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SolidSnakesBandana
Jul 1, 2007

Infinite ammo

ThaumPenguin posted:

EDIT2: I think it's supposed to use the ones from Project Nevada - WME, but it doesn't want to, yet the load order is correct. Should I try and move it after FOOK-PN-WME-WMX-EVE Convergence.esp and see if that works?

Personally I would do as little deviating as possible from his instructions. Post your load order! I'll compare it with mine and with the instructions and see if I find anything weird.

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ThaumPenguin
Oct 9, 2013

Raygereio posted:

If it's the pop up that says "Hey, you're about to make an edit to a plugin. Are you sure you want to do this?", then you can just click through it and make your edit, since you're obviously sure that you want to make said edit.

Nah, it went red, aka "unresolved conflict", so I was a bit unsure about doing it.

Raygereio
Nov 12, 2012

ThaumPenguin posted:

Nah, it went red, aka "unresolved conflict", so I was a bit unsure about doing it.
That's FNVEdit saying "Hey, the mod last in the loadorder is undoing or overwriting a change another mod made to this record. You may want to look at that."
Since you want to have the vanilla name - and consequently want to undo the change another mod in your loadorder made, you can ignore FNVEdit making the weapon record red.

Raygereio fucked around with this message at 22:33 on Sep 20, 2014

EvilHawk
Sep 15, 2009

LIVARPOOL!

Klopp's 13pts clear thanks to video ref

I want to get back into TTW - does anyone have some recommended mods to go with it? I'm mostly looking for gameplay balance, as last time I seem to remember some enemies being loving impossible to kill.

ThaumPenguin
Oct 9, 2013

SolidSnakesBandana posted:

Personally I would do as little deviating as possible from his instructions. Post your load order! I'll compare it with mine and with the instructions and see if I find anything weird.

Here it is. I'm aware that it's all sorts of bloated, but I'm planning to remove or merge the smaller plugins:

Load Order posted:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
YUP - Base Game + All DLC.esm
SomeguySeries.esm
oHUD.esm
SCAV.esm
FreesideOpen.esm
NVInteriors_Core.esm
NVInteriors_ComboEdition.esm
FCOMaster.esm
New Vegas Redesigned 3.esm
IWS-Core.esm
Sortomatic.esm
rePopulated Wasteland.esm
Momod.esm
Tales from the Burning Sands.esm
CFWNV.esm
FOOK - New Vegas.esm
FOOK - New Vegas DLCs.esm
AWorldOfPain(Preview).esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Weapon Mod Expansion.esm
WME - GRA.esm
WME - DLCs.esm
Niner.esm
The New Bison Steve Hotel.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
RustTownV1Master.esm
More Perks.esm
Afterschool Special.esm
NevadaSkies.esm
SRDG.esm
Gomorrah Redesigned.esp
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
NVWillow.esp
DarNifiedUINV.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
YUP - NPC Fixes (Base Game + All DLC).esp
Wild Wasteland Integration.esp
CASM with MCM.esp
IWS-Core-Guards.esp
Improved Casinos 3X.esp
Quick Trade.esp
IWS-Core-Civilians.esp
Interior Lighting Overhaul - Ultimate Edition.esp
vault22FloralOverhaul.esp
ILO - NVInteriors Project.esp
Better Binoculars High.esp
ILO - PipBoy Light.esp
FCO - Willow.esp
FCO - GlowingOne.esp
The Low Profile Armor Mod (JSawyer).esp
MoreNiner.esp
FCO - Niner.esp
New Vegas Redesigned 3.esp
FlashlightNVSE.esp
IWS-Core-Patrols.esp
JIP Companions Command & Control.esp
populatedcasino.esp
MojaveExtended100.esp
Zan_AutoPurge_SmartAgro_NV.esp
IWS-HH.esp
JRougeRangerCoats4Loot.esp
FOOK-NVR3 CP.esp
RockwellDescentMod.esp
NVDLC04 Allegiance w Duster.esp
FreesideOpenPatch.esp
FSOmusic.esp
RustTownAdditions3.esp
Uncut Wasteland FSO.esp
ILO - Rust Town 2.esp
jsawyer.esp
outsidebets.esp
Boacombat2glove.esp
CourierCacheWSE.esp
TheInheritance.esp
Russell.esp
Laurens_Bathroom_poetry.esp
CONELRAD 640-1240.esp
ILO - GS Shack.esp
NewVegasBounties.esp
NewVegasBountiesFSOPatch.esp
ILO - New Vegas Bounties.esp
NewVegasBountiesII.esp
UnlimitedCompanions.esp
w44Satchels - Full.esp
Tailor Maid - NV.esp
NewVegasBountiesIIFSOPatch.esp
ILO - New Vegas Bounties II.esp
boa ncrpahelmet.esp
TFH Rugged Race.esp
Better Burned Man.esp
LFox Bottle That Water.esp
athornysituation.esp
CFW-DLC.esp
FOOK - New Vegas.esp
FOOK - New Vegas DLCs.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
FOOK-PN Convergence.esp
AWOP - Balance and Cleanup.esp
AWOP - Dead Money Redone.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
FOOK-PN-AWOP Weapon Convergence.esp
NukaCola-Ojo.esp
FOOK-PN-JSawyer CP.esp
Improved Sound FX - WMX - Merged Major DLCs.esp
DLC Weapon Integration - WMX.esp
Safe ShowRaceMenu_Console.esp
AWOP-MoMod.esp
MoMod - Rebalanced Leveled Lists.esp
AWOPFSOPatch.esp
ILO - A World of Pain.esp
FCO - FOOK-PN Convergence.esp
CFW-PN-DLC.esp
CFW-FOOK-DLC.esp
UrgeWasterScarf.esp
Tales PN.esp
dD - Enhanced Blood Main NV.esp
CNR_Beta.esp
TrooperOverhaul-Dragbody.esp
NCRTrooperOverhaul.esp
RaestlozFactionArmorEnhancement.esp
FOOK-PN-CNR CP.esp
Alternative Start.esp
NevadaSkies - Ultimate DLC Edition.esp
ILO - Nevada Skies Patch.esp
MergedPatch.esp

