Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
:siren:20 DEC 2020: THE OP HAS NOT BEEN UPDATED IN A LONG TIME! A lot of the information and links here are likely obsolete--but a much more up-to-date & trustworthy modding guide can be found here:
https://vivanewvegas.github.io/intro.html
:siren:




Getting Started

Links
New Vegas Nexus
Most of your mod shopping can be done here.
Bethesda Modding Forums
Occasionally you can find gems or mod development discussions here that you wouldn't otherwise find at the Nexus.
Fallout: New Vegas Wiki
For when you need to get spergy about whether or not FO: Tactics is technically canon.
FO3 and FO:NV Console Commands
For when you will inevitably break your 80+ hour character's SPECIAL and need a quick fix.
FO3 Modding Thread
Requires archives access.



Fallout Mod Manager (FOMM)
FOMM is what the average user has for basic modding: It's what most people use to rearrange their load order, use archive invalidation, and create / unpack .bsa files.
:siren: When using FOMM, remember: FalloutNV.esm should always be loaded first, no exceptions! :siren:

Load Order Optimization Tool (LOOT)
After installing FOMM, you should also install and use LOOT: A program that has more or less replaced "BOSS" for dynamically examining and reordering load orders. It's always a good idea to have LOOT check out your mod list when you add new plugins to the mix so it can help reduce conflicts and other issues.

If you choose to not use FOMM, however, you may still need to invalidate the archives. In that case, use FNV Archive Invalidation Invalidated.

Mod Organizer
Mod Organizer has appeared somewhat late in New Vegas' life span, but it serves as an alternative to FOMM and the Nexus Mod Manager, providing the user with greater control of adjusting their load order, managing plugins, and managing the automated installation/removal of mods. Although the latest file (the one in the link) is actually hosted on the Skyrim Nexus, it is like FOMM and the Nexus Mod Manager in the sense that it works across multiple games. Some people prefer it to FOMM or NMM, some people don't.

New Vegas Script Extender (NVSE)
In order for some of the more complicated mods to function correctly, they have to use scripts that Fallout: New Vegas cannot handle. This is where NVSE comes in.

FNVEdit
FNVEdit is commonly used to resolve conflicts between mods that FOMM and BOSS cannot, create merged patches, clean and error-check mods, and employ MasterUpdate and MasterRestore features. It's more complicated than using FOMM but less than, say, WryeBash. Here is a downloadable training manual for FNVEdit.

Wrye Flash NV
Wrye Flash is a port of Wrye Bash (Oblivion), the utility kit that has a whole host of features for more advanced users, such as merging leveled lists, tweaking GMST settings, and controlling save game "bloat" (something that Gamebryo games are notorious for, but isn't as pronounced in Fallout: New Vegas)

New Vegas GECK
The GECK is what you'll be using if you want to modify specific mods, or create your own. Relatively user-friendly, the GECK is great for small tweaks you might want to make to other people's work.
NOTE: Because the official site is frequently out of date or misleading, SA Member CoughingHobo offered to host an up-to-date version of the GECK privately, which you can find here.
Finally, a set of community made fixes have been pushed out for the GECK, which you can pick up here.

Cipscis' Automatic Save Manager: New Vegas (CASM)
Tired of dying, only to discover you forgot to save recently? CASM remedies this problem by implementing a (more) intelligent auto-save system that is fully customizable. Alternatively, you can use this version if you also have MCM, which allows you to customize CASM.





Purge Cell Buffers
Does your game seem to perform worse and worse as the hours pass? Do menus take longer than usual to open, and inputs feel "laggy"? Does typing 'pcb' into the console seem like too much work (remember your achievements!) This mod uses a script to periodically (default: every 10 minutes) purge your cell buffer.
:siren:NOTE: Using this mod can increase instability and likelihood of CTD when transitioning cells. The same could be said of periodically typing 'pcb' into the console. You have been warned!:siren:

Better Game Performance
Falloutperson416's Performance mod helps by reducing orphaned entries and a number of small, "useless" objects that free up resources for more relevant things. Here is a Nexus Site DL, which seems to frequently be torn down in fits of spergy rage.

New Vegas Anti-Crash (NVAC)
"NVAC (short for New Vegas Anti Crash) is a NVSE plugin that implements structured exception handling and sanity checking to reduce frequency of game crashes." A lot of people swear by its ability to reduce CTDs, so if you're CTD-ing, you've got little to lose by giving this a shot and seeing if it helps.
ALSO:


FNV4GB (NVSE Compatible)
Alternaively: 4GB Fallout NV (NVSE + Windows 8 Compatible)
This utility (NVSE Compatible!) allows you to use both NVSE and provide Fallout: New Vegas while employing more than 2GB of RAM. A very handy tool for mod loadouts that include higher-resolution textures and models.

