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Using mods for NV for the first time


YuliyJaeger

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Hey all, just asking for some help here. as the title says, i'm modding my NV for the first time ever, and i'm not sure what i've done wrong but now i can't launch the game properly through the nexus mod manager, and i'm not sure if there's a cool comprehensive guide to not messing up or not. any help would be absolutely awesome, thanks guys

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@YuliyJaegerAre you able to launch the game at all?  I have never used nexus modmanager, as I used the original, Wrye Bash since 2004. Wrye and his team of coders still updates it. The latest version is available at their discord server. Also use LOOT for the right order of mods and it also warns you when it finds dirty mods and then you clean them with FNVEdit, the Quickcleaning version that is included.

There are also some stuff you must set or change to be able to use mods properly. I bet there are guides for it and it is a setting in your ini file that need to be done and also if you will use other models or textures, you must also use a invalidation file. Well you should read a guide about how to setup FNV for modding really. Search for Fallout New Vegas Fallout.ini setup for mods as I forgot which setting(s) that must be done

Edited by Pellape
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14 hours ago, Pellape said:

I have never used nexus modmanager, as I used the original, Wrye Bash since 2004.

While I've used Mod Organizer in some form since 2013.  Though I don't have NV set up in it at the moment. 

14 hours ago, Pellape said:

There are also some stuff you must set or change to be able to use mods properly. I bet there are guides for it and it is a setting in your ini file that need to be done and also if you will use other models or textures, you must also use a invalidation file. Well you should read a guide about how to setup FNV for modding really. Search for Fallout New Vegas Fallout.ini setup for mods as I forgot which setting(s) that must be done

Yah, there should be something out there about getting mods to work in it with Vortex, given how many people use it now.  I know MO2 has its own way of handling archive invalidation (checkbox in your MO2 profiles), but I have no idea about how Vortex does.

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1 minute ago, AaronOfMpls said:

I know MO2 has its own way of handling archive invalidation (checkbox in your MO2 profiles), but I have no idea about how Vortex does.

I forgot there was a thread about this a while back:

 

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I never forget when oblivion was released, how frustrated we where until someone did figure this out. In Morrowind all mods could communicate with each others, like esm or esp did not matter at all. We could use any file and form anywhere, it was like a open mess that was made to make conflicts, which we also made for sure. So when Oblivion came, all esp where separated from each others, and could not communicate in between, if the esp it self was not flagged as an esm. We saw normals for the first time, and we had no clue how to make them at all. When we made new stuff, we could not see it in game. So damn frustrating. In our mod community, Qarl, famous Oblivion/Morrowind modder, did pick up all info so we could get stuff made and stuff to work at all and he was a great problem solver. After a while, plugins for PS and gimp was made for normals, but it was all new 2006. So we must edit some game stuff to get modding to work still today in those Oblivion related games, like F3 and FNV. Honestly, I do not recall if we had to make such changes for F4 and Skyrim, but it does not matter. Morrowind? Well you added mods and stuff and everything just worked, we used abbreviations in a majority of the items we added, in our forms to avoid conflicts, so that part started there. All my stuff I add to any game starts with pek still. Someones abbreviation started with a number and that did cause issues for sure in Morrowind but I did not knew that back then and he also made stuff for my projects.  😄    I could never figure out what caused issues related to his forms.  😮  That was a bit frutrating.

Edited by Pellape
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