All of them are active at the moment.

Originally I loaded the convergence-related plugins earlier than any other mods, but I thought that might have caused some issues, so I decided to move them last instead.

ThaumPenguin fucked around with this message at 00:25 on Sep 21, 2014

Philippe
Aug 9, 2013

(she/her)
Holy poo poo look at that load order :stare:

I'm not sure you have enough mods yet.

mbt
Aug 13, 2012

ThaumPenguin posted:

Here it is. I'm aware that it's all sorts of bloated, but I'm planning to remove or merge the smaller plugins:


All of them are active at the moment.

Originally I loaded the convergence-related plugins earlier than any other mods, but I thought that might have caused some issues, so I decided to move them last instead.

jesus christ you have WME, WMX, PN, FOOK, AWOP, and Momod, and jsawyer

edit: nevermind that's some dumbass mod called convergence :tipshat: have fun

ThaumPenguin
Oct 9, 2013

Mortimer posted:

jesus christ you have WME, WMX, PN, FOOK, AWOP, and Momod, and jsawyer

edit: nevermind that's some dumbass mod called convergence :tipshat: have fun

Compatibility patches are beautiful things.

This pretty much happens every time I decide to replay a Bethesda game; I can't play Oblivion without trying to install FCOM + Better cities and what-not.

It always ends in tears.

Philippe
Aug 9, 2013

(she/her)
To paraphrase the Skyrim thread:

In the Game of Mods, you win or you CTD.

ThaumPenguin
Oct 9, 2013

HELLO SIR, CAN I INTEREST YOU IN SOME OF THESE FINE WARES



I need to disable some of these mods.

Plugin meter is currently at 162.

Philippe
Aug 9, 2013

(she/her)
Newvegasmodding.jpg right there.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

I don't think there's really anyone that can help you with this. You need to make some decisions about what is actually important and worth keeping. For instance, right away I would suggest getting rid of any and all quest mods. They are all garbage. So that means AWOP and the SomeGuy series. Remove any new companions because they are also garbage.

MonsterMod is also garbage, though I haven't used the Rebalanced Leveled List or whatever. Overall though the quality of the mod is very, very low.

New Vegas Redesigned 3 requires new body mods and stuff right? That poo poo is just bad news all around. If you must, get New Vegas Redesigned 2 which doesn't require such things.

Lighting Overhaul. Why? Because some sperg says it looks better now? These only cause problems and the difference they make is negligible.

The last 40 or so mods I'm not even familiar with. But I'm willing to bet money they are total poo poo.

All those mods and you don't even have the best house, Lombard Station.

Anyway that's just a start. Here's my load order. This one actually works and doesn't crash.

