I insist you play dead money.Dont you ever long for a new adventure? A new story?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.
I have never played the DLCs so atm no.
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.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.Dont you ever long for a new adventure? A new story?
Fortunately, my longing for a new adventure in the world of Fallout is sated by Fallout 1.5: Resurrection and Fallout of Nevada.
While fallout 3s quests are lacking in comparison to F:NV, the worldspace is pretty fun to explore.How about playing Fallout 3 in Fallout New Vegas?Dont you ever long for a new adventure? A new story?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.
Hey... No one said it had to be decent adventures or stories...
Why, when you have so many options at your fingertips, with mods.Dont you ever long for a new adventure? A new story?
I'd play a different game if I wanted that.
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.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 it means smearing our fingertips in shit, then, big NO.Why, when you have so many options at your fingertips, with mods.
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.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.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 by 'massive overhaul', you mean total-conversion mods, then Fallout 1.5: Resurrection and Fallout of Nevada disagrees with
If it means smearing our fingertips in shit, then, big NO.Why, when you have so many options at your fingertips, with mods.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.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.
Try to trim this number to around 100. I would go as far as 90 tops.Dammit already 111 mods:
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.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 console and type: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.
Then press Enter. The game will quick close to Windows.
While I was trolling... What kind of salesman would I be if I didn't peddle my products...While fallout 3s quests are lacking in comparison to F:NV, the worldspace is pretty fun to explore.
Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.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.
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.Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.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.
Sadly does not work but thanks.
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':Combat is the weakest part of FNV, there are many games that have more entertaining combat and loot systems.
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.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.
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.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.
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.Use windows key+tab, open a new desktop, open taskmanager there and close the offending process.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.
Sadly does not work but thanks.
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.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.
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.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.
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.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.
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.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.
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.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?
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.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.
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':Combat is the weakest part of FNV, there are many games that have more entertaining combat and loot systems.
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.
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.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.
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.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.
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).
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?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.
MO won't show record-level conflicts, you have to use a tool like xEdit(FNVEdit)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?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.
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.
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.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.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.
Just look at this shit:
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.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.
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.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.
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.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.
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).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.
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.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).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.
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
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 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.