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New Vegas mods

Funposter

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my usual test for modding is to no-clip at 2000% speed across the world for an hour, visiting every major location. If the game doesn;t crash, you're good to go.
 

Black Angel

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You should consider making a bashed patch, but only if you're ready to deal with some headache-inducing circumstances like finding some mods not working correctly when included into a bashed patch AND then figuring out which mod it is.

Or make merged plugins and/or patches, instead. Paging Risewild to help this guy reduce his load order.
 

ColonelTeacup

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Mar 19, 2017
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Seems like we have completely different tastes when it comes to mods. The only additions to the original game I use are restorations like Freeside Open and the NVInterior series. Otherwise I prefer stuff like SPECIAL fixes, lower skill points, skill books give only +1 skill, no tags on speech and no empty tags for containers, revised economy, etc.
Dont you ever long for a new adventure? A new story?

I have never played the DLCs so atm no.
I insist you play dead money.
Dont you ever long for a new adventure? A new story?
Personally, my standards for a new adventure in Gamebryo is to infinity and beyond, and simply taking a look at Fallout: New California TC mod thread already made me cringe hard.

Fortunately, my longing for a new adventure in the world of Fallout is sated by Fallout 1.5: Resurrection and Fallout of Nevada.
Fallout:New Cali seems okay from what i've seen, but plenty of smaller mods do it better, ive found. It's easier to make a condensed smaller group of quests make more sense and be thematically satisfying, compared to a massive overhaul such as new cali.
Seems like we have completely different tastes when it comes to mods. The only additions to the original game I use are restorations like Freeside Open and the NVInterior series. Otherwise I prefer stuff like SPECIAL fixes, lower skill points, skill books give only +1 skill, no tags on speech and no empty tags for containers, revised economy, etc.
Dont you ever long for a new adventure? A new story?
How about playing Fallout 3 in Fallout New Vegas?

Hey... No one said it had to be decent adventures or stories...
aLWInPT.gif


:troll:
While fallout 3s quests are lacking in comparison to F:NV, the worldspace is pretty fun to explore.
Dont you ever long for a new adventure? A new story?

I'd play a different game if I wanted that.
Why, when you have so many options at your fingertips, with mods.
 

Black Angel

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It's easier to make a condensed smaller group of quests make more sense and be thematically satisfying, compared to a massive overhaul such as new cali.
If what you meant by 'massive overhaul' includes new gameplay mechanics, then, yeah, I guess? But I don't see anybody talk about new gameplay mechanics in F:NC.

If by 'massive overhaul', you mean total-conversion mods, then Fallout 1.5: Resurrection and Fallout of Nevada disagrees with

Why, when you have so many options at your fingertips, with mods.
If it means smearing our fingertips in shit, then, big NO.
 

ColonelTeacup

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Joined
Mar 19, 2017
Messages
1,433
It's easier to make a condensed smaller group of quests make more sense and be thematically satisfying, compared to a massive overhaul such as new cali.
If what you meant by 'massive overhaul' includes new gameplay mechanics, then, yeah, I guess? But I don't see anybody talk about new gameplay mechanics in F:NC.

If by 'massive overhaul', you mean total-conversion mods, then Fallout 1.5: Resurrection and Fallout of Nevada disagrees with

Why, when you have so many options at your fingertips, with mods.
If it means smearing our fingertips in shit, then, big NO.
I also mentioned it could be a side effect of the bethesda modding scene which seems to attract all manner of degeneracy. While this is good for porn mods, it does have an effect on quest mods when in large groups.
Also, many codexians have been playing the new pathfinder game as well as POE, which are both shit, so it's not as if shit tipped fingers is anything new.
 

Sykar

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Turn right after Alpha Centauri
Ok two problems so far, mostly annoyance but still.

1.) The restored Goodsprings Wasteland adventurer merchant appears twice. I was afraid that might happen but hoped for the best. He gets restored twice, once by JSawyer Ultimate and once by New Vegas Uncut 5. I guess I have to make some kind of merge to solve this problem?

2.) The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.