In order to get FOMM / NVSE to target the correct executable, do the following:

1. Start up FOMM
2. Select "Settings"
3. Click on "Fallout: New Vegas" tab
4. In the "Custom Launch Command", direct FOMM to use the FNV4GB.exe instead. It should end up looking like:

"c:\program files (x86)\steam\steamapps\common\fallout new vegas\FNV4GB.exe"

New Vegas Stutter Remover
Although perpetually in an experimental state, the Stutter Remover fixes the "64hz Stutter" that some users experience, along with allowing you to set arbitrary caps for minimum and maximum framerates, dynamic heap manipulation, and a lot of techno-babble that is supposed to increase performance in modified games.
:siren: After installing this .dll and launching the game, the Stutter Remover will cap your maximum FPS to 30. For many users, this is a lot lower than necessary. You can adjust this value by opening the .ini that the Stutter Remover will generate the first time it is loaded. Suggested values are 40, 45, and 60.:siren:

New Vegas Configator
A convenient utility that helps you tweak your game. It achieves the same end result as ini tweaking by hand, but provides a lot of examples, explanations, and a user-friendly interface.





Project Nevada
The highly-anticipated overhaul--developed by the creators of FWE--has finally made its way to New Vegas. The overhaul is comprised of a number of standalone modules that introduce a new implant / Deus-Ex style biomod system, rebalance the vanilla gameplay, and add a variety of new guns and armor. NOTE: As of version 2.0a, Project Nevada implements a number of features that are linked elsewhere on the OP. To avoid conflicts, check the readme to ensure you aren't running Project Nevada with other mods that do the same thing (Fallout Weapons Restoration, Vault-Tec Armor mod, etc.) Requires MCM.

FOOK - New Vegas
An overhaul in the spirit of the original FOOK for FO3. Whereas many overhauls focus on making the game more difficult, FOOK has a greater focus on incorporating more armors, weapons, and expanding on vanilla features. Also helped pioneer the first few community compilation patches.

Puce Moose Tweak and Balance Center
A most curious modular overhaul by none other than Puce Moose.

Cirosan Classic Overhaul (ALT LINK)
Inspired by Fallout 1 and 2, this overhaul makes many changes to emphasize the importance of character building.

J.E. Sawyer's Overhaul
A lightweight plugin created by Obsidian's own J.E. Sawyer. This mod has become a sort of de facto "official" overhaul for a lot of people, making the game a little harder and, in some ways, a little more like the original Fallouts. Too many little changes to mention, but a changelog can be found here.

Monster Mod
The spiritual successor to FO3's MMM. Rather than relying on palette-swapped enemies, the Monster Mod introduces 75+ new creatures into the fray. While a lot of of the new enemies are mesh mish-mashes (as well as STALKER models), a significant number are brand new creatures. The author has made an effort to incorporate the creatures as canon-friendly, though it's not without its flaws. Worth a look.

:siren: The general consensus is that the Monster Mod is poorly balanced and may negatively affect your experience, especially in the beginning when opponents are scaled far beyond you. While there are a lot of good ideas in the mod, it is not implemented well.:siren:

Convergence Mods
Ever want to use FOOK and Project Nevada? Or WME and WMK? Well you always could...sort of. But with these mods, you can do that without worrying about all of the merging and overwriting and conflicts!





More Perks
Seems to be the most popular perk mod. Adds over 75 100 new and varied perks to the game for those who felt the standard compliment didn't allow for truly unique builds. ALSO: Now has options to add Traits. NOTE: More Perks suffers from a number of unbalanced and poorly documented perks. While the author has made efforts to fix issues through community feedback, there are still a lot of broken features that may prevent you from enjoying the mod.

ST Traits and Perks
By default, adds about 13 Traits and ~30 Perks (two flavors: Standard and "Crunch", which tweaks the traits and perks to be less powerful.) Also has a "mutate" perk pack, which consists of a number of strange and amusing perks such as glowing skin and the ability to lockbash (with your face.) Some of these plugins require NVSE.

Color Me Evil
Rebalances the Karmic Scales. Actions such as killing Fiends no longer nets you so much good karma, while helping Powder Gangers overtake Goodsprings provides a much more significant boost to your bad karma.

Universal Perk Requirements
Makes it so that your skill in certain weapon groups count as a qualification towards many perks that were originally aimed exclusively towards only one weapon group (example: Energy Weapons qualify for the Rapid Reload Perk, Energy weapons for Pyromaniac, etc.)

Expanded Traits
Adds another 15 traits to choose from. They're fairly well balanced.





Nevada Skies - Weather Effects Beta
Completely redoes the regional weather system, implements rain, sandstorms, and radstorms (all of which temporarily effect your stats both positively and negatively) and generally makes the weather more appealing. In addition, URWL for New Vegas - Realistic Lighting has merged with this mod, and is linked on the same page. The differences are best demonstrated in the images section.

Fellout NV
Removes the ubiquitous orange "filter" that the vanilla game had (much like Fallout 3's green filter) and changes lighting conditions in the same manner as URWL, which makes them incompatible.

Western Skies
Very similar to the aforementioned weather mods (especially Nevada Skies) because it adds weather effects (such as sandstorms), but distances itself with its large, grandiose skies and towering clouds.

F3NV Project Reality
A weather, lighting, and visual overhaul, F3NV does everything from re-doing the climate to adding heat haze and subtle DoF. This makes it handy for users who don't want to to juggle weather mods with shaders and utilities like "Dynavision." Future plans include getting the engine to draw shadows.