Load Order posted:

MercenaryPack.esm
OldWorldBlues.esm
CaravanPack.esm
GunRunnersArsenal.esm
HonestHearts.esm
LonesomeRoad.esm
DeadMoney.esm
ClassicPack.esm
TribalPack.esm
FalloutNV.esm
FOOK - New Vegas DLCs.esm
FOOK - New Vegas.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Weapon Mod Expansion.esm
WME - GRA.esm
WME - DLCs.esm
New Vegas Redesigned II.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
UWHNV-Core.esm
IWS-Core.esm
SecretStash80.esp
DarNifiedUINV.esp
CASM.esp
BetterGamePerformanceV4.esp
IWS-Core-Guards.esp
IWS-Core-Patrols.esp
IWS-Core-Civilians.esp
IWS-DM.esp
IWS-HH.esp
IWS-OWB.esp
IWS-LR.esp
FOOK - New Vegas.esp
FOOK - New Vegas DLCs.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
jsawyer.esp
FOOK-PN Convergence.esp
NVR- Recommended.esp
New Vegas redesigned- Honest Hearts.esp
Voice dissonance fix.esp
FOOK-PN-NVRedesigned CP.esp
FOOK-PN-JSawyer CP.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
SignatureWeapons.esp
SignatureArmor.esp
The Low Profile Armor Mod (JSawyer).esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
AG Supplementary Uniques-AllInOne WME.esp
dD - Enhanced Blood Main NV.esp
Lombard Station.esp
Lombard Station - Dead Money.esp
Lombard Station - Gun Runners' Arsenal.esp
Lombard Station - Honest Hearts.esp
Lombard Station - Lonesome Road.esp
Lombard Station - Old World Blues.esp
Improved Ballistics Effects V2.esp
Existence2.0.esp
NewVegasExtendedMapMarkers.esp
CONELRAD 640-1240.esp
UHNV.esp
UHNV-Honest Hearts.esp
UHNV-Dead Money.esp
UHNV-Lonesome Road.esp
UHNV-OWB.esp
UWHNV-Addon-DLC.esp
UWHNV-Addon-FollowerHome.esp
UWHNV-Addon-GRA.esp
SorterUpdater_UWHNV.esp
The Mod Configuration Menu.esp

Total active plugins: 77
Total plugins: 81

My criteria for mods is they actually have to improve the game in some way, or make up for something the game is missing. Just adding mods because they sound cool is a really, really terrible idea. Especially since New Vegas is such a good game without mods, a lot of the mods end up making the game worse and by proxy sours your opinion of the game as a whole.

SplitSoul
Dec 31, 2000

ThaumPenguin posted:

HELLO SIR, CAN I INTEREST YOU IN SOME OF THESE FINE WARES



I need to disable some of these mods.

Plugin meter is currently at 162.

That's what happens when you have too many mods. You need to get rid of some, merge the smaller ones if possible, and remember that the game still counts inactive plugins in the Data folder for its limit. The hard limit is supposedly 254, but in reality it varies, mine is exactly 209 for example, after that I get the same problems.

GrizzlyCow
May 30, 2011
Learning to use Mod Organizer with FOMM-Fork and other New Vegas tools. Really, just give SRB's guide a look for how to integrate everything into MO and such. It's a pain in the rear end to setup initially, but the benefits are pretty drat good.

Mr. Crow
May 22, 2008

Snap City mayor for life

SplitSoul posted:

That's what happens when you have too many mods. You need to get rid of some, merge the smaller ones if possible, and remember that the game still counts inactive plugins in the Data folder for its limit. The hard limit is supposedly 254, but in reality it varies, mine is exactly 209 for example, after that I get the same problems.

I'm pretty sure that's false; at least with Skyrim. I've got like 270 plugins and 252 active and they all run fine without a hitch.

I also used to run right up to the limit in New Vegas and didn't have issues, it has nothing to do with the # of mods you have and everything to do with how willing you are to be aware of what you're doing and installing. The more mods you have just means the more careful you have to be with install and load order, as well as keeping up-to-date with patches (including having to make your own by diving into TESEdit).

As ThaumPenguin has shown us, you can't just fart a bunch of mods into /data/ and expect it to work.

harrygomm
Oct 19, 2004

can u run n jump?
.

harrygomm fucked around with this message at 22:58 on Jan 26, 2021

SplitSoul
Dec 31, 2000

Mr. Crow posted:

I'm pretty sure that's false; at least with Skyrim. I've got like 270 plugins and 252 active and they all run fine without a hitch.

Might've been fixed in Skyrim, but it's definitely the case with FNV.