Hoped Clean Quicksaves might run without MCM but meh does not seem to want to. Dont want MCM either so guess I will rely on manual saves instead. No biggie.
 

Modron

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Joined
May 5, 2012
Messages
10,056
The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.
 

Risewild

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Mar 23, 2018
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Dammit already 111 mods:
Try to trim this number to around 100. I would go as far as 90 tops.
Unfortunately Fallout New Vegas doesn't have a static limit on mods before it starts breaking everything. Some people can play with 110+ others have to play with 100- without having problems.
This limit is kinda a mystery, no one knows what causes it and why some people can have one limit in one install, uninstall the game, reinstall and have the same load order and the limit changed all of a sudden.
Also problems about having too many mods can only start to appear after tens of hours of playthrough. And by then your save might already be impossible to fix. The save file is already baked with errors and problems and the only way of "fixing" it is to reduce the Load Order and start a new game.

Another thing, be careful with JSAWYER Ultimate. It is known to cause problems for some people. Also be careful with Open Freeside, it might bog down your fps in Freeside. These things might happen to you or not, so I can't tell you with any certainty if it will cause problems or not, just be on the lookout.
The restored Goodsprings Wasteland adventurer merchant appears twice. I was afraid that might happen but hoped for the best. He gets restored twice, once by JSawyer Ultimate and once by New Vegas Uncut 5. I guess I have to make some kind of merge to solve this problem?
Get XEdit and remove the duplicated entry from one of those mods. There are nice video tutorials on how to use XEdit... Or at least I hope they still exist. Since I haven't been up to date on tutorials for years now.
Or you could make a merge patch also using XEdit and fix all the stuff that conflict in all of your mods. You will have to look for tutorials on how to make a merge patch too.
The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.
Open console and type:
Then press Enter. The game will quick close to Windows.

While fallout 3s quests are lacking in comparison to F:NV, the worldspace is pretty fun to explore.
While I was trolling... What kind of salesman would I be if I didn't peddle my products...
If you want to try FO3 with all the goodies of FNV. You can... All you have to do is get and install TTW (Tale of Two Wastelands). We just released a new and quite improved version a couple of days ago.
The only goodie missing is FNV quality of writing... But hey, we're modders, not miracle workers.
 

Sykar

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Messages
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Turn right after Alpha Centauri
The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.

Sadly does not work but thanks.
 

Risewild

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Messages
497
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The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.

Sadly does not work but thanks.
You just posted at the same time I did, so you might miss it. Try the qqq thing I mentioned in the post above yours. With luck it will help.
 

AwesomeButton

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What a happy coincidence, I've just finished installing the mods for FNV myself a few days ago, and I'm currently in the beginning of the story.

Combat is the weakest part of FNV, there are many games that have more entertaining combat and loot systems.
I used to think the same, but for this playthrough I tried to challenge this, and I can attest that the following mods can pretty much transform FNV into a pretty fun shooter. I'm talking normal people's pretty fun shooter, not Arma-level obsessive types':
Real Recoil
B42 Weapon Intertia - when you move your view around, your weapon slightly swerves by inertia, I think Arma has a similar effect.
Animated Ammo & Weapon Condition checking - download here.
More Realistic Aiming - Your gun moves slightly while you are aiming down sights. How much it will move is configurable through MCM.

If the enemies' quick dodging is annoying you, there is a mod that makes them move slower, though I'm not using that one so far - Realistic Movement. From what I saw on the video it seemed to make the shooting too easy, but I may be wrong, haven't tried the mod.

I just think with such a detailed selection of weapons, even without weapon mods, it's a waste if I resign from the gunplay part of the game, and this configuration of the first four mods is working really well for me.

Anyone knows if I still should get NMC texture mod when I got Ojo Bueno, all Textures over Time and Vurts Flora overhaul (wanted dead but seems to cause crashes so went with fertile)? Will still get texture mods for clutter, armors and weapons. Thought about animation mod but meh dont want to bother with mcm which is why I went with Vanilla UI+ or whatever its called.
You should still use NMC in my opinion. In my experience so far, what keeps the game in this "still ugly even with mods" state is the LOD and object pop-in especially the mountains/hills LOD pop-in, which even generating custom LODs doesn't seem to improve much for me. If someone can share ideas on making the LOD and object pop in better, please go.