Electro-City
Tired of using a weather / lighting overhaul and being left in the dark, literally? Not sure why a bunch of wastelanders are content to stand around in the pitch black, twiddling their thumbs? Electro-City adds all sorts of lights back into the game that you would expect to find people establishing after two centuries of spare time. NOTE: Recently, there has been a lot of criticism that the mod can become obnoxious with the erroneous features it adds. If you want lights without the bells and whistles, check out Simple Street Lights (SSL).

Interior Lighting Overhaul
Addresses lighting settings in interior cells--much like URWL and Fellout NV--by removing a number of phantom light sources and tweaking the colors of remaining sources. Provides a much darker, moodier setting.

ALSO:
Brighter Pip-Boy Light for those who are still afraid of the darker dark.

Comparison Screens for Fellout, Nevada Skies, and Western Skies:








ENBSeries Shaders
The ultimate way to take your Gamebryo game out of 2006, graphically speaking. There's a lot of customization with these shaders, and they can be used in conjunction with mods like Project Reality, so be sure to experiment a bit before settling with something.
:siren: At the bottom of the OP's second post is a fellow Goon's helpful guide to getting started with a combination of ENB Series shaders, other graphics mods, and tweaks--this may be useful to newcomers. :siren:

FXAA Injector
A simple but powerful utility that injects features like bloom and improved Anti-Aliasing via a d3d9.dll. The immediate benefit is that all of this provides a better looking image while being less demanding on your PC. (This also means that it will probably not work with your PC if you use NVidia's "Optimus" technology.)

Imaginator
An in-game utility that allows you to do basically whatever you want with "Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu."

py Depth of Field
Does more than its title may suggest. Adds an item to your inventory that allows you to adjust Depth of Field, Motion Blur, Contrast, and Head Bobbing--all on the fly. Very performance friendly.





NVInteriors Project
Made by the same guy who did DCInteriors for Fallout 3. Adds interior cells to a lot of buildings that were originally inaccessible / boarded up.

A Tale of Two Wastelands
If you own Fallout 3, you can use this mod to combine the Mojave and Capital Wasteland into one giant game.
:siren: At the bottom of the OP's second post is a link to a guide that will put you on the road to not only installing and configuring TTW, but turning the resulting game into a massively-modified experience :siren:

Increased Wasteland Spawns
A fairly popular mod--gives you the ability to increase the number of NPCs that appear at spawn points, potentially turning the Wasteland into a veritable warzone.

rePopulated Wasteland
The creator of the Imaginator, Electro-City, and a number of other shader-based mods takes a shot at the power-hungry "Populated Wasteland" mod, which had an issue with being overtaxing. He has taken the mod and cut the added NPCs by about 50 percent, strongly reducing the impact on performance.

Omnicarus' Lombard Station
SA Member Omnicarus wasn't satisfied with the selection of player homes, so he went out and made his own. Comes with many of the same features you can find in other player homes, but in a much smaller, more realistic package. No more underground mansions!

Survivalist Bunker
A simple, streamlined player home that doesn't come with a spa, trophy room, or abundant loot, but does have a fully-adjustable machine that can pack your bag for you.

Lucky 38 Suite Expansion Expanded
A continuation of the original expansion. Makes the Lucky 38 better by virtually redoing it completely and making it more accessible and useful as a base of operations.

Underground Hideout
Adds a vault home / hideout near Spring Mt. Ranch State Park, complete with an armory, storage, inventory sorters, water purifier, and more. The quintessential "player home" mod.

Portable Tent
A portable home that contains all the essentials--bed, storage, crafting tables, inventory sorting, etc.--with the addition that it can be packed up and moved.

Mobile Truck Base
If the "Portable Tent" mod feels a little too humble, the Mobile Truck Base might be right up your alley. It adds a purchasable truck/shipping container/home/thing that can relocate to one of over 20 destinations in the Mojave Wasteland.

New Vegas Uncut
A series of mods aiming to restore uncut material to the game, including NPCs, dialogue, and quests. Some creative liberties have been taken, especially in instances where material was incomplete and needed to be rebuilt from scratch. The aforementioned link takes you to the author's page; click on the 'Mods' tab to get a list of all "Uncut" mods.

ALSO:
Rusty Highways populates the roads and highways with larger numbers of wrecked cars, giving the impression of civilization coming to a screeching halt when the bombs fell.




New Vegas Bounties
An exceptionally well-done mod complete with voice-acting and scripted events. Involves you taking up the task of hunting down some of the wasteland's most notorious criminals and thugs.

New Vegas Bounties II
The follow-up to the original. It's recommended that you've played or at least had some experience with the first episode, as a lot of storyline has been carried over.

Beyond Boulder Dome
An ambitious project that has been hailed as a fifth, unofficial DLC. Takes material from Van Buren and reimagines it in New Vegas, complete with new characters, armor, weapons, voice acting--all of which takes place in a completely new worldspace. NOTE: A significant number of Goons have more or less panned the plot of BBD, so you may want to keep that it mind when considering installing this large mod.