Mr. Crow posted:

I also used to run right up to the limit in New Vegas and didn't have issues, it has nothing to do with the # of mods you have and everything to do with how willing you are to be aware of what you're doing and installing. The more mods you have just means the more careful you have to be with install and load order, as well as keeping up-to-date with patches (including having to make your own by diving into TESEdit).

I've spent countless hours cleaning up unnecessary records and deleted entries, manually merging plugins and making sure there are no conflicts with FNVEdit. When I activate the 210th plugin I get missing meshes, flickering textures and fast travel does weird things, then it crashes after a few minutes at most. Together these are all symptoms of going over whatever limit is in effect.

Mr. Crow posted:

As ThaumPenguin has shown us, you can't just fart a bunch of mods into /data/ and expect it to work.

This is absolutely true, though, and is the first lesson of modding Gamebryo.

harrygomm
Oct 19, 2004

can u run n jump?
.

harrygomm fucked around with this message at 22:58 on Jan 26, 2021

ThaumPenguin
Oct 9, 2013

Yeah, I probably went a bit overboard with the modding.

SolidSnakesBandana posted:

I don't think there's really anyone that can help you with this. You need to make some decisions about what is actually important and worth keeping. For instance, right away I would suggest getting rid of any and all quest mods. They are all garbage. So that means AWOP and the SomeGuy series. Remove any new companions because they are also garbage.

I'm probably gonna get rid of AWOP, as I wasn't all that impressed with the three dungeons or so that I tried, but I'm gonna keep Someguy's stuff for now, as I've really enjoyed Afterschool Special [EDIT: Afterschool Special was not made by Someguy]. Russel, as well as the Bounty mods seem pretty well made too from what I've seen, so I want to check them out.

SolidSnakesBandana posted:

MonsterMod is also garbage, though I haven't used the Rebalanced Leveled List or whatever. Overall though the quality of the mod is very, very low.

Can't really disagree with you there. I added the Rebalanced Leveled List mod after being attacked by several 2.5 meter tall geckos armed with bumper swords while trying to save Barton Thorn's "girlfriend" at level 3. Also, I've encountered at least 2 enemy types that the mod maker "borrowed" from STALKER (Snorks and Izloms) before even getting to Primm. The Snorks behaved exactly like coyotes, to the point of spawning together with them in a pack.

The rebalanced list seems to fix the problem with really powerful enemies spawning where they shouldn't, which makes the mod more enjoyable.

SolidSnakesBandana posted:

New Vegas Redesigned 3 requires new body mods and stuff right? That poo poo is just bad news all around. If you must, get New Vegas Redesigned 2 which doesn't require such things.

NVR3 only requires some of FCO's files, which is another face mod. It doesn't require anything other than that, but after doing some stuff with FNVEdit yesterday, I found out that it actually messes with quite a few more things than I thought. That, plus the "voice matching" of people like Johnson Nash and the whole "SLUT" thing makes me kinda apprehensive about using it, but I kinda want to try it out just to see it with my own eyes.

Here's Nash, for reference:




SolidSnakesBandana posted:

Lighting Overhaul. Why? Because some sperg says it looks better now? These only cause problems and the difference they make is negligible.

I like it :(

SolidSnakesBandana posted:

The last 40 or so mods I'm not even familiar with. But I'm willing to bet money they are total poo poo.

They probably are, and I'm gonna find out exactly how poo poo they are!

SolidSnakesBandana posted:

All those mods and you don't even have the best house, Lombard Station.

Nope, but I might get either that or the underground one, though I remember seeing some complaints about it here.

SolidSnakesBandana posted:

Anyway that's just a start. Here's my load order. This one actually works and doesn't crash.

Doesn't seem to dissimilar to mine, you know, save for the massive amount of extra nonsense in mine.

SolidSnakesBandana posted:

My criteria for mods is they actually have to improve the game in some way, or make up for something the game is missing. Just adding mods because they sound cool is a really, really terrible idea. Especially since New Vegas is such a good game without mods, a lot of the mods end up making the game worse and by proxy sours your opinion of the game as a whole.

Seems like a decent philosophy, considering "this seems cool" was the reason I installed Momod.

GrizzlyCow posted:

Learning to use Mod Organizer with FOMM-Fork and other New Vegas tools. Really, just give SRB's guide a look for how to integrate everything into MO and such. It's a pain in the rear end to setup initially, but the benefits are pretty drat good.

I've been using Mod Organizer with FOMM-FORK for a while. It's pretty much the only reason for why the game runs at all.

