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MoonDew1

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  1. I was able to mod the game somehow once so that the sorting tags on weapons that use a different caliber than what they normally use say Converted instead of listing the caliber name, but I had to reinstall the game some time a ago and now it just lists what caliber the gun uses. I'm a little sick of this, how do I make it say Converted instead? Here's the load order. Please ask if you need me to clarify something, and I'll try to do so. Thanks in advance.
  2. I was able to mod the game somehow once so that the sorting tags on weapons that use a different caliber than what they normally use say Converted instead of listing the caliber name, but I had to reinstall the game some time a ago and now it just lists what caliber the gun uses. I'm a little sick of this, how do I make it say Converted instead? Here's the load order. Please ask if you need me to clarify something, and I'll try to do so. Thanks in advance.
  3. I have 249 plugins and would like to merge some of them, however I don't have much experience with this and I'm not sure which mods are safe to merge and which ones I should leave as is. If anyone's willing to help, the load order's in the attached file. Thanks in advance to anyone willing to help an amateur modder and long-time fan of the Fallout franchise.
  4. I am Loving The Long War mod, but for some reason the members of the Council seem to want to leave as soon as the first bar in the Panic Meter is filled. Is there a way to fix this, or is this intentional?
  5. I've noticed something lately: sometimes when I post a new thread it gets views right away, and sometimes it takes a while. Also, sometimes my threads can get several views in a few minutes, but then there's a sort of lull in the number of views. Tell me, is this because there are better times to post new threads, or is there some other reason? If the former, then what time is the best time to post new threads?
  6. I'm trying to decide between rePOPULATEd Wasteland, Increased Wasteland Spawns, and WARZONES, seeing as I can't seem to use them all together. Does anyone know the pros and cons of the three and which they'd recommend?
  7. I did a bit of research on the subject of horses on the Scorched Earth (is that an acceptable term for the post-war world of Fallout?), and, aside from references in the All Roads graphic novel (which is infamous for it's continuity errors with New Vegas), horses, and equines in general, seem to have went the way of the dodo. ...at least horses as we know them. Cows and sheep have become the mutant Brahmin and Bighorners, I don't see why equines couldn't have mutated descendants as well. There's no mention of mutant horses so why not?
  8. Have you tried installing New Vegas Stutter Remover and/or New Vegas Anti Crash? Also, this page has a troubleshooting that should help out some.
  9. Thanks, guys. Any suggestions for which mods should be merged together? I'm thinking WME, WMX, Caliber, Classic Fallout Weapons, and Weapons of the New Millenia could go together to start with. Would that work? Another possible merge: A World of Pain, Monster Mod, Increased Wasteland Spawns, Random Encounters, and Monster Wars. Or are those too script heavy to be merged?
  10. Well, thanks, that really helps. However, that still doesn't answer my questions. A) How can I be sure my plugins will still be in a working load order after merging? B) How can I add new mods to the merge in case I find something I want to try? C) If it becomes necessary, how can I remove mods from a merged file?
  11. Seeing as my previous thread was deleted (must have bumped it one too many times) I have to ask again. I need to know the best way to merge these files. I know I should use FNVEdit, that I should merge similar plugins together and avoid merging the more complex mods, and I know I need to use LOOT in order to ensure a working mod order. What I'm stuck on, however, is A) How can I be sure my plugins will still be in a working load order after merging? B) How can I add new mods to the merge in case I find something I want to try? C) If it becomes necessary, how can I remove mods from a merged file? Here's the (unsorted) list of plugins I currently have active. FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 CaravanPack.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 YUP - Base Game + All DLC.esm=1 FOOK - New Vegas.esm=1 Inventory Access.esm=1 Ambient Temperature.esm=1 NVInteriors_Core.esm=1 WARZONES - Misanthropy Pure.esm=1 FOOK - New Vegas DLCs.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 rePopulated Wasteland.esm=1 Monster Wars.esm=1 AWorldOfPain(Preview).esm=1 NVInteriors_ComboEdition_AWOP.esm=1 Momod.