Puce Moose's Tales from the Burning Sands
Another strange quest in typical Puce Moose style.

DEIMOS
A quest that involves you uncovering a bunker, going back and time, and trying to win the war for the good ol' U S of A. Does not have anything to do with the Martian moon, or Doom.

The New Bison Steve Hotel and Lucky Casino
Adds the ability to help rebuild Primm's Bison Steve casino in Primm.

Project Brazil
Don't let the name fool you--it has nothing to do with Brazil. Instead, the mod is slated to be a massive, three chapter game in and of itself, complete with its own worldspace and character start. Because of this, don't think of Project Brazil as a DLC (which would allow you to go between the Mojave worldspace and the mod worldspace) so much as a Fallout game that requires New Vegas.

ALSO:
Roleplay-Start
Gives you the ability to pick from a number of starting locations / backgrounds, for those who are tired of waking up in Doc Mitchells' bed. These include Fiend, NCR, BoS, Legion, and Powder Ganger beginnings.

Continue the Game's Ending
Self-explanatory: Allows you to continue the game after the main quest.





NMC's Texture Packs
NMC's colossal texture pack comes to New Vegas in three flavors. So far this is the most exhaustive texture mod.

OJO BUENO High Quality Texture Sets
A slow but steady project that aims to re-skin the miscellaneous objects in the game (car hulks, furnishings, et cetera) with quality, uncompressed 2048 x 2048 and 4096 x 4096 works. Keep an eye on it. 03 JUNE 2011: For those looking for the same quality, but with less of an impact on performance, check out Poco Bueno.

Improved LOD Meshes
Replaces the old, low-poly LOD meshes with higher-poly equivalents. The results are subtle but certainly an improvement.

Improved LOD Noise Textures.
The problem? By default, LOD meshes use a low-resolution texture. That means that all of those hills and mountains are blurry, muddy messes. The solution? This mod replaces the file with a 2048 x 2048 version that makes LOD terrain much better looking.

FNVLODGen
A utility that will generate new LOD meshes and textures based on your load order. So if a mod adds a new building or geographic feature, this utility will make it so you can actually see it from far away.

Vurt's Wasteland Flora Overhaul
Redoes the Mojave plant life with new, interesting models. Comes with options to add additional trees and cacti.





Extended New Vegas Radio Generator
Extends the number of songs New Vegas Radio is allotted to play from 20-25, up to 32,000.

CONELRAD 640-1240
A wonderfully done radio station that plays a variety of propaganda and nuclear-age style songs.

Existence 2.0
Another radio station run by a renegade AI. Mainly appropriate horror / ambient music, only punctuated with insane stories from a synthetic narrator.

Mojave Music Radio
Made by SA's Chinese Tony Danza, this mod gives you a reason to continue listening to Mojave Music Radio after you've installed other radio stations by expanding its selection with up to 100 new songs.

Secret Stash
Most--if not all--of New Vegas' missions are named after songs from the 1950's. Old Man Mose76's personal expansion of Radio New Vegas Extended adds a further 60 tracks to match in-game quest titles.

Improved Sound FX
Replaces a large number of sound effects, making them sound richer and deeper.

CRL9000 Sound Modification
Another sound FX replacement mod--except that the author seems to spend a lot of time finding and crafting each sound he adds. Worth a look if you're interested in replacing the Varmint rifle's meager bark.

Mark Morgan's "Vault Archives" Music.
Mark Morgan remastered and released his Fallout 1 and 2 music and it is now free for download. (Scroll down on the page in the link to find it) You would need to manually replace the preexisting music files with these if you wanted to get them working in NV, since about 85% of these tracks are already in the game (but these are higher quality.)

ALSO:
No More Annoying Companion Comments. Shut the gently caress up, Cass.





Spice of Life
Introduces a bunch of lore-friendly outfits and accessories to the game (at last count, over 100 items are added, and to the leveled lists, no less) to add some "spice" to the outfit variety. NOTE: This mod requires that you are using specific custom male and female models (more details on the mod's page). You can insist on using the mod with the vanilla models, but expect to encounter aesthetic issues and difficulty navigating your Pipboy menu on some of the outfits.

Low-Profile Armor Mod (LPAM)
The concept behind LPAM was simple: Steal a bunch of armor from FO3 and NV mods and integrate them into the game via a no-frills plugin. The first versions weren't tremendously successful, but thanks to the hard work of forum's goon, Dweller, LPAM got onto its feet. Adds 37 new armors, helmets, and pieces of equipment that are both lore-friendly and reasonably balanced. Far from perfect, but worth checking out if you're not into modern tactical outfits.

Tailor Maid - NV
For the uninitiated, Tailor Maid is a pseudo-dress-up mod that allows you to customize the look of your character with a variety of add-on armor and gear (that can be worn in conjunction with armor / outfits). Comes in several flavors: One with perks and bonuses attached to gear, and one without.

Satchels
Similar to Tailor Maid, "Satchels" adds a bunch of accessory pieces for you to wear. Comes in two flavors: One simply adds all of the new gear to a duffel bag in Goodsprings; the other makes you scrounge around for materials to build at workbenches.