I actually used SRB's guide as a reference throughout my latest modding adventures. I think it was some flavor mods suggested by it that originally ended up pushing me over the plugin limit.


Mr. Crow posted:

As ThaumPenguin has shown us, you can't just fart a bunch of mods into /data/ and expect it to work.

That's why it went into MO instead :v:

But yeah, installing this many mods is a terrible idea.

I'm gonna go scrub my modlist a bit and see what I can come up with.

ThaumPenguin fucked around with this message at 19:51 on Sep 22, 2014

Moryrie
Sep 24, 2012

SolidSnakesBandana posted:

For instance, right away I would suggest getting rid of any and all quest mods. They are all garbage. So that means AWOP and the SomeGuy series. Remove any new companions because they are also garbage.

Hey, Tales from the Burning Sands is awesome. And Niner isn't bad either, though he's unfinished at the moment. Yes, that person kindof has mod overload, but I wouldn't write off all companions/quest mods, just because some of the more popular ones are bad.

I also personally don't like Lombard because it's too huge, and has Mannequins. And I hate Mannequins.

chitoryu12
Apr 24, 2014

I actually like Monster Mod, but that's because I make rebalancing it a mandatory part of installation so it actually meshes with the game instead of hurling level 20 enemies at Goodsprings.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
Lombard's a lot of things, but huge it ain't. It's only 3 rooms. Each of the rooms has poo poo you can decorate.

Moryrie
Sep 24, 2012
The Lucky 38 is 'huge' by my standards. Lombard is bigger than the 38, and it's in an even worse location. And then it has the hated mannequins.

Knuc U Kinte
Aug 17, 2004

I have the awesomised Sink or whatever it's called, but I haven't actually gotten around to OWB yet. The screenshots look pretty though. :shobon:

tweet my meat
Oct 2, 2013

yospos
Awesomized Sink is easily the best looking base around in my opinion. Anyone who doesn't use it should definitely use it. It doesn't add any non cosmetic features other than a Sierra Madre vending machine and a snowglobe display though, so you wont have any features like autosorting or anything fancy if you're into that stuff.

Necroskowitz
Jan 20, 2011
I like Mobile Truck Base because the big issue I've always had with Player housing is that I never know what to do with it. I also don't want to hang out around the house when there's no in-game reason for me to do so aside from storage and I could be somewhere else killing Legionaries and making GBS threads in their wolf hats.

MTB sidesteps these issues by letting me park my house near where I'm operating at any given moment.

On the other hand I also really like Afterschool Special because the idea of questing to build up your house reminds me of the strongholds from Morrowind, only more DIY projects and less paying to have the land surveyed. Maybe I can park my mobile truck base out front and live out my dream of owning a vehicle and a home with a white picket (barbed wire) fence. :3:


Switch gears, has anyone tried any of the Caesar's Legion mods? Any verdict on them? I've got several that renovate the NCR but I was wondering if their are any that make the Legion more interesting (to kill).

ThaumPenguin
Oct 9, 2013

"Finally my load order seem to be in order, now just to take a quick check in-game to see if anyth-"



God Dammit.

Do anyone know what could be causing this?

This is my current load order:

