lv1234 Posted April 3, 2018 Share Posted April 3, 2018 I realize that sometimes I don't earn any karma & xp from killing my enemies (like the powder gangers). So far to test this problem out, I decided to leave one powder ganger alive that i couldn't earn karma or xp after killing him like the issue i described before.Load order:https://pastebin.com/3UgDYL0G Possible solutions: Seems like running jsawyer mod (without jsawyer project nevada patch) & removing project nevada mods seems to fix the problem but I still need project nevada though. Another possible solution was to run the game with project nevada & other plugins but not use jsawyer mod. Link to comment Share on other sites More sharing options...
dubiousintent Posted April 3, 2018 Share Posted April 3, 2018 To start with, your DLC "load order" is wrong. Please see the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article. Straighten that out and test again. Both PN and JS are popular mods. I haven't heard of that problem before, but I don't use JS myself. Assuming you are using the patch by PushTheWinButton, have you checked the comments on that mod's download page? But as PTWB comments on the description page:Just a reminder: mashing two awesome mods together does not necessarily equal twice the awesome. I still think JSawyer Ultimate is best used without Project Nevada. -Dubious- Link to comment Share on other sites More sharing options...
lv1234 Posted April 3, 2018 Author Share Posted April 3, 2018 (edited) To start with, your DLC "load order" is wrong. Please see the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article. Straighten that out and test again. Both PN and JS are popular mods. I haven't heard of that problem before, but I don't use JS myself. Assuming you are using the patch by PushTheWinButton, have you checked the comments on that mod's download page? But as PTWB comments on the description page:Just a reminder: mashing two awesome mods together does not necessarily equal twice the awesome. I still think JSawyer Ultimate is best used without Project Nevada. -Dubious-1. Tried that, still got the same problem2.Checked the comment section of that patch, nothing related to my problem3. That statement doesn't mean that they are incompatible Edited April 3, 2018 by lv1234 Link to comment Share on other sites More sharing options...
lv1234 Posted April 3, 2018 Author Share Posted April 3, 2018 (edited) To start with, your DLC "load order" is wrong. Please see the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article. Straighten that out and test again. Both PN and JS are popular mods. I haven't heard of that problem before, but I don't use JS myself. Assuming you are using the patch by PushTheWinButton, have you checked the comments on that mod's download page? But as PTWB comments on the description page:Just a reminder: mashing two awesome mods together does not necessarily equal twice the awesome. I still think JSawyer Ultimate is best used without Project Nevada. -Dubious-I also found that the problem occurs with some other people too according to jsawyer's esp. ones that are using its patch with project nevadaReddit: https://www.reddit.com/r/fnv/comments/6r1kzg/not_recieving_any_xp_for_kills/ If you look at the bug section of the jswayer ultimate mod, it isn't considered a "bug"...However author fails to explain why? Edit: also after fixing my load order, i realized that I can gain xp from anything else EXCEPT powder gangers? Edited April 3, 2018 by lv1234 Link to comment Share on other sites More sharing options...
lv1234 Posted April 3, 2018 Author Share Posted April 3, 2018 (edited) Sorry for the constant text posting but I have another update on the issue I read the bug section and this is what the author stated about the issue that I am having: "Some low-level NPCs don't award XP when killed. This is also vanilla; however, you may notice it for more NPCs due to my corrections to enemy level tiers, meaning that more weak NPCs are now considered low-level Powder Gangers, for instance, are easily killable with a BB Gun, hence they should belong in the lowest tier, and so forth." I'm guessing that the jsawyer mod classifies a lot of the powder gangers as low-level or weak enemy human NPCs. Hence, causing me to get no xp from them. But here is the question though. Going back to my tests, I see that using jsawyer mod itself (no project nevada & patch), I can get xp from killing the powder gangers. But using jsawyer with project nevada + the compatibility patch, causes me to earn no xp when killing the same powder gangers. Why is that? Edited April 3, 2018 by lv1234 Link to comment Share on other sites More sharing options...