Vitriol's Unified Backpack Mod
For those who aren't using PN's "Equipment" module but still want all the benefits that backpacks bring, SA Member Vitriol has created a mod that adds a number of backpacks to the leveled lists. Perfect for the hoarder in each of us.

Sunglasses Collection NV
A port of Farbentier's popular FO3 sunglasses mod. Simply adds a large variety of sunglasses to the game--by default, in the typical "Box in Goodsprings"--but an optional plugin also adds another merchant who will sell them, if you think the Goodsprings Box is too easy.

Legendary Hunter Pack
Gives you a reason to hunt down all of those Legendary creatures and make nice coats and hats out of them, as God intended.

TG's Armor Collection for New Vegas
Adds a metric poo poo-ton (120+) of semi-realistic, tactical-inspired armors to the game to compliment your tactilol weapons collection nicely.

PoliceAutomaton's Armor Compilation
Sort of like "The Armory," but for Armor. A massive compilation of armor and helmets from other games and universes, integrated into the game. Perhaps the ultimate pack for Mass Effect cosplaying in the Fallout Universe.

Wasteland Clothing Hires Retexture
One of the (few) mods that aims to replace most of the textures for vanilla outfits/armor with higher-resolution normals and textures.

ALSO:
Bornagain NV: The Book of Water is a WIP set of retexture compilations that use a much higher (up to 4096 x 4096) resolution.
Faction ID Cards removes the "Faction" flag from armors and replaces the system with Faction "ID Cards" that identify you as a member of a particular group. ID Cards can be bought, forged (at Mick and Ralph's for a sum), or found in the Mojave.
Signature Armor by SA's Strudel Man introduces a system that rewards focusing on using specific armors to become better with them, rather than simply choosing the nominally "best" armor in your inventory.





Weapon Mods Expanded (WMX)
Not to be confused with WME (linked below), Weapon Mods Expanded (or WMX) has been created by the same guy who made WMK for Fallout 3. A lot of the concepts overlap with Weapon Mod Expansion, but there are numerous weapon mods that help differentiate the two mods. Newer versions come with mods for Melee weapons, as well, many of which you can craft at workbenches. For what it's worth, it's definitely a good idea to check out both mods and see which interests you more.

Weapon Mod Expansion (WME)
Think of it as Fallout 3 WMK's bigger brother, with a lot more thought put into it. Incorporates ~150 mods to both standard and unique weapon variants, but doesn't fall into the "everything can get a silencer / expanded magazine" rut. Highly recommended.

Classic Fallout Weapons - New Vegas
Does the same thing Fallout 3's CFW does, only better. Doesn't change weapon stats--rather, each vanilla weapon has a number of new canon-based counterparts to increase the variety of the weapons you use. Many of the new weapons are also capable of being modified.

Fallout 3 Weapons Restoration
Adds pretty much every single workbench-crafted, FO3, and DLC weapon into the game (legally and via script.) Highly recommended for its seamless integration.

Arenovalis' Weapon Retexture Project (WRP)
SA's own Arenovalis is basically setting the bar for retextures of vanilla weapons.
A comprehensive pack of "Team Millenia" weapons is available as Weapons of the New Millenia, which adds all sorts of beautifully rendered real-world weapons into the game.

Improved Heavy Weapon Textures
You've got WRP for conventional arms and EVE for energy weapons--now you've got IHWT for all of the "bigger" guns.

Essential Visual Enhancements
The spiritual successor to FO3's EVE, FNV's EVE significantly alters energy weapon aesthetics: "Gooification" effects, lasers blasts, plasma balls, even rockets and dynamite explosions--you'll quickly wonder why you'd ever played FNV without the extra polish and Hollywood effects that EVE adds.

Gtab's Improved Ammo (TFR)
Made by Gtab and perfected by SpookyLizard, this plugin completely revamps the ammo system, adding more logical and accurate breakdown and manufacture recipes for every single ammo.

Miscellaneous Objects as Weapons
This mod gives you the ability to use things like lawn mower blades and rakes as weapons.

The Armory
A comprehensive weapons mod by SA Forum member Naky (with the help of a few others) that adds 100 firearms and 50 melee weapons a metric poo poo-ton of weapons into the game. Get it. NOTE: This mod requires Weapon Animation Replacer, which is linked a few mods below this.

AG Supplementary Uniques
Hand-places over 60 100 new unique weapons to the game, all of which are fully modifiable. It is highly compatible with mods like WME and WMX. In addition, the weapons have been adjusted off vanilla variables, so don't expect to find any cheat items or completely unbalanced guns.