ThaumPenguin's Load Order posted:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
YUP - Base Game + All DLC.esm
FOOK - New Vegas.esm
FOOK - New Vegas DLCs.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Weapon Mod Expansion.esm
WME - GRA.esm
WME - DLCs.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
NVInteriors_Core.esm
NVInteriors_ComboEdition.esm
FCOMaster.esm
New Vegas Redesigned 3.esm
Sortomatic.esm
oHUD.esm
IWS-Core.esm
SCAV.esm
SomeguySeries.esm
rePopulated Wasteland.esm
Momod.esm
Tales from the Burning Sands.esm
Niner.esm
The New Bison Steve Hotel.esm
NVR-Strip.esm
More Perks.esm
Afterschool Special.esm
NevadaSkies.esm
FreesideOpen.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Gomorrah Redesigned.esp
DarNifiedUINV.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
YUP - NPC Fixes (Base Game + All DLC).esp
CASM with MCM.esp
BetterGamePerformanceV4.esp
IWS-Core-Guards.esp
IWS-Core-Patrols.esp
IWS-Core-Civilians.esp
IWS-DM.esp
IWS-HH.esp
IWS-OWB.esp
IWS-LR.esp
Better Binoculars High.esp
FlashlightNVSE.esp
Wild Wasteland Integration.esp
Improved Casinos 3X.esp
JIP Companions Command & Control.esp
populatedcasino.esp
MoMod - Rebalanced Leveled Lists.esp
jsawyer.esp
FOOK - New Vegas.esp
FOOK - New Vegas DLCs.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
FOOK-PN Convergence.esp
FOOK-PN-JSawyer CP.esp
NVR-Version_10.esp
NVR-NPCs.esp
FCO - Niner.esp
New Vegas Redesigned 3.esp
FOOK-NVR3 CP.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
DLC Weapon Integration - WMX.esp
The Low Profile Armor Mod (JSawyer).esp
CNR_Beta.esp
FOOK-PN-CNR CP.esp
FCO - FOOK-PN Convergence.esp
TrooperOverhaul-Dragbody.esp
NCRTrooperOverhaul.esp
Tales PN.esp
vault22FloralOverhaul.esp
Zan_AutoPurge_SmartAgro_NV.esp
NVDLC04 Allegiance w Duster.esp
JRougeRangerCoats4Loot.esp
CONELRAD 640-1240.esp
Existence2.0.esp
MojaveExtended100.esp
Safe ShowRaceMenu_Console.esp
Alternative Start.esp
NVR_rePopulated Wasteland_Patch.esp
outsidebets.esp
athornysituation.esp
Interior Lighting Overhaul - Ultimate Edition.esp
FreesideOpenPatch.esp
FSOmusic.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
NewVegasBountiesFSOPatch.esp
NewVegasBountiesIIFSOPatch.esp
Uncut Wasteland FSO.esp
TheInheritance.esp
CourierCacheWSE.esp
Lombard Station.esp
Lombard Station - Dead Money.esp
Lombard Station - Honest Hearts.esp
Lombard Station - Old World Blues.esp
Lombard Station - Lonesome Road.esp
Lombard Station - Gun Runners' Arsenal.esp
MoreNiner.esp
Russell.esp
TFH Rugged Race.esp
Better Burned Man.esp
UnlimitedCompanions.esp
dD - Enhanced Blood Main NV.esp
w44Satchels - Full.esp
Tailor Maid - NV.esp
UrgeWasterScarf.esp
NevadaSkies - Ultimate DLC Edition.esp
SignatureArmor.esp
SignatureWeapons.esp
ILO - PipBoy Light.esp
ILO - New Vegas Bounties.esp
ILO - New Vegas Bounties II.esp
ILO - NVInteriors Project.esp
ILO - Nevada Skies Patch.esp
MergedPatch.esp

The Merged Patch does not have a leveled item list, so I don't know why Alternate Start is giving me these supposedly "(replaced)" guns.

mbt
Aug 13, 2012

ThaumPenguin posted:

"Finally my load order seem to be in order, now just to take a quick check in-game to see if anyth-"



God Dammit.

Do anyone know what could be causing this?

This is my current load order:


The Merged Patch does not have a leveled item list, so I don't know why Alternate Start is giving me these supposedly "(replaced)" guns.

your last 100 posts in this topic have been mod errors, have you considered not posting your hilariously huge load order and just taking out >50% of what you're running?

as it turns out, FNV is actually a good game without mods

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I'm just gonna go ahead and say Convergence is probably at fault. It's dumb to try and stack that many mods together and you won't even notice when you actually play the game. Strip it all out and use either WMX or WME, not both, not FOOK, none of that nonsense.

Agents are GO!
Dec 29, 2004

Fallout: New Vegas - as it turns out, FNV is actually a good game without mods (Modding Thread)

Infinity Gaia
Feb 27, 2011

a storm is coming...

ThaumPenguin posted:

"Finally my load order seem to be in order, now just to take a quick check in-game to see if anyth-"



God Dammit.

Do anyone know what could be causing this?

This is my current load order:


The Merged Patch does not have a leveled item list, so I don't know why Alternate Start is giving me these supposedly "(replaced)" guns.

I actually happened to have a similar thing happen to me, but only on a single gun for no apparent reason. Play a little further and try picking up a random gun, I think this bug just affects items seen before the mods got applied or something. Convergence does weird poo poo like that.

Also for fucks sakes, other people, it's the goddamn modding thread. Why would anyone complain about someone troubleshooting in the modding thread? That's pretty much half the purpose of this thing, the other half being showing off mods.

ThaumPenguin
Oct 9, 2013

Mortimer posted:

your last 100 posts in this topic have been mod errors, have you considered not posting your hilariously huge load order and just taking out >50% of what you're running?

as it turns out, FNV is actually a good game without mods

Well, yes I know FNV is a good game without mods, and I've done playthroughs without mods. I play with mods because I want to make a good game better. I assume you're in this thread for the same reason.