You should consider making a bashed patch, but only if you're ready to deal with some headache-inducing circumstances like finding some mods not working correctly when included into a bashed patch AND then figuring out which mod it is.

Or make merged plugins and/or patches, instead. Paging Risewild to help this guy reduce his load order.
I never understood the point of the bashed patch. If it's something you should do just for stability, I haven't had problems with stability even with 90-something mods installed. What has caused me stability issues with FNV has usually been tinkering with ENB settings or ini settings too far.

If the bashed patch is meant to improve performance, then I still don't see a point - I have no performance issues even with ENB on, as long as I don't pump ENB's Ambient Occlusion too high. I do this because the lack of shadows on trees and grass really bugs me.

I'm currently using the FNV Realistic Wasteland Lighting combined with Nevada ENB - 2017 Edition. Pumping up Ambient Occlusion in the ENB in-game editor (up to a value of around 3.500) as a replacement for good shadowing is bringing me to around 30-something to 45 fps, so I'm considering switching AO off in ENB and going for in-game Ambient Occlusion (which I've currently disabled from the ini files).
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
The game starts and runs without problems but freezes to black screen on exiting. I can even go back to main menue without a problem. So far the only solution is doing the monkey and unsign and relog into Windows but it is annoying.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.

Sadly does not work but thanks.
You just posted at the same time I did, so you might miss it. Try the qqq thing I mentioned in the post above yours. With luck it will help.

Tried but didn't work sadly.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
I also mentioned it could be a side effect of the bethesda modding scene which seems to attract all manner of degeneracy. While this is good for porn mods, it does have an effect on quest mods when in large groups.
Also, many codexians have been playing the new pathfinder game as well as POE, which are both shit, so it's not as if shit tipped fingers is anything new.
When I say "shit", I mean the piece of shit engine that's Gamebryo, so other games with their own engine is out of context.

Just look at this shit:
Unfortunately Fallout New Vegas doesn't have a static limit on mods before it starts breaking everything. Some people can play with 110+ others have to play with 100- without having problems.
This limit is kinda a mystery, no one knows what causes it and why some people can have one limit in one install, uninstall the game, reinstall and have the same load order and the limit changed all of a sudden.
Also problems about having too many mods can only start to appear after tens of hours of playthrough. And by then your save might already be impossible to fix. The save file is already baked with errors and problems and the only way of "fixing" it is to reduce the Load Order and start a new game.
Even New Vegas, which I consider the best product you could ever made out of that piece of shit of an engine, had this problem. Ugh.

I never understood the point of the bashed patch. If it's something you should do just for stability, I haven't had problems with stability even with 90-something mods installed. What has caused me stability issues with FNV has usually been tinkering with ENB settings or ini settings too far.
Having less plugins in load order always helps, and it's (what I'd assume) as the primary function of bashed patch, by merging compatible plugins by way of its bashed tags.

f the bashed patch is meant to improve performance, then I still don't see a point - I have no performance issues even with ENB on, as long as I don't pump ENB's Ambient Occlusion too high. I do this because the lack of shadows on trees and grass really bugs me.
Good for you, but sadly, I don't have a rig powerful enough to utilize even the most performance-friendly ENBs, hence my personal need to make bashed patch in order to reduce plugin count.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,691
Ok two problems so far, mostly annoyance but still.

1.) The restored Goodsprings Wasteland adventurer merchant appears twice. I was afraid that might happen but hoped for the best. He gets restored twice, once by JSawyer Ultimate and once by New Vegas Uncut 5. I guess I have to make some kind of merge to solve this problem?
Open the console and click on one of them to get its refid. Go into FNVEdit and remove the NPC with that refid from one of the two mods.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
What a happy coincidence, I've just finished installing the mods for FNV myself a few days ago, and I'm currently in the beginning of the story.

