Jump to content

peppergomez

Members
  • Posts

    22
  • Joined

  • Last visited

Nexus Mods Profile

About peppergomez

peppergomez's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I started my own thread for this topic, too. Totally agree with the OP. There are way too many zombies in this game and their respawn rate is too aggressive. Would like to reduce both. Have there been any mods released since this thread that do that?
  2. This game is great, but I would prefer a less aggressive spawn rate. There's a lot of detail in this world that I'd like to have a little more time to explore, and when I decimate a bunch of zombies in an area, I'd like to be able to explore without immediately having to kill a never ending wave of respawned zombies. IMO this would make the game a lot more interesting. Does anyone know if this is possible, like say via a mod? Thanks.
  3. I might need to redo this install of several mods b/c now, even though the game runs fine, no loot appears in the usual spots in the game world. That obviously isn't going to work. I made backups of the vanilla data0.pak and data3.pak files so I can reset but I am wondering if folks might have any suggestions as to which specific file or files might have gotten removed or incorrectly overwritten by mistake, or some other way I can troubleshoot without resetting those files back to vanilla. the mods are: Advanced moves All Weathers Bear Arms Carry Your Food Craft Ammo Fire Weapons Freedom (exploding heads don't alert virals) Firearms Don't Alert Runner Zombies (this one modified the Data0.pak file) SweetFX Wristwatch Thanks if you have any ideas.
  4. Specifically, trying to manage conflicts within multiple mods since everything has to be done as a hacked Data3.pak file. I just tried to combine about 15 mods and have apparently broken my game now. I read some of the Read Me files for the mods and they were really complicated it seems as far as managing overwritting files. Am I missing something, or is combining multiple mods in this game really this $#@$ed?
  5. Hey folks, I'm running a fairly heavily modded FNV (including Project Nevada and World of Pain, among the larger mods) and want to know how I can successfully install FOOK (using NMM). Because I have messed up my mod installs in the past when attempting to get big mods to run properly together, I am sure there is a right way to install and handle load order and a wrong way, and I'd like to avoid hamfisting it. BOSS list below. Is there no option to include spoiler tags so I can hide this long list unless one clicks on it? Don't see one on the edit options. Also, is it not possible to edit thread titles? Tried using full editor but don't see any option to do so. Noticed the title got abridged. PS- If anyone reads this list and sees anything amiss in my load order, I'd really appreciate a heads up. Thanks! BOSS: −Summary Your masterlist is already at the latest revision (r4689; Jul 4 , 2012). No update necessary. Recognised plugins: 90 Warning messages: 0 Unrecognised plugins: 11 Error messages: 0 Ghosted plugins: 0 Total number of messages: 64 Total number of plugins: 101 Plugins sorted by user rules are counted as recognised plugins. −Script Extender And Script Extender Plugins NVSE Version: 0.2.0.12 MCM.dll Version: 1.0.0.2 pn_nvse.dll sr_New_Vegas_Stutter_Remover.dll Version: 4.1.30.0 −Recognised And Re-ordered Plugins FalloutNV.esm Active DeadMoney.esm Active Bash Tag suggestion(s): {{BASH: Deflst}} HonestHearts.esm Active OldWorldBlues.esm Active LonesomeRoad.esm Active GunRunnersArsenal.esm Active ClassicPack.esm Active MercenaryPack.esm Active TribalPack.esm Active CaravanPack.esm Active Advanced Recon Tech.esm Active Detect Traps.esm Active FreesideOpen.esm Active Lucky38Suite_Reloaded.esm Active AWorldOfPain(Preview).esm Active Bash Tag suggestion(s): {{BASH: Invent, Deflst}} NSkies URWLified.esm Active Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}} Note: Choose only one of NSkies - Vanilla Edition.esm and NSkies URWLified.esm, not both NVStripOpen.esm Active Project Nevada - Core.esm Active Requires: New Vegas Script Extender Project Nevada - Equipment.esm Active Bash Tag suggestion(s): {{BASH: Delev, Invent}} Requires: New Vegas Script Extender and Project Nevada - Core.esm WARZONES - Misanthropy Pure.esm Active ELECTRO-CITY - CompletedWorkorders.esm Active ELECTRO-CITY - Highways and Byways.esm Active oHUD.esm Active Requires: New Vegas Script Extender Incompatible with: aHUD.esm, iHUD.esm, Primary Needs HUD.esm Project Nevada - Rebalance.esp Active Requires: Project Nevada - Core.esm Project Nevada - Cyberware.esp Active Requires: Project Nevada - Core.esm DarNifiedUINV.esp Active CASM.esp Active Note: Do not use with Auto Incremental Save; has the same purpose. FPSWeaponWheel.esp Active FreesideOpenPatch.esp Active Requires: FreesideOpen.esm The Mod Configuration Menu.esp Active The Weapon Mod Menu.esp Active populatedcasino.esp Active Incompatible with: populatedcasino-medium.esp and populatedcasino-light.esp Project Nevada - Dead Money.esp Active Requires: DeadMoney.esm and Project Nevada - Core.esm Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp Project Nevada - Honest Hearts.esp Active Requires: HonestHearts.esm and Project Nevada - Core.esm Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp Project Nevada - Old World Blues (No Cyberware).esp Active Requires: OldWorldBlues.esm and Project Nevada - Core.esm Note: Choose only one of Project Nevada - Old World Blues.esp and Project Nevada - Old World Blues (No Cyberware).esp, not both Project Nevada - Lonesome Road.esp Active Requires: LonesomeRoad.esm and Project Nevada - Core.esm Project Nevada - Gun Runners' Arsenal.esp Active Requires: GunRunnersArsenal.esm and Project Nevada - Core.esm athornysituation.esp Active awilderwasteland.esp Active Incompatible with: awilderwastelandnobenny.esp kochandbohr.esp Active NewVegasBounties.esp Active NewVegasBountiesFSOPatch.esp Active Requires: FreesideOpen.esm outsidebets.esp Active Detect Traps - Perk.esp Active Power Armor Training Perk.esp Active Detect Traps - Traponator 4000.esp Active Detect Traps - DLC.esp Active Requires: DeadMoney.esm and HonestHearts.esm Incompatible with: Detect Traps - Dead Money.esp FasterDialogZoom.esp Active Advanced Recon Gear.esp Active Advanced Recon Tech.esp Active Advanced Recon Tech - Detect Traps.esp Active Advanced Recon Armor.esp Active Advanced Recon Range Finder.esp Active Advanced Recon Gear - Project Nevada.esp Active Armored Duster.esp Active Colossus NV.esp Active Colossus T49.esp Active Project Nevada - T49XV Patch.esp Active Requires: Project Nevada - Core.esm and Colossus T49.esp courierpowerarmor.esp Active Courier Power Armor - Project Nevada.esp Active Requires: Project Nevada - Core.esm and courierpowerarmor.esp Courier Power Armor - Advanced Recon Tech.esp Active Requires: Advanced Recon Tech.esm, courierpowerarmor.esp Dark Justice Duster.esp Active FlashlightNVSE.esp Active Incompatible with: Project Nevada - FlashlightNVSE.esp JRougeRangerCoats4Loot.esp Active AWOPDeadMoney.esp Active Requires: DeadMoney.esm AWOP-LowNPCS.esp Active Requires: AWorldOfPain(Preview).esm AWOPLowLootGeneral.esp Active Requires: AWorldOfPain(Preview).esm AWOPLowLootMWeapons.esp Active Requires: AWorldOfPain(Preview).esm AWOPLowLootSkillBooks.esp Active Requires: AWorldOfPain(Preview).esm ShilohDS-Color Maps and Icons.esp Active Delay DLC - DM + HH + OWB + LR + GRA.esp Active Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm Faster Terminals.esp Active Modified Combat Values v2.esp Active Quick Trade.esp Active Requires: The Mod Configuration Menu WeaponModsExpanded.esp Active Bash Tag suggestion(s): {{BASH: Invent, Delev, WeaponMods}} Incompatible with: RH_IRONSIGHTS_NV.esm, Weapon Mod Expansion.esm, AND Weapon Mod Expansion.esp Project Nevada - WMX.esp Active Bash Tag suggestion(s): {{BASH: Graphics, Invent, Names, WeaponMods}} Requires: WeaponModsExpanded.esp and