dubiousintent Posted April 4, 2018 Share Posted April 4, 2018 When speaking about "tiers" in enemy level lists, that is dependent upon your level. As your level goes up, it is entirely possible that the compatibility patch is reducing the XP gain from lower level enemies. "Why is that?" You will have to ask the respective authors. Please understand that a "compatibility patch" involves making choices between record level conflicts in the relevant plugins, or even substituting your own choice. I've not looked into how those two mods deal with XP, but do know that the PN "Rebalance" component makes adjustments to XP gain (which you can control), and believe JS does as well. If it's in a script, it would depend upon which plugin's gets used. You might try creating a "Merge Patch file and see if that helps. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
lv1234 Posted April 4, 2018 Author Share Posted April 4, 2018 When speaking about "tiers" in enemy level lists, that is dependent upon your level. As your level goes up, it is entirely possible that the compatibility patch is reducing the XP gain from lower level enemies. "Why is that?" You will have to ask the respective authors. Please understand that a "compatibility patch" involves making choices between record level conflicts in the relevant plugins, or even substituting your own choice. I've not looked into how those two mods deal with XP, but do know that the PN "Rebalance" component makes adjustments to XP gain (which you can control), and believe JS does as well. If it's in a script, it would depend upon which plugin's gets used. You might try creating a "Merge Patch file and see if that helps. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious-Maybe the patch makes powder gangers low level enemies or something Tried a merged patch with fnvedit, nothing changed but it was worth a shot Link to comment Share on other sites More sharing options...
lv1234 Posted April 4, 2018 Author Share Posted April 4, 2018 When speaking about "tiers" in enemy level lists, that is dependent upon your level. As your level goes up, it is entirely possible that the compatibility patch is reducing the XP gain from lower level enemies. "Why is that?" You will have to ask the respective authors. Please understand that a "compatibility patch" involves making choices between record level conflicts in the relevant plugins, or even substituting your own choice. I've not looked into how those two mods deal with XP, but do know that the PN "Rebalance" component makes adjustments to XP gain (which you can control), and believe JS does as well. If it's in a script, it would depend upon which plugin's gets used. You might try creating a "Merge Patch file and see if that helps. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious-Just looked at the bug section again where someone reported not able to get xp from killing powder gangers and stated this: "It seems there's a script named "NVJSawyerFnMCMConfig" and inside the script source there's a line "SetNumericGameSetting "iXPRewardKillNPCVeryEasy" 0" and i believe this was suposed to be set to "5", this way it now awards XP for the kills." How would i find this script and open it up to see the code? Link to comment Share on other sites More sharing options...
dubiousintent Posted April 4, 2018 Share Posted April 4, 2018 Aha. That sounds like just what you need. (I'll make a note of it.) First, if you haven't already, you will need to download and install the GECK. Please see 'Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. Pay particular attention to the fact you will have to run the GECK as an "Administrator", which means everything will be under that "Users" account. Plan for the possibility of error. Backup the JSawyer file.I would suggest you open FNVEdit and select the JSawyer plugin. Then FNVEdit will automatically load all the "master files" needed for that plugin. Once it has finished loading, scroll down to the JS plugin and "<Left-Click>" on the "+" to the left of that plugin. This will expand the list of records categories so you can then select the "File Header" record. Make note of the "master files" listed there. You going to need to tell the GECK to load those "master files" next. Once you have your list, just close FNVEdit. (You shouldn't have changed anything and don't need to save anything.) * Open the GECK, and select for loading the JSawyer plugin and all of it's "master files". Set the JSawyer plugin as the "Active File". (This is very important.)* Once the loading is completed, look on the toolbar for the "Scripts" button. (See the "Toolbar - GECK" page for the icons and their descriptions.)* When you "<Left-Click>" on the "Scripts" icon, it will open to an empty page. You need to "<Left-Click>" on the "Open Folder" icon (or select "File | Open") and scroll down through the list of scripts until you find and select "NVJSawyerFnMCMConfig".* Once the script has loaded, find the line [setNumericGameSetting "iXPRewardKillNPCVeryEasy" 0]. Change the reward amount (0) to what you want, and save.* If the script refuses to save, you messed up the syntax of the command. (DO NOT EVER use the "Compile All" button. This will not do anything you want.) Note I changed the line you quoted to be set off by "[square brackets]" (which should be ignored/skipped) so you can more clearly see where quotes are used. The quotes are required.* Once the script has been saved, exit the GECK and it will save the "active file" (i.e. "NVJSawyerFnMCMConfig"). The modified JSawyer plugin will now be used when you load the game. You might want to back it up somewhere also, but keep straight which is the original and which is your modded version. Do let us know how it goes. -Dubious- Link to comment Share on other sites More sharing options...
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