Combat is the weakest part of FNV, there are many games that have more entertaining combat and loot systems.
I used to think the same, but for this playthrough I tried to challenge this, and I can attest that the following mods can pretty much transform FNV into a pretty fun shooter. I'm talking normal people's pretty fun shooter, not Arma-level obsessive types':
Real Recoil
B42 Weapon Intertia - when you move your view around, your weapon slightly swerves by inertia, I think Arma has a similar effect.
Animated Ammo & Weapon Condition checking - download here.
More Realistic Aiming - Your gun moves slightly while you are aiming down sights. How much it will move is configurable through MCM.

If the enemies' quick dodging is annoying you, there is a mod that makes them move slower, though I'm not using that one so far - Realistic Movement. From what I saw on the video it seemed to make the shooting too easy, but I may be wrong, haven't tried the mod.

I just think with such a detailed selection of weapons, even without weapon mods, it's a waste if I resign from the gunplay part of the game, and this configuration of the first four mods is working really well for me.

Anyone knows if I still should get NMC texture mod when I got Ojo Bueno, all Textures over Time and Vurts Flora overhaul (wanted dead but seems to cause crashes so went with fertile)? Will still get texture mods for clutter, armors and weapons. Thought about animation mod but meh dont want to bother with mcm which is why I went with Vanilla UI+ or whatever its called.
You should still use NMC in my opinion. In my experience so far, what keeps the game in this "still ugly even with mods" state is the LOD and object pop-in especially the mountains/hills LOD pop-in, which even generating custom LODs doesn't seem to improve much for me. If someone can share ideas on making the LOD and object pop in better, please go.

You should consider making a bashed patch, but only if you're ready to deal with some headache-inducing circumstances like finding some mods not working correctly when included into a bashed patch AND then figuring out which mod it is.

Or make merged plugins and/or patches, instead. Paging Risewild to help this guy reduce his load order.
I never understood the point of the bashed patch. If it's something you should do just for stability, I haven't had problems with stability even with 90-something mods installed. What has caused me stability issues with FNV has usually been tinkering with ENB settings or ini settings too far.

If the bashed patch is meant to improve performance, then I still don't see a point - I have no performance issues even with ENB on, as long as I don't pump ENB's Ambient Occlusion too high. I do this because the lack of shadows on trees and grass really bugs me.

I'm currently using the FNV Realistic Wasteland Lighting combined with Nevada ENB - 2017 Edition. Pumping up Ambient Occlusion in the ENB in-game editor (up to a value of around 3.500) as a replacement for good shadowing is bringing me to around 30-something to 45 fps, so I'm considering switching AO off in ENB and going for in-game Ambient Occlusion (which I've currently disabled from the ini files).
The point of 'bashed patches'(I suggest you don't use them and instead of the 'mator smash' tool) is to fix mod incompatibilities. Many mods end up touching the same records but altering different parts of it, due to how the CE works, the last one that touches a record is the actual value of it. A smashed patch just smashes all the changes to a single record together to work around this.
Even after you make a 'smashed patch'(via 'mator smash'), you're going to want to make a manual patch and go through the smashed patch to make sure everything is right.

I should probably make a guide for this at some point because most people probably run setups with a lot of conflicts without realizing it.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,239
The modding's too much work and I'm not sure if it was worth it, having modded the game myself couple days ago. It took 15 hours following Fear & Loathing guide & now I look at the recent mod lists here I'm not sure the guide was up to date :P The game' stable enough tho, only issue is I can't alt-tab, can't return to the game if did so.
 

AwesomeButton

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The point of 'bashed patches'(I suggest you don't use them and instead of the 'mator smash' tool) is to fix mod incompatibilities. Many mods end up touching the same records but altering different parts of it, due to how the CE works, the last one that touches a record is the actual value of it. A smashed patch just smashes all the changes to a single record together to work around this.
Even after you make a 'smashed patch'(via 'mator smash'), you're going to want to make a manual patch and go through the smashed patch to make sure everything is right.

