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Quest/adventure/new worldspace mods that work fine without FNVMM?


Shidentora

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Before I switched to Windows 7, the FOMM launched, quite modded FNV, was crashing on me all the time. I dunno why it was, but today I just don't use it as the game works normally with this LO:

 

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] CFWNV.esm
[X] Weapon Mod Expansion.esm
[X] WME - DLCs.esm
[X] Spud.esp
[X] ClassyVeronica.esp
[X] 10mm_Pistol_Reforged.esp
[X] JNinjasStealthFieldStops.esp
[X] Saiga12.esp
[X] The Torn City.esp
[X] SapphireNV.esp
[X] Alexscorpion's Custom AK103.esp
[X] Classic Tesla Metal Armor.esp
[X] .45PistolAutomatic.esp
[X] PipBoyLightx2.esp
[X] HK MP7.esp
[X] CamonPack - Blachnick - Scottmack.esp
[X] WeaponBersekCrossbow.esp
[X] Weapon Mod Expansion.esp
[X] CFW-DLC.esp
[X] WME - DLCs.esp
[X] shogo_20mm_bozar.esp
[X] aaaJNFSniperZooming.esp
[X] Sprint Mod.esp
[X] Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp
[X] Fallout 1 and 2 ambient music v0.2.esp
[X] ELECTRO-CITY - Imaginator.esp

Also, whenever I tweak a mod in FNVEdit, I see that there are practically NO conflicts, as in FNVEdit, the mods treat only their own content. Nontheless, I always open the stuff in FNVEdit, I edit what I like and save.

So, it looks that the modded game actually works without the Mod manager - I use it to set my LO, otherwise I launch it via the FOSE Launcher. It works.

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