My problem is that I have a slight issue with moderation when it comes to these things, so I tend to end up with a somewhat bloated load order whenever I try.

For example, I removed about 50 plugins, and then went straight back to adding more, in the form of IWS and Lombard Station, which on their own add another 13 plugins.

Psion posted:

I'm just gonna go ahead and say Convergence is probably at fault. It's dumb to try and stack that many mods together and you won't even notice when you actually play the game. Strip it all out and use either WMX or WME, not both, not FOOK, none of that nonsense.

That's probably it, but I haven't really found anyone else with that issue, so I assume it's something on my end. I don't have any mods that should interfere with it, and according to FNVEDIT, it's the Convergence Mods themselves that add the weapons with "(replaced)" in their name, as seen here.



Infinity Gaia posted:

I actually happened to have a similar thing happen to me, but only on a single gun for no apparent reason. Play a little further and try picking up a random gun, I think this bug just affects items seen before the mods got applied or something. Convergence does weird poo poo like that.
All of these are completely new games, starting in a shack where the only lootable items are cans. I think the "(replaced)" guns are guns with the wrong weapon mods, though I have no idea why they're still spawning.

Honestly, Convergence seems less fun the more I try to mod with it. I'm considering scrapping it, like Psion suggested, and just going with Project Nevada and WMX instead.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Infinity Gaia posted:

I actually happened to have a similar thing happen to me, but only on a single gun for no apparent reason. Play a little further and try picking up a random gun, I think this bug just affects items seen before the mods got applied or something. Convergence does weird poo poo like that.

Also for fucks sakes, other people, it's the goddamn modding thread. Why would anyone complain about someone troubleshooting in the modding thread? That's pretty much half the purpose of this thing, the other half being showing off mods.

There is literally almost no way to help giant gently caress Off Load Orders with 150+ mods just by posting the load order. Once you start getting that high amount of mods, especially ones that seriously conflict, you're going to have a bad time unless you know your way around FNVedit and can make custom patches and what not.

Don't just throw 100+ mods together and expect them to all work. At the very least, start with a basic mod list of about 20 mods or so, and then gradually add to it (starting a new game each time and quickly COC'ing to test vendor lists, etc.)

Infinity Gaia
Feb 27, 2011

a storm is coming...

Gyshall posted:

There is literally almost no way to help giant gently caress Off Load Orders with 150+ mods just by posting the load order. Once you start getting that high amount of mods, especially ones that seriously conflict, you're going to have a bad time unless you know your way around FNVedit and can make custom patches and what not.

Don't just throw 100+ mods together and expect them to all work. At the very least, start with a basic mod list of about 20 mods or so, and then gradually add to it (starting a new game each time and quickly COC'ing to test vendor lists, etc.)

Fair enough, I guess, I just think that having a 150+ mod list isn't necessarily a bad thing. Overmodding games can be really fun, even if the base game is good. Adding all sorts of random mods to a game and seeing what breaks is a game all of its own.

Moryrie
Sep 24, 2012

ThaumPenguin posted:

Well, yes I know FNV is a good game without mods, and I've done playthroughs without mods. I play with mods because I want to make a good game better. I assume you're in this thread for the same reason.

My problem is that I have a slight issue with moderation when it comes to these things, so I tend to end up with a somewhat bloated load order whenever I try.

For example, I removed about 50 plugins, and then went straight back to adding more, in the form of IWS and Lombard Station, which on their own add another 13 plugins.


That's probably it, but I haven't really found anyone else with that issue, so I assume it's something on my end. I don't have any mods that should interfere with it, and according to FNVEDIT, it's the Convergence Mods themselves that add the weapons with "(replaced)" in their name, as seen here.



All of these are completely new games, starting in a shack where the only lootable items are cans. I think the "(replaced)" guns are guns with the wrong weapon mods, though I have no idea why they're still spawning.

Honestly, Convergence seems less fun the more I try to mod with it. I'm considering scrapping it, like Psion suggested, and just going with Project Nevada and WMX instead.

If you're really wanting to have a lot of these extra mods.. I'd suggest just going with NVEC, then your housing mod, then Project Nevada/WMX, and the compatibility things for each. If you want MORE MODS on top of that, read everything NVEC is adding first. Because quite a bit of what you're adding is already in NVEC. I know people in this thread don't like NVEC and it does have some issues, but I haven't had many issues with it personally, and the ones I did have were easily fixed by doing stuff in FNVedit. NVEC has it's own configurable version of IWS, so you'd be able to cut that out, you'd be able to cut out intergrated wild wasteland, because that's another MCM option,populated casinos, jsawyer, outside bets.. and the bounty mods from the someguy series can be removed as well if you go with NVEC.