ALSO:
The Weapon Mod Menu enables the player to remove mods from weapons, and has no known incompatibilities with weapon mod-mods like WMX and WME.
Signature Weapons by SA's Strudel Man introduces a system--just like Signature Armor--that rewards focusing on using specific weapons to become better with them, rather than simply choosing the most powerful weapon in your category.
Weapon Animation Replacer is the current standard for weapon animation replacement mods. Highly recommended. If you are having difficult manually installing this mod, you can use Gopher's WAR Fomod Installer. Note that you will still be required to download WAR for it to work.
Manual Reload does exactly what it says: No longer will emptying a weapon's magazine prompt you to automatically reload. The plugin keeps track of how many rounds are in your weapon, preventing you from magically reloading by swapping weapons. Alternatively, you can try Realistic Reloading, which serves as a much more in-depth version of "Manual Reload".
More Realistic Aiming is a full-configurable mod that factors in variables like hunger, thirst, weapon weight, and skill to add aiming "jitter" to your ironsights.
Increased Weapon Jamming restores the weapon jamming feature that was present in FO3. Unlike many other mods, the failures are configurable to occur during both reload and when firing.
JIP Selective-Fire is a simple but versatile plugin that allows you to apply select fire (i.e. burst, auto, etc) modes to any weapon. Completely adjustable and compatible with all weapon mods.
IMPACT is a small mod that drastically revamps impact effects (i.e. splinters from shooting wood, sparks from shooting sheet metal, etc.) that greatly improves the "oomph" of things getting shot. Good counterpart for EVE.




Ulysses Companion (ALT LINK)
Built by CCO's Cirosan and using vanilla assets, this mod that enables the player to recruit Ulysses as a companion. Take your font of long-winded monologues with you, wherever you may go!

Sunny Smiles Companion
Adds the ability to recruit Sunny Smiles, complete with edited sound files to simulate dialogue. Really well-done. Cheyenne (the dog) is included in this mod.

Marcus Companion
Allows you to recruit Marcus. The author had some difficulties splicing together dialogue out of the few lines Marcus has in New Vegas, but he did a good job nonetheless.

Melissa Lewis Companion
Gives you the ability to recruit Melissa Lewis of the Khans as one of your party members. In the same manner as Sunny Smiles and Marcus, this mod has fully voiced and lip-synced dialogue. NOTE: The file is an .esm, and circumvents conflicting with other mods (such as Fallout Redesigned) by having you recruit a doppleganger of Melissa Lewis; not the actual character (though this fact is hidden from the player, for immersion's sake.)

RobCo Certified
A mod that probably should have been put in the OP a long time ago: "RobCo Certified" gives the budding mad scientist in every player the opportunity to repair robots, build robots, experiment with putting brains in robot bodies, and create all sorts of monstrosities out of toasters and Deathclaw corpses.

ALSO:
Companion Disguises allows your companions to carry / wear faction armor, rather than tossing it to the ground like a petulant child.
Companion Infinite Ammo allows your companions to use weapons beside their default without requiring the complimentary ammo.
Improved Companion Sand Box Mode Makes it so when you tell a companion to "wait here", they don't simply stand there until the end of days. Now they will roam around and interact with objects (within reason), giving them a little more life.
JIP Companions Command and Control overhauls the way you interact with companions, giving you greater control and flexibility of how your party works.




Smiley Top's Robot Race
As the title suggests, this mod lets you play as a humanoid robot. It also introduces a number of logical perks and traits to go along with the fact that you're playing as a machine.

Smiley Top's Terrible Super Mutants
Not only allows you to play as Super Mutant, but adds a ton of super-mutant friendly armor equivalents, traits, perks, and faction rebalances to accurately reflect the fact that you're a Super Mutant.

TFH Rugged Race
Gives you the option of making a character that looks like a grizzled badass. NOTE: Because the mod needed to create new races for the "Rugged Race", 3rd party cosmetic mods (eyes, hair, etc.) will not work with these races unless explicitly designed to do so.

Fallout Character Overhaul
Attempts to undo some of Oblivion's NPC "potato face" that lingers in New Vegas by reworking textures and headmeshes and giving different sexes and races more distinct features.

New Vegas Cosmetic Enhancements (NVCE)
Does what "Project Beauty" did for Fallout 3: Fix hosed up faces, put more "personality" into some of the characters, and make Joshua Graham actually look burned.

Anthony Lings Coiffure
A comprehensive cosmetic compilation, Ling's mod seems to be leading the pack in hair and eye variety, providing material for those who want to make their character look more natural, and those who want to make their character look like a 14-year-old sex-droid.





Darnified UI
The quintessential UI replacement mod. Currently in version 4, the file likes to migrate on the Bethesda Forums a lot.

MTUI
Another UI replacement for those who do not want to use DarnUI. Has not been updated since early November, however.

User Interface Organizer (UIO)
A plugin that uses NVSE to organize UI/HUD mod features on a much larger scale than the previously mentioned "One HUD"--that is, it is intended to support all current UI and HUD mods. This means it may have very well superseded the function of One HUD.

Radar Mod
Puts a customizable radar on the HUD that can not only give you a constant, 360-degree view of living creatures, but can also be adjusted to show other things, like bodies and items.





Reuinted and It Feels So Good
Enables DLC Companions to be permanently recruited followers, much like those from the Mojave.

