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FMod

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  1. You have a perfectly fine garage and throw away your bottle caps? :-O Vault Boy is crying.
  2. Download BOSS, it will sort them out. NSkies URWLified is obsolete, by the way, use Project Reality instead. It includes NSkies (sort of). The Mod Configuration Menu goes below other files. You need Unified Hud to run them all correctly. Read this for install order: http://www.newvegasnexus.com/downloads/file.php?id=40340 Recommended Installation Order It is important to install aHUD after Darns UI and before iHUD. Here is an example order to install iHUD and aHUD with Darns UI and Project Nevada: 1. Deactivate Unified HUD (if used). 2. Activate Darnified UI. 3. Activate Project Nevada 4. Activate Mod Configuration Menu (MCM) 5. Activate Adjustable HUD (aHUD). 6. Activate Immersive HUD (iHUD) *. 7. Activate Unified HUD *. *Always install iHUD and uHUD last. And if you install any mod affecting the HUD after these, reinstall them both. Skip mods you don't use.
  3. It's right there. Open it in GECK and you'll see a big "Script" dropbox right under Name. Use the first version. Except, let me upgrade it: scn th3t3rr1bl30n3Script1 float oldscale Begin OnEquip player set oldscale to player.getscale player.setscale 2 End Begin OnUnequip player player.setscale oldscale End You could even go further: scn th3t3rr1bl30n3Script1 float oldscale float newscale float ratio short button Begin OnEquip player ShowMessage th3SuperheroMessage ; here you could include a menu to select the scale set ratio to 1.5 set oldscale to player.getscale set newscale to oldscale*ratio player.setscale newscale End Begin OnUnequip player player.setscale oldscale End I wouldn't recommend using a scale of 2, it's too monstrous, 1.5 or so should be better, fewer problems with not fitting through arches and such, and it's still huge. Your choice of course.
  4. You just shouldn't generally mix multiple mods that do the same. FOOK and Project Nevada are mostly mutually exclusive, like FOOK and FWE for Fallout 3. It's a choice to make. FOOK is an all-in-one kit, but you can get almost everything it does with separate mods. It doesn't play well with others, just because of its all-in-one nature, and it doesn't work with Bash as well because changes are not in separate plugins that could easily be tagged individually. Adding just inventory to NPC or just faces is done by Wrye Flash. If you want FOOK to edit classes, but not faces or inventory, tag mods that shouldn't be overridden "NPCfaces" or "Invent". Avoid tagging when not necessary. And don't hesitate to place mods below FOOK, if they need it. A lot of games actually hold together pretty well, it's just if you don't go overboard with mods. I had my build mod-ruined on more than one occasion before I managed to get it right. But the difference can be major. An all-Bash build (I had to convert all mods to BAIN installers, no FOMOD nonsense) in place of a regular hosh-posh saved me from restarting at level 18 once, and not only that, but the game started to run near flawless, no crashes, no post-reload issues, no broken models.
  5. Project Nevada should as a general rule be given precedence, when used. So keep it below FOOK, and try removing unnecessary tags. You shouldn't tag everything, just what is actually needed to be from that one mod, and you know that one mod has what you need. If you tag a mod that has vanilla stats, the patch will revert to vanilla stats. For instance don't tag FOOK with character-related tags, especially not if you are using another character-related mod (NVCE). FOOK should have Stats, Scripts, Relev, Delev, Invent, a couple others I think. Not all. For sorters specifically, tag PN with Names and Scripts. And tags aren't enough, make sure to check the settings to import these stats, names, scripts, etc are active.
  6. Supreme Magicka. 0.90. It has an OOO patch, included.
  7. No, PN has no damage adjustment. You can just lower NPC and your HP. But creatures are overpowered as it is. Use GECK or "setgs" to tweak the overall damage settings. Traditionally, PN is, like FWE, less gimmicky, while FOOK is more of a grab-bag. nVamp is a total grab-bag and obsolete. Install patches at any time.
  8. Project Nevada includes sprinting. You could then edit the script to use these stats.
  9. I think all you need to do is open GECK, open the races and untick "child". The characters aren't marked essential. Seriously though I prefer how unkillable characters were made in Oblivion, they at least lie down when "killed" and not just stand there after you drop a nuclear bomb on the camp.
  10. Project Nevada, except I had to personally edit its rebalance module. Strip Overhaul or New Vegas Restoration - pick one. CaliberX. Classic Fallout Weapons is optional. If you have a good machine, Poco Bueno. ADAM does a few mostly visual armor improvements. Project Reality, be sure not to use anything else that affects weather. That's it I think. Everything else is individual. There isn't anywhere near as much improvement mods bring to FNV as they do to FO3, leave aside Oblivion and don't dare speak of Morrowind with its fully detailed additional landmasses and alternate main quests. WMX or WME, personal choice. I prefer WMX for being considerably more realistic. WME is more wacky, it lets weapons to do what they aren't supposed to. WMX also includes melee weapon upgrades, and you can (and likely will) craft them. If you're starting a new game and looking to add casinos, you could grab ACES, if/when casino mods get converted, it will avoid game corruption. It's best to avoid installing new casino mods until then if you don't want to risk it. Grab a bunch of radio mods, another thing where FNV has nothing on FO3, only a few mods, all pretty small, and you can't even get Cyber Crown anymore. In part the small amount of modding done to FNV owes itself to FNV already incorporating most things that modders had to add to FO3 on their own, primary needs, basic weapon mods, crafting and what else are all integrated. In part I think it's because FNV feels more like a complete self-conscious world than a sandbox, you can't just go ahead and plonk some extra towns here and there. And no one seems interested in the massive undertaking it would be to add Legion lands or a piece of California behind the outpost. Anyway, back to the topic, there isn't much to overhaul.
  11. nVamp is only a million years old. Well, not literally, however it's outdated and even if you do the right versions of all the required mods, you might be better off just using half the mods, but recent versions. It's not FCOM. Project Nevada is smaller and less extensive, but it's well-built and holds together well. Although I don't like what has been done with price tweaks. WMX and WME, just search and see for yourself.
  12. 1. Do you want it for yourself? Unpack fallout 3 bsa and copy-paste as needed. 2. Want to distribute it? Not a very high-caliber mod, but things like that have been done on much greater scale. You can do this, if you require that the player has the original Fallout 3 - then he just has to copy-paste Fallout 3's bsa into New Vegas directory. Some need to be renamed. Distributing the meshes would not be in terms with copyright, however ridiculous it is. Not worth it for a single helmet of course.
  13. 1. No, they must not be deleted. You can enable Auto-Ghost (right-click above all the mods to open the menu) so that they can't be seen by other programs. 2. Yes. Just use load order to set priorities - it's what it is for. Merged mods still follow the load order. So place NVCE at the top - it should be at the top of your order anyway - and NV Redesigned below it. 3. It's a square window in the lower right. You don't need to edit the description, just use that window to select the proper tags, it will display the full list. Be sure to refer to the manual before setting tags. Some are not what they seem to be. Wrye Bash/Flash takes some getting used to, but it's a very powerful tool once you get the hang of it. There won't be any need to resort to manual editing if playing at least somewhat compatible mods. Think of tags and load order this way: the mods still follow the load order, but when a mod would normally override a previous one, if the previous one has an appropriate tag (Graphics, or Stats, or Item Mods), and the new one doesn't, the tagged part gets carried through. If both mods have Graphics tags, the later one overrides the earlier one.
  14. Yes. You still might need to place them after FOOK, but then set Bash tags to import FOOK stats, and it will work. Use BOSS to tag the mods properly, then add your own - BOSS for NV is not nearly as complete as for Oblivion.
  15. Doing it by hand is very risky, you can break things. You CAN use the Merged Patch option of FNVEdit, but it's nowhere near as powerful as Wrye's Bashed Patch. It is useful though if you can't use Wrye Flash. For a simple way, have you tried just placing the overriding mods below FOOK? I know it says to put it last, but so does everyone; you don't have to. I'm afraid Wrye Flash only comes in a python version so far. The installer will download and install python automatically. You only need Wrye Flash, from Bash you can take the documentation file. If you have Vista or Win7, there is a risk of python not working. On XP it runs flawlessly.
  16. As far as I know, what you are attempting is not a great idea. It's more likely to break things than to fix them, due to the way mods work in Fallout. It used to work great for Morrowind, you could even just tell TESCS there to merge loaded plugins. So never merge mods unless you are sure what you are doing. What you want to get is what Wrye Bash (and Flash) is for. It's a bit tricky to use, but read the manual, read patch_option_reference.html (you'll need to get it from Wrye Bash, not Flash), and you'll get the hang of it. Just tag the mods you want to override FOOK with what you want to override - Graphics, NPC Faces, Races, et cetera.
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