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MoonDew1

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Everything posted by MoonDew1

  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. 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.
  5. 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?
  6. 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?
  7. 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
  8. 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?
  9. 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.
  10. I need a little help adjusting the multipliers and/or timescale for IMCN, what values should I use in order to keep my needs levels from falling so fast? It gets annoying having to eat and/or drink every few minutes, especially if I have to in the middle of a firefight.
  11. Although I haven't complete the game (save for Dead Money and Honest Hearts), after reading up I've found that the Good Karma Independent New Vegas to be the best in my opinion. Yes, the Courier may (depending on how you view it) become what is effectively a dictator, but it has often been said that the best form of government is a benevolent dictatorship.
  12. I'm currently using Imp's More Complex Needs and I noticed that many vanilla food items still have the vanilla stats rather than the More Complex Needs stats, same goes for vanilla bottled water (purified or dirty). I've tried playing it under normal and hardcore mode and still end with the same result. Is this just how the mod works or do I have a problem that need ironing out?
  13. I'm currently suffering from the infamous white head glitch, where all dark skinned NPCs from the vanilla game have white faces, and would like to know how to solve it. The YUP mod said it was supposed to fix this error, but it doesn't. I've also tried changing the bLoadFaceGenHeadEGTFiles from 0 to 1 in both Fallout_default and FalloutPrefs ini files, no change. Finally, Archive Invalidator not only didn't fix the glitch, it actually caused some skin textures to turn hot pink. How do I fix this? Nevermind, fixed it. Turns out I needed to edit the fallout.ini file along side the Fallout_default and the FalloutPrefs ini files.
  14. Another (semi-related) question, Ammo Crafting Schematics and More Perks have multiple plugins, and I want to cut down of that, would it be possible to merge the plugins with a mod using a bashed patch?
  15. ...you do realize that THIS is the FNV forums, right? Also, I was talking about FNV, not Skyrim.
  16. I already have some idea how to merge plugins using Wrye Flash, but I'm clueless as to figuring out which parts of which plugins I need to import. Yes, I'm aware that there may be, like, a few dozen (and I'm low-balling here) guides about this, but I'd rather get some advice from the actual users of Wrye Flash, rather than the developers. Any advice you guys could share?
  17. Although the theoretical limit for any moddable game by Bethesda is 255, there is a certain limit that starts becoming impractical unless you know exactly what you're doing and have a computer that can handle it, and even that's no guarantee. Also, New Vegas seems to have a bit of a bug in the engine that makes the mod limit somewhere within the 140-160 plugin range. If you want more mods than that you need to merge the plugins using Wrye Flash or similar programs. Trust me, I spent many days pulling my hair out over this.
  18. Have you tried re-installing it? Then again, it could be a problem with your computer system.
  19. Have you ever worn the armor before using ADAM? It may be an in-game bug instead.
  20. I know how to rebuild the patch, I just don't know how to make one in the first place, the Wrye Flash didn't make the .esp file automatically as it was supposed to and I want to know how to do it manually. Nevermind, I figured it out, thanks to Google. All you have to do is copy "Bashed Patch, 0.esp" from the templates folder and paste it into the Data folder.
  21. According to the instructions there's supposed to be a bash esp file made when I start Wrye Flash, but yet I have none, and I don't know how to make one. Any idea of what I need to do?
  22. I've been working on this mod set of mine for three, maybe four days, and THIS is the only thing standing in my way. Please, for the sake of my rapidly deteriorating sanity and patience, some please tell me if there is a working compatibility patch for them, or if they even need the thrice-damned patch!?
  23. How do you get Ambient Temperature and Nevada Skies to work together? The compatibility patch no longer works.
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