Delay DLC
Puts some intelligent delays on DLC content. You're no longer ambushed by a bunch of "mysterious" radio stations when you first exit Doc Mitchell's home in Goodsprings.
:siren: NOTE: Currently, this mod breaks the factions in Lonesome Road (one of the hostile factions will not attack you like they're supposed to.) In order to fix this, you will have to use the following console command:

'setenemy 0001b2a4 04008d74 0 0' where "04" is the index number for LonesomeRoad.esm.


Old World Blues Tweaks
An SA member came up with a number of fixes for OWB and packaged each of them into handy individual .esp files. Included are SINK AI Vendor fixes, a Valence Radii-Accentuator "no-bald" modification, and a plugin that allows you to bring Mojave companions to the Big MT.

The Legacy of X13 - An Armor Overhaul
A well-done overhaul to OWB's Assassin Suit, including graphics, a new helmet, and fixes for the excessive stimpak / morphine dosages.

OWB - Vending Machine for the Sink
It's mentioned that the Sierra Madre vending machines came from the Big MT, but they are strangely absent in Old World Blues. This simple mod adds one to the Sink.

Mysterious Broadcast - Extended
While Old World Blues' "Mysterious Broadcast" was a nice contrast to New Vegas' western music, there isn't a lot of variety found in its tracks. Chinese Tony Danza fixes this, expanding on the radio selection with a total of 100 new jazz pieces.

Honest Hearts Extensions
Aims to adds "extra" content after the Main Quest by giving you additional tasks to track down a certain unique character's equipment.

Gun Runners Arsenal - The Right to Bear Arms
A plugin made by Puce Moose that distributes GRA weapons and items to NPCs.




Cream-of-Plenty fucked around with this message at 01:29 on Dec 21, 2020

Adbot
ADBOT LOVES YOU

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

New Vegas Enhanced Camera
Not to be confused with "NVAC", New Vegas Enhanced Camera modifies the first person view so that you actually occupy a body--that is, you can look down and see everything below your neck. Something of an "immersion" mod, NVEC is a useful addition for anybody who wants to feel like they're more than a camera floating six feet off the ground.

Pipboy Readius
Replaces the Pipboy 3000 glove with a PDA-style device that you hold in your hand. Fairly unpleasant to uninstall, and requires NVSE. You might also want to install this fix if you decide to use the Readius.

Pipboy Light Lantern Replacer
Intended to be used in conjunction with Pipboy replacers like the Readius, this mod replaces your light source with a lantern--so you no longer have a phantom light source.

Flashlight NV
Spoiled by the high-tech flashlight effects from other FPS games? Well now you can bring a little atmosphere into New Vegas with this mod, which changes your PipBoy light into a directional flashlight.

Glowsticks
In the spirit of flashlights and lanterns, the Glowsticks mod simply gives you the option of throwing glowsticks. Use them to keep areas lit, even from a distance! Even mark spots (hidden treasure?) with them!

Mission Mojave - Ultimate Edition
An updated version of the Community Patch; fixes over 14,000 things ranging from floating objects to buggy meshes, scripting errors, and general weirdness. Alternatively, you can use NVEC - New Vegas Enhanced Content. In the latter instance, make sure you only download and install the "NVEC Bugfixes" plugin. The other plugins are not what you're looking for.

Yukichigai Unofficial Patch (YUP)
The oddly titled YUP is a collection of fixes made by the same guy who did Deus Ex's Shifter mod and the Fallout 3 weapon restoration mod. It's got a much lower profile than either MMUE or NVEC Bugfixes, which makes it a solid choice for people who are looking for comprehensive bugfixing without too many unnecessary changes.

:siren:Community patches are not necessary (unlike other Bethesda games.) These patches touch a lot of entries, which can cause the game to bug out as much as running without the patches installed. Some people seem to use them without any problems; other people report issues with them installed. Additionally, users have reported that uninstalling MMUE/MMUE+ can corrupt your Fallout: New Vegas install. You have been warned!:siren:

FalloutNV Cheat Terminal
A sort of "Swiss Army Knife" in-game utility that allows the player to do a lot of things that would otherwise be difficult or require console commands, like manipulating SPECIAL stats, adding/removing perks, and generally screwing around with the game. Who wants to memorize console commands?

Invisible Wall Remover
Removes invisible boundaries throughout the wasteland.

Kobu's Better Binoculars
Makes the binoculars un-lovely.

Bottle That Water
An SA member wondered why we ate the bottle after drinking the water inside. Now you can refill bottles at water sources, rather than being forced to purchase water from merchants.






FAQ
How the hell do I install these mods that I just downloaded from that Nexus porn site?
Install them by extracting the contents (usually a .rar or .7zip) and dropping the extracted contents into your steam / steamapps / common / fallout new vegas / data folder. Alternatively, open up the file you just downloaded and examine the readme that is usually attached--sometimes the author includes special instructions that involve you doing more than simply dragging / dropping files. This is an excellent series of tutorials for modding your game on the Nexus.

Could this be a problem with my load order? I'm using such-and-such mods.
It's hard to diagnose a problem when you only list a couple of the bigger mods you're using. Open up FOMM, select "Load Order", then "Copy to Clipboard". This creates an easy-to-use list in notepad that you can paste into your post, print out, or even hang in a picture frame.

