - CP PN Patch.espCCO - CP OWB PN Patch.espCCO - Perk Rebalance - Dead Money.espCCO - Perk Rebalance - Lonesome Road.espCCO - Perk Rebalance.espCCO - PR PN Patch.espMore Perks for Old World Blues Update.espNVR-Version_10.espPerkEveryLevel.espProject Nevada - Dead Money.espProject Nevada - Gun Runners' Arsenal.espProject Nevada - Lonesome Road.espProject Nevada - Old World Blues (No Cyberware).espVault_34_better_reactor.espVurt's WFO.espUltimate Invisible Wall Remover.espWorkingCrimsonCaravanTraders.espEVE FNV - ALL DLC.espNewVegasRailroads-PNPatch.espawilderwastelandnobenny.espEVE LRB Fix.espProject Nevada - EVE All DLC.espPrimm Reborn.espRustTownAdditions3.espoutsidebets.espWeAllGoTogether.espFreesideOpenPatch.espMonster Mod Wasteland Edition.espFNV_MoreVendorCaps.espMMWE - Rebalanced Leveled Lists.espMMWE - Vanilla Spawn Chance.espMore Perks Update.espNVNovacApartament.espBennyReturns.esppopulatedcasino.espdelilah.espPrimm Change.espAlternative Repairing.espUnlimitedCompanions.espUnlimitedCompanions SCRIPT FIX.espNVR-NPCs.espAlternative Repairing - NVInteriors.espNewVegasBounties.espPrimm Reputation Restored.espNVR-ELECTRO-CTIY_Patch.espNewVegasBountiesII.espGoodspringsFarmhouse_v1.2.espRussell.espNVInteriors_Combo_Tweaks_DLC.espSheriff Meyers.espAlternative Repairing - Ultimate Edition.espCCO - Accessible New Vegas Welcome Sign.espMore Perks for Honest Hearts Update.espAlternative Repairing - NVInteriors Combo Edition.espNVR_rePopulated Wasteland_Patch.espMerge Patch.espDecrucifixion - More Victims.espDecrucifixion.espFree the Slaves.esp Total active plugins: 123Total plugins: 165
  4. So where would you like to see your wandering peeps head to? I think Tomas/Jacklyn are supposed to end up fighting it out to the death....but I suppose in some games they both survive and one flees. How about Oliver Boxcars? Where do you see their travels taking them? The first place I though of was Primm. It's close enough to Nipton where most of them appear (besides Malcolm who can spawn pretty much everywhere, though since he starts walking towards the Mojave Outpost before disappearing, maybe moving him there would be simpler) and it's got enough room to support them. Also, Tomas and Jacklyn both die? In all of my playthroughs, one kills the other and then engages me in a conversation about the person killing them. And then if Jacklyn survived, she almost always dies, because 90% of her dialog options revolve around attacking me.
  5. Sounds like a good idea, who else would you like to see relocated? Heck, if you start bringing up other people, my answer's gonna be, "All of them." I know, I know, start small. Off the top of my head, people I want to start off with are Oliver (Nipton lottery winner), Malcolm (Star cap explainer), Tomas/Jacklyn (couple fighting over Star caps), and maybe even Boxcars (Med-X powder ganger) if you give him enough chems, but I' won't cry if he isn't touched. I know the implication with some of them is that they're out adventuring, but it's kinda moot if you never actually see them, so I'd prefer plopping them in various areas with other people. Bah, I'm a mod user. If the hundred-or-so mods that mess with the population aren't making me crash, a few more won't hurt. Thank you very much for the tips, but I swear the more I look at the GECK, the less I understand it. For starters, I rooted around in the hostage's script and got rid of this chunk of code: Which should solve the problem of them poofing (I'm kinda interested in hearing more about the zombie, though...). And that's basically the only thing I can confidently say I accomplished; I have a rudimentary plugin file (I'd upload it here if I knew how) set up solely to work with one of the hostages, and at the moment, I'm spawning her in via console commands to see what she does. So far, she has run around in circles with no destination in mind. Progress!
  6. Hello, world! One thing that I really dislike about the game is that NPC's that you help or come across often run away and literally never show up again. After their quest, they get completely removed from the game, which is something that I always found really disappointing. I've noticed this especially with the Boulder City Showdown characters: Monroe and the hostages all poof from the game after a while. I wanted to start off small and have the hostages relocate to the closest NCR outpost (which would be Station Alpha, I think) and then sandbox around there, but I'm convinced that I'm illiterate with GECK after spending an hour trying to sort it out, with making them travel either as soon as they are released or when the quest is completed, and I can't find any tutorials that seem to be what I'm looking for. Even just a bump in the right direction would be greatly appreciated, but anyone who could actually do what I'm asking for, even with just the two hostages, would be amazing.
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