I should probably make a guide for this at some point because most people probably run setups with a lot of conflicts without realizing it.
Sure, MO shows conflicts in textures and meshes where one mod wins over others but there aren't any merge conflicts where one file depends on the state of another, where two mods conflicting could really bring about errors in the game, is there?

I've modded my Witcher 3 where I had to actually resolve merge conflicts between mods within the same file, but in FNV conflicts only seem to be at the level of the whole file.
 
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Codex Year of the Donut
The point of 'bashed patches'(I suggest you don't use them and instead of the 'mator smash' tool) is to fix mod incompatibilities. Many mods end up touching the same records but altering different parts of it, due to how the CE works, the last one that touches a record is the actual value of it. A smashed patch just smashes all the changes to a single record together to work around this.
Even after you make a 'smashed patch'(via 'mator smash'), you're going to want to make a manual patch and go through the smashed patch to make sure everything is right.

I should probably make a guide for this at some point because most people probably run setups with a lot of conflicts without realizing it.
Sure, MO shows conflicts in textures and meshes where one mod wins over others but there aren't any merge conflicts where one file depends on the state of another, where two mods conflicting could really bring about errors in the game, is there?

I've modded my Witcher 3 where I had to actually resolve merge conflicts between mods within the same file, but in FNV conflicts only seem to be at the level of the whole file.
MO won't show record-level conflicts, you have to use a tool like xEdit(FNVEdit)

BTW, unless you're extracting your BSAs MO will also miss many file-level conflicts.
 

AwesomeButton

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I do use xEdit to clean conflicting records, but apart from Identical To Master, I don't have other conflicting records.

I guess the key is to not use multiple mods that could be touching the same scripts. Conflicts for textures, meshes and animations are bearable, as long as one is aware of them and is ok with the end result.
 

ColonelTeacup

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Messages
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I also mentioned it could be a side effect of the bethesda modding scene which seems to attract all manner of degeneracy. While this is good for porn mods, it does have an effect on quest mods when in large groups.
Also, many codexians have been playing the new pathfinder game as well as POE, which are both shit, so it's not as if shit tipped fingers is anything new.
When I say "shit", I mean the piece of shit engine that's Gamebryo, so other games with their own engine is out of context.

Just look at this shit:
Unfortunately Fallout New Vegas doesn't have a static limit on mods before it starts breaking everything. Some people can play with 110+ others have to play with 100- without having problems.
This limit is kinda a mystery, no one knows what causes it and why some people can have one limit in one install, uninstall the game, reinstall and have the same load order and the limit changed all of a sudden.
Also problems about having too many mods can only start to appear after tens of hours of playthrough. And by then your save might already be impossible to fix. The save file is already baked with errors and problems and the only way of "fixing" it is to reduce the Load Order and start a new game.
Even New Vegas, which I consider the best product you could ever made out of that piece of shit of an engine, had this problem. Ugh.

I never understood the point of the bashed patch. If it's something you should do just for stability, I haven't had problems with stability even with 90-something mods installed. What has caused me stability issues with FNV has usually been tinkering with ENB settings or ini settings too far.
Having less plugins in load order always helps, and it's (what I'd assume) as the primary function of bashed patch, by merging compatible plugins by way of its bashed tags.

f the bashed patch is meant to improve performance, then I still don't see a point - I have no performance issues even with ENB on, as long as I don't pump ENB's Ambient Occlusion too high. I do this because the lack of shadows on trees and grass really bugs me.
Good for you, but sadly, I don't have a rig powerful enough to utilize even the most performance-friendly ENBs, hence my personal need to make bashed patch in order to reduce plugin count.
The soft limit for mods in FNV is 140. If someone is having errors underneath this amount, it's because they're inexperienced and have conflicting mods and load issue errors. They might also have either out of date dependencies, or outright lack them entirely. Also, it probably doesn't help if you have an extremely old processor/gpu and are running several complex mods all together. Personally, I have no issues with my load orders in FNV, but I use MO, and have a dedicated safe load order with 120 mods, whilst I play around with higher amounts on other profiles.
 