My game CTDs before I even see the loading screen!
This is usually caused when a plugin file (.esp) is looking for its parent or master file (.esm) but fails, either because the master file isn't where it should be, or because it's broken.

Do I need to use the console "temo" command or a d3d9.dll fix to get decent framerates like everybody's saying?
No. Unless you're a particularly rare exception to the rule, the 1.2 patch rendered these fixes obsolete by addressing the issues with NPC emotive generation. Most people observe no changes while running the fixes now--a few even report poorer performance while using the fixes. Still, if you absolutely, positively want to make sure that the fixes won't help you out:

ATI D3D9 Fix
Nvidia D3D9 Fix

I want to tweak my ini! Which ini should I make changes to? The files in Documents > My Games > FalloutNV or the one in Steam > steamapps > common > fallout new vegas?
You'll be making changes to the fallout_default.ini found in the steamapps > common > fallout new vegas folder. That is what the game currently looks at when it starts up.
:siren: Make sure you backup this file before you go off, punching in random numbers somebody on the Yahoo ask / tell forums gave you. :siren:

Help! My mouse feels like poo poo!
To Remove Mouse Acceleration:
Open FALLOUT.ini (located in Documents / My Games / FalloutNV) and under the [controls] section add:
code:
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0
Does my load order look correct?
Regardless of what mods you are using, FalloutNV.esm should be at the top of the list. This means that it is loading first, before everything else. If you have DLC, they should be arranged like so:
    FalloutNV.esm
    DeadMoney.esm
    HonestHearts.esm
    OldWorldBlues.esm
    LonesomeRoad.esm
    GunRunnersArsenal.esm
    ClassicPack.esm*
    MercenaryPack.esm*
    TribalPack.esm*
    CaravanPack.esm*

*These plugins can be loaded in any order amongst themselves.

In addition, unless otherwise noted, patches and subordinate mods (mods that rely on other mods) should load after the mods they concern. For example:

    (Other .esm files)
    GunRunnersArsenal.esm
    WME - GRA.esm
    Weapon Mod Expansion.esp
    WME - GRA - Complete.esp

I installed a bunch of mods and now (PROBLEM) is happening. Does my load order look wrong?
While it doesn't hurt to post your load order (and, frequently, it helps reveal additional issues that may not even be related to your original problem, like mod conflicts/messed up load order) it can be very difficult for goons to eyeball a list of 100+ plugins and tell you what's wrong. Unless the issue is especially common or egregious, the best thing for you to do is to load up FNVEdit with all of your plugins (it does this by default when you start the utility) and start sniffing out "serious" (re: usually highlighted red) conflicts between plugins. Of course, this can be difficult if you've got a whole mess of plugins, or if you aren't really sure what you're looking for.

Alternatively, you can disable plugins until the problem goes away (at which point, you'll know that the plugin you just deactivated was problematic). Doing this one-by-one can be very tedious, so try this "binary" solution instead:

1. Deactivate half of your mods.
code:
[ ] Mod 1
[ ] Mod 2
[ ] Mod 3
[ ] Mod 4
[x] Mod 5  <-Active
[x] Mod 6  <-Active
[x] Mod 7  <-Active
[x] Mod 8  <-Active
2. Start up the game and see if the problem persists. If the problem persists, your can bet that your problem is with one of the active plugins--go to step 3, and keep narrowing it down. If the problem doesn't persist, it's most likely with one of the plugins you had deactivated (if the plugin isn't active, it shouldn't be causing a problem). You can assume that the half that is currently running is not the source of the problem--go to step 4.

3. Exit the game and deactivate another half of your mods that are still active. Test again. If the problem persists, it's with one of these remaining active mods. Keep halving your load order until it goes away (or you narrow it down to the single, troublesome plugin). If the problem goes away, one of the plugins you just deactivated was most likely the cause of your problem, and you should go to step 4.
code:
[ ] Mod 1
[ ] Mod 2
[ ] Mod 3
[ ] Mod 4
[ ] Mod 5  
[ ] Mod 6  
[x] Mod 7  <-Active
[x] Mod 8  <-Active
4. Exit the game and reactivate the mods that were previously inactive. Deactivate the mods that were previously running. Test again. The problem should pop up again. Now go to back to step 3 and keep halving that load order!
code:
[x] Mod 1  <-Active
[x] Mod 2  <-Active
[x] Mod 3  <-Active
[x] Mod 4  <-Active
[ ] Mod 5  
[ ] Mod 6  
[ ] Mod 7  
[ ] Mod 8  
I installed a cosmetic / race mod and now all of my NPCs are albino and/or have mismatched skintones!
1. Check your fallout_default.ini and change bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1
2. Open up FOMM and toggle archiveinvalidation off and on again.

How do I create a Merged Patch with FNVEdit?
1. Open up FNVEdit.
2. Check whatever plugins you want to merge (they will all be checked by default.)
3. Check OK and allow them all to load.
4. When it's finished, right click somewhere on the left screen, where all of the plugins are listed. Select "Create Merged Patch" (the option is about halfway down the list) and see if FNVEdit decides to create merge the mods you selected.