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Caliber.esm=1 CaliberXgunrunners.esm=1 CFWNV.esm=1 DFB - Random Encounters.esm=1 CaliberXhonesthearts.esm=1 RustTownV1Master.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 Weapons.of.the.New.Millenia.esm=1 Project Nevada - Rebalance.esp=1 Weapon Mod Expansion.esm=1 Project Nevada - Cyberware.esp=1 IWS-Core.esm=1 NevadaSkies.esm=1 Project Nevada - Extra Options.esm=1 UWHNV-Core.esm=1 DesertersFortress.esm=1 WME - GRA.esm=1 WME - DLCs.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 The Mod Configuration Menu.esp=1 IWS-DM.esp=1 IWS-Core-Guards.esp=1 DesertersFortressUpdate_V1.1_DemiLore.esp=1 DFB - Random Encounters - Update - MCM.esp=1 Jump Fall Fixer.esp=1 FalloutNV_lang.esp=1 UWHNV-Addon-DLC.esp=1 IWS-LR.esp=1 IWS-Core-Civilians.esp=1 IWS-HH.esp=1 Mission Mojave - Ultimate Edition.esp=1 FOOK - New Vegas.esp=1 Armored PA Gloves.esp=1 MoMod-MCMMenu.esp=1 Project Nevada - Cyberware Additions.esp=1 thrashfield.esp=1 FOOK - New Vegas DLCs.esp=1 IWS-OWB.esp=1 MMUE-CP-FOOK.esp=1 MoreChems.esp=1 EVE FNV - ALL DLC.esp=1 Imp's More Complex Needs.esp=1 Ambient Temperature - IMCNNV.esp=1 IMCNNV - HUD and Hotkeys.esp=1 RustTownAdditions3.esp=1 Monster Mod Wasteland Edition.esp=1 Vurt's WFO.esp=1 MoMod-NightSpawn.esp=1 AWOPCaliberXAmmoPatch.esp=1 MoMod-Aliens.esp=1 Momodlorefriendly.esp=1 MoMod-Terminators.esp=1 MonsterModLorefriendlyDLC.esp=1 IWS-MoMod.esp=1 UWHNV-Addon-GRA.esp=1 WARZONES-RUSTOWN - Peaceful Coexistence.esp=1 WeaponModsExpanded.esp=1 IMCN-CAM Patch.esp=1 Project Nevada - Rebalance Complete.esp=1 WMX-DLCMerged.esp=1 Project Nevada - All DLC.esp=1 FOOK-PN Convergence.esp=1 MMUE-CP-Convergence.esp=1 MMUE-CP-PNALLDLC.esp=1 CFW-PN-DLC.esp=1 Project Nevada - WMX.esp=1 Project Nevada - WME.esp=1 FOOK-PN-WME-WMX-EVE Convergence.esp=1 CNR_Beta.esp=1 AWOPDeadMoney.esp=1 AWOP Interior Music.esp=1 WME - GRA - Complete.esp=1 Weapons.of.the.New.Millenia.Leveled.Lists.esp=1 FOOK-PN-AWOP Weapon Convergence.esp=1 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1 Weapons.of.the.New.Millenia.Store.esp=1 AWOPMonsterPatch.esp=1 AWOP-MoMod.esp=1 Gold seller.esp=1 Its Gold.esp=1 GoldenAmmo.esp=1 NVInteriors_Combo_AWOP_Tweaks_DLC.esp=1 NCR Rearmament v1.5.esp=1 dD - Enhanced Blood Main NV.esp=1 MMUE-CP-WMX.esp=1 31 New Food Items.esp=1 Weapon Mod Expansion.esp=1 pipboyx4.esp=1 Nuka Cola Enhanced.esp=1 MMUE-CP-AWOP+NVInteriors.esp=1 Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp=1 MMUE-CP-PNEquipment.esp=1 IWS-Core-Patrols.esp=1 MMUE-CP-PNRebalance.esp=1 medtektraumakit_edisleado.esp=1 medtektraumakit_edisleado_HH.esp=1 Monster Wars - Epic Battles Plugin.esp=1 MMUE-CP-Electrocity.esp=1 NevadaSkies - Ultimate DLC Edition.esp=1 MMUE-CP-rePopulated.esp=1 Monster Wars - More Robots Plugin.esp=1 AWOPDeadMoneyVendorPatch.esp=1 UWHNV-Addon-FollowerHome.esp=1 Powered Power Armor.esp=1 AWOP DLC + GRA Conflict Error Fixes.esp=1 Buried Mine Fix.esp=1 PA Footsteps.esp=1 Ambient Temperature - PPA.esp=1 ED-E Flying Fixed.esp=1 hunter.esp=1 Monster Wars - Behemoth Rampage.esp=1 Brotherhood and House Alliance.esp=1 MMUE-CP-WME-Complete.esp=1 WMX-ModernWeapons.esp=1 WME - DLCs.esp=1 FOOK-PN-WME-WMX-MW.esp=1 MMUE-CP-EVE.esp=1 Monster Wars - Colossus Plugin.esp=1 Reactive People - Ultimatum.esp=1 SaveCass.esp=1 MMUE-CP-PNCore.esp=1 CAM-DLC Patch.esp=1 WMX-POPMerged.esp=1 MMUE POP.esp=1
  12. Sounds like a mod conflict to me, that or your load order needs tweaking. However, what stands out to me right now is the freesideopenedebug.esp file, have you tried playing without that file?
  13. For those who don't know what BraveStarr is. I have a rough idea for a mod, a series of related perks, perhaps connected to a side-quest in Honest Hearts, or even in a land all its own. Here's a rough idea of how the perks work: Eyes of the Hawk: +1 to Perception, plus functions of both Enhanced Sensors and Spotter perks, and 20% decreased weapon spread with cowboy ranged weapons, and 10% with everything else. Ears of the Wolf: +1 to Perception, +15 to Speech and Lockpick (enhanced hearing let's you hear the most subtle nuances in a person's voice, giving you a better idea of their mood, and whether or not they're lying, as well as letting you hear a lock's tumblers.) Strength of the Bear: +2 to Strength and Endurance, plus 20% damage increase with cowboy melee weapons, plus war clubs, 15% to unarmed, and 10% to everything else. Speed of the Puma: +2 to Agility, 20% increase in walk/run speed, with a 10% speed increase to all other movements. Plus a unique weapon, Sarah Jane (no relation to drugs or characters from British scifi series.) It's just a rough idea, however you're all free to take it and do what you want with it.
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