Just think about it ok?

Sensenmann
Sep 8, 2012

ThaumPenguin posted:

"Finally my load order seem to be in order, now just to take a quick check in-game to see if anyth-"



God Dammit.

Do anyone know what could be causing this?

This is my current load order:


The Merged Patch does not have a leveled item list, so I don't know why Alternate Start is giving me these supposedly "(replaced)" guns.

First of all, you didn't read the Redesigned 3 description. FCO is a mandatory install but the esm/esps for it should be deactivated after installation to avoid issues. At least that was the case last time I checked.

Next, you are using JIP Companions and some UnlimitedCompanions.esp. The latter is completely redundant since JIP has an option for that.

If you are using the latest MoMod, 10.b I think, the rebalanced levelled mod is likely to poo poo on your game at some point since it's been made for 10 and incompatible with 10.b. If you insist on using MoMod, get the Wasteland editon and use its plugins with MoMod. http://www.nexusmods.com/newvegas/mods/42136/

And finally, use a Bashed Patch. Wrye Bash/Flash is superior to FNVEdit when it comes to levelled lists and patch merging, so get to it asap. And to avoid confusion, simply read this:

http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas

Once you've set up Wrye and are ready to Bash your mods pay close attention to this part of the guide.

http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Creating_a_Bashed_Patch

You can skip the entire Tweak Settings part if you want, or be selective about it. Some tweaks are probably already in your game due to PN/FOOK or other mods anyways.

Sensenmann fucked around with this message at 21:40 on Sep 24, 2014

RiffRaff1138
Feb 28, 2006

Every single motherfucker thinks they're gonna save the fuckin' world... Why not do something about the shitty economy or whatever instead?! Son of a bitch!

ThaumPenguin posted:

That's probably it, but I haven't really found anyone else with that issue, so I assume it's something on my end. I don't have any mods that should interfere with it, and according to FNVEDIT, it's the Convergence Mods themselves that add the weapons with "(replaced)" in their name, as seen here.
The thing is, there are certain weapons (mostly a bunch of Fallout 3 weapons) that both FOOK and Project Nevada add to the game. The Convergence mod is supposed to remove the PN versions of those weapons from all inventories and leveled lists, and only use the FOOK versions. It can't remove the weapons' data from PN, and there's other weapons and armors unique to PN, so it can't leave out the Equipment module. So, they just remove all in-game access to the duplicate weapons, dummying them out basically.

Are you only finding replaced weapons by the Alternate Start mod giving them to you? If so, my guess would be that its script somehow just chooses from all weapons in the game without any regard to regular availability. In that case, just find the ID numbers of the correct versions of the weapons and give them to yourself with the console. Do note that FOOK uses real-world names for weapons (i.e. "Shanxi Type 17" instead of "Chinese Pistol") so it might take a little more effort.

If you're also finding replaced weapons out in the wild, then I don't know. Some other mod is messing with it. I played through the game with FOOK-PN Convergence just fine, and the only issue I had was that the Gun Runners stocked both mods' versions of the Desert Eagle.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah and I can see a problem here:

WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
DLC Weapon Integration - WMX.esp

Are all these compatible?

I'd blow away that install and start over slowly, to be honest.

mbt
Aug 13, 2012

Gyshall posted:

Yeah and I can see a problem here:

WeaponModsExpanded.esp
WMX-DLCMerged.esp
Weapon Mod Expansion.esp
Project Nevada - WME.esp
EVE FNV - ALL DLC.esp
FOOK-PN-WME-WMX-EVE Convergence.esp
DLC Weapon Integration - WMX.esp

Are all these compatible?

I'd blow away that install and start over slowly, to be honest.

yes they're all compatible, there's this magic mod called convergence :downs:

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Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
That's the other thing - going from zero to 150 in one swoop is going to drive you insane. Even if you manage to get Convergence working right (and a lot of people have) it's critical to start slowly, test, and build up any mod order. Knowing that one of five mods is causing you grief is a lot easier than a list of 150 and not knowing what the gently caress.

whenever I rebuild a big mod list, most of my time is spent reading readmes and taking notes to make sure I do compatibility and dependencies right. Then, sorcery.

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