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I'm looking at it in FNVEdit right now. JSawyer Ultimate.esp definitely does reduce the level cap to 21 with Logan's Loophole. See if you have a conflict with another mod.
I'm using only bare minimum of mods/fixes/utilities: JSUE, NVSE, YUP, immersive minigames, mod configuration menu, and some graphic fixes on top of that (vanilla UI + Redesigned 3).

So far Logan's loophole allows me to get past level 21, get all the perks, but no skill points. Unless it's supposed to work that way, then fuck it. No fix in sight and I'm GECK-illiterate :negative:
 

Butter

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I'm looking at it in FNVEdit right now. JSawyer Ultimate.esp definitely does reduce the level cap to 21 with Logan's Loophole. See if you have a conflict with another mod.
I'm using only bare minimum of mods/fixes/utilities: JSUE, NVSE, YUP, immersive minigames, mod configuration menu, and some graphic fixes on top of that (vanilla UI + Redesigned 3).

So far Logan's loophole allows me to get past level 21, get all the perks, but no skill points. Unless it's supposed to work that way, then fuck it. No fix in sight and I'm GECK-illiterate :negative:
Well that's definitely a bug. What it's supposed to do is check if your level is greater than or equal to 21 and if that returns true, multiply XP gain by 0. You shouldn't be able to earn any XP, which means no levels. It doesn't make any sense that it would allow level-ups and new perks, but not skill points. Logan's Loophole doesn't touch the number of skill points earned.
 

Risewild

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The soft limit for mods in FNV is 140. If someone is having errors underneath this amount, it's because they're inexperienced and have conflicting mods and load issue errors. They might also have either out of date dependencies, or outright lack them entirely. Also, it probably doesn't help if you have an extremely old processor/gpu and are running several complex mods all together. Personally, I have no issues with my load orders in FNV, but I use MO, and have a dedicated safe load order with 120 mods, whilst I play around with higher amounts on other profiles.
Unfortunately, there is no soft limit in Fallout New Vegas because the limit is supposed to be 255, but the engine is broken in that regard, and without the source code we can't easily find the problem, so we can't fix it.
The most common "soft limit" is around 125 and still a vast majority of people have "too large LO" problems before that.

Like I said before, some people have problems with 100+, some only have problems with more and some have problems with less (this last one is less frequent). Sometimes you can even have a limit of, let's say, 110 in one playthrough, then you uninstall the game. Later you reinstall and the limit might be a totally different number.

Also, even if you have plugins that are not active in your Load Order, they will count for the limit if they are left in your Data folder. Because the game still indexes them. Even if they are not activated in your LO. So always remove the inactive plugins from your Data folder (some Mod Managers prevent this by not installing plugins in the Data folder though).

And let me repeat myself, be careful with large load orders (100+), because many times the problems only start appearing after dozens of hours of playing, the longer you play that game, the more problems will appear and it will usually become baked in your save files too. So even if you reduce the LO and load the save file, it will still be broken.
 

Sykar

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Turn right after Alpha Centauri
Well I cleaned up all the mods with dirty edits LOOT found so far except for Vurts FO and the main master files. There are two mods which do not work. One is trying to make the stuff in Doc Mitchell's house belonging to him so no free stuff at his expense which is only logical and you can still steal it if you feel so inclined anyway.
The other mod is upping tag skill bonus from 15 to 25 though I still get only 15. Not sure how to find what causes that problem.
I am also thinking about modding Skilled trait because it is far too good especially compared to the Good Natured trait, thinking about upping experience penalty to 15% or 20%. Or make it in line with the original FO series and reduce perk gain to once every third level.

I found a semi workaround for the freeze on exit problem. I can in fact shut down FONV without completely signing out since MO is still running so I start signing out and when it asks to close MO manually I cancel and all I have "lost" is the stuff opened in my browser.
Not an elegant but certainly a preferable solution for the time being.

By the way if I want to for example merge the 3 texture packs of NMC into one, do I have to reinstall everything and do it by keeping the name the same or is there another way?
 
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