Project Neavda - Core.esm and Project Nevada - Equipment.esm WMX-DeadMoney.esp Active Bash Tag suggestion(s): {{BASH: Invent}} Requires: DeadMoney.esm, WeaponModsExpanded.esp WMX-HonestHearts.esp Active Bash Tag suggestion(s): {{BASH: Invent}} Requires: HonestHearts.esm, WeaponModsExpanded.esp WMX-OldWorldBlues.esp Active Bash Tag suggestion(s): {{BASH: Invent}} Requires: OldWorldBlues.esm, WeaponModsExpanded.esp WMX-LonesomeRoad.esp Active Bash Tag suggestion(s): {{BASH: Invent}} Requires: LonesomeRoad.esm, WeaponModsExpanded.esp WMX-GunRunnersArsenal.esp Active Bash Tag suggestion(s): {{BASH: Invent}} Requires: GunRunnersArsenal.esm and WeaponModsExpanded.esp WMX-ArenovalisTextures.esp Active Bash Tag suggestion(s): {{BASH: Graphics, NoMerge}} Requires: WeaponModsExpanded.esp and Selected Arenovalis' / Milennia's Weapon Re-textures. Refer to the readme for details. WMX-PreOrderPackMercenary.esp Active Requires: MercenaryPack.esm and WeaponModsExpanded.esp EVE FNV.esp Active Project Nevada - EVE.esp Active Requires: EVE FNV.esp WMX-EVE.esp Active Requires: WeaponModsExpanded.esp, EVE FNV.esp NSkies URWLifiedOWB.esp Active Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}} Requires: NSkies URWLified.esm NSkies URWLifiedHH.esp Active Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}} Requires: NSkies URWLified.esm NSkies URWLifiedDM.esp Active Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}} Requires: NSkies URWLified.esm DYNAVISION 2 - Dynamic Lens Effect.esp Active Incompatible with: DYNAVISION - Dynamic Lens Effect.esp Incompatible with: Field Depth.esp −Unrecognised Plugins Reorder these by hand using your favourite mod ordering utility. pipboy2500_edisleado_v8.esp Active I Got Spurs.esp Active XV Enclave Armour.esp Active Advanced Recon Riot Gear Helmet.esp Active WMX-AWOP-Overhaul.esp Active GRA WRP Compatibility Patch.esp Active AWOPLowLootMWeaponsArmor.esp Active AWOP-PNRebalanceHPpatch.esp Active Cowboy Perk Complete - New Vegas Bounties.esp Active StripOpenMain.esp Active my new merged patch.esp Active
  6. Hey folks, I've got a question about installing this via NMM. At around the 10:30 minute mark in his mod tutorial video, Gopher mentions an installation problem with this mod when using the FOMOD script version. In the 2.6 version, which was the latest when he made his video, there's a bug that results in the wrong textures. So, he covers installing the "normal" version, but he does so using FOMM, and he also mentions that the Dead Wasteland version is bugged, so he demonstrates a workaround. I don't use FOMM but use NMM instead, which he doesn't cover. Here's his vid: So, I have a few questions before I install this: Vurt has confirmed on the Bethesda forums that the 2.7 and above should have fixed that bug. So I wonder what the best way to install via NMM is b/c there are quite a few different folder options in each RAR file (the LOD Patches and the Wasteland Flora Overhaul). I am thinking that maybe I should extract the files and folders I wish to use from each RAR file, and then create a different RAR file containing just those files and folders, name it somethig like Vurts Flora Overhaul, and then install that RAR file from NMM via the Add Mod From File command? And I assume I'd chose Yes to All re: overwrites? Also, because I have both Ojo Bueno and NMC installed, with Ojo overwriting NMC when applicable, will I need both the NMC Texture Pack and Poco/Ojo Bueno LOD patches? Thanks folks for any advice.
  7. Thanks. Will I need the Meshes, Sound, and Textures folders from the New Vegas Error Corrections in addition to the esm files?
  8. Thanks folks. I will try these. How do I go about the archive invalidation process? The Archive Invalidation Invalidated mod is no longer supported, and I have read that Nexus Mod Manager's archive invalidation function doesn't work. Edit: I removed many mods and have pared it down to the below list. My game is still crashing though immediately when I launch via Launch NVSE from NMM; Can anyone help me out here, maybe suggest a proper load order or a possible conflict or missing required file? Because I don't have any DLC content, I only have the NO DLC versions of New Vegas Error Corrections Complete checked. Below is my BOSS list. Your masterlist is already at the latest revision (r3666; Jan 1, 2012). No update necessary. Recognised plugins: 17 Warning messages: 0 Unrecognised plugins: 17 Error messages: 0 Ghosted plugins: 0 Total number of messages: 11 Total number of plugins: 34 Plugins sorted by user rules are counted as recognised plugins. −Script Extender And Script Extender Plugins NVSE Version: 0.2.0.12 pn_nvse.dll −Recognised And Re-ordered Plugins FalloutNV.esm TribalPack.esm FOOK - New Vegas.esm Bash Tag suggestion(s): {{BASH: Deflst, Delev, Graphics, Names, Relev, Sound, Stats, Scripts}} FOOK - New Vegas DLCs.esm Requires: DeadMoney.esm and HonestHearts.esm MoMod.esm Bash Tag suggestion(s): {{BASH: Relev}} Incompatible with: monsterrach.esp Project Nevada - Core.esm Requires: New Vegas Script Extender Project Nevada - Equipment.esm Bash Tag suggestion(s): {{BASH: Delev, Invent}} Requires: New Vegas Script Extender and Project Nevada - Core.esm GoodspringsPlayerHome.esp FOOK - New Vegas.esp Bash Tag suggestion(s): {{BASH: Deflst, Delev, Graphics, Names, Relev, Sound, Stats, Scripts}} FOOK - New Vegas DLCs.esp Requires: DeadMoney.esm and HonestHearts.esm PerkEveryLevel.esp Project Nevada - Cyberware.esp Requires: Project Nevada - Core.esm noautoaim.esp Project Nevada - Rebalance.esp Requires: Project Nevada - Core.esm EVE FNV.esp Project Nevada - EVE.esp FNVEnhancedShaders - AA-DOF Enable.esp −Unrecognised Plugins Reorder these by hand using your favourite mod ordering utility. oHUD.esm New Vegas Error Corrections Complete - DLC + GRA + NVCE.esm New Vegas Error Corrections Complete - DLC + GRA.esm New Vegas Error Corrections Complete - DLC + NVCE.esm New Vegas Error Corrections Complete - DLC.esm New Vegas Error Corrections Complete - NO DLC + NVCE.esm New Vegas Error Corrections Complete - NO DLC.esm WMEVE - FOOK.esp ProjectRealityMkIv5HDR.esp New Vegas Error Corrections Reduce CTD - NO DLC.esp New Vegas Error Corrections Reduce CTD - DLC.esp New Vegas Error Corrections Reduce CTD - DLC + GRA.esp New Vegas Error Corrections Essentials - DLC + GRA.esp New Vegas Error Corrections Essentials - DLC.esp New Vegas Error Corrections Essentials - NO DLC.esp NVEC Complete FOOK Patch - DLC + GRA.esp NVEC Complete FOOK Patch - NO DLC.esp
  9. I tried FONV vanilla version when it first came out, but found that I lost interest maybe mid-way through the game. I have decided to give it another try, and would like to play it with mods this time. I did this w/ Oblivion and w/ FO3. My problem is that I end up installing too many mods in Nexus Mod Manager, such that game becomes unstable. I am hoping to keep my mod list down to a more reasonable number, maybe 20 tops. I am especially intersted in the following: A) Nicer interface, both a la Darnified (though it looks like he might have abandoned his FONV mod?) and immersive HUD B) Better graphics and textures, for everything. My rig is plenty powerful, and part of what turned me off about FONV was how bland and mediocre the graphics are, even on ultra settings. C) Better inventory approach (more hotkeys, easier way of keeping track of and labelling items) D) Less buggy- any community bug fix patches E) Overhauls a la MMM or OOO for Oblivion- things that make NV a more dangerous, varied, and overall more interesting place. I'm hoping I can go about the modding process more intelligently this time, with less conflict and bloat. Also, there the equivalent of the superb STEP guide for Skyrim for FONV? If so, that would rock. http://skyrim.nexusmods.com/downloads/file.php?id=11 Thanks a lot. PS- Is BOSS and NMM all I need, or do I also need Fallout Mod Manager (which looks like it might no longer be being worked on by its author)?
×
×
  • Create New...