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Items not added to leveled lists.


tiggerdyret

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Hey. I've installed a few mods, but I don't think their items gets added to the level lists. I think the NVEC and Project Nevada items are working, but the armored duster, Jaysus Rouge ranger coats, the flashlight adn the clint eastwood don't seem to drop randomly. Any idea why and how I can implement them to the leel lists?

 

 

FalloutNV.esm Active

DeadMoney.esm Active
HonestHearts.esm Active
OldWorldBlues.esm Active
LonesomeRoad.esm Active
GunRunnersArsenal.esm Active
ClassicPack.esm Active
MercenaryPack.esm Active
TribalPack.esm Active
CaravanPack.esm Active
Interior Lighting Overhaul - Core.esm Active
NVEC Complete + NVCE.esm Active
Project Nevada - Core.esm Active
Project Nevada - Equipment.esm Active
Project Nevada - Extra Options.esm Active
oHUD.esm Active
New Vegas Redesigned II.esm Active
Project Nevada - Rebalance.esp Active
Project Nevada - Cyberware.esp Active
DarNifiedUINV.esp Active
CASM.esp Active
DYNAVISION 3.esp Active
The Weapon Mod Menu.esp Active
Project Nevada - Cyberware Additions.esp Active
Project Nevada - Rebalance Complete.esp Active
Project Nevada - All DLC.esp Active
The Mod Configuration Menu.esp Active
clintsfistfulrevolver.esp Active
ilbuonorevolver.esp Active
Armored Duster.esp Active
FlashlightNVSE.esp Active
JRougeRangerCoats4Loot.esp Active
manwithnoname.esp Active
NVR- Recommended.esp Active
New Vegas redesigned- Honest Hearts.esp Active
Voice dissonance fix.esp Active
Modified Combat Values v2.esp Active
WMXUE.esp Active
Fellout.esp Active
Interior Lighting Overhaul - Ultimate Edition.esp Active

 

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It comes down to modding technique. If an item is simply inserted into an existing Leveled List in Geck, any mod that comes later in the load order will overwrite the changes made to that leveled list, rendering the initial mod's changes moot. A more advanced technique is to inject an item into a list via a script, but this is a fairly advanced technique, so a a lot of new/less experienced modders don't use it.

 

FNVEdit/Masterupdate is designed to fix this problem (contrary to reports bouncing around the Nexus, It seems to be a problem with mod design, not the MasterUpdate (See this post by hairylegs222: http://forums.nexusmods.com/index.php?/topic/263415-new-vegas-bounties-i/page-174&do=findComment&comment=6245932)

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It comes down to modding technique. If an item is simply inserted into an existing Leveled List in Geck, any mod that comes later in the load order will overwrite the changes made to that leveled list, rendering the initial mod's changes moot. A more advanced technique is to inject an item into a list via a script, but this is a fairly advanced technique, so a a lot of new/less experienced modders don't use it.

 

FNVEdit/Masterupdate is designed to fix this problem (contrary to reports bouncing around the Nexus, It seems to be a problem with mod design, not the MasterUpdate (See this post by hairylegs222: http://forums.nexusmods.com/index.php?/topic/263415-new-vegas-bounties-i/page-174&do=findComment&comment=6245932)

MasterUpdating with FNVEdit will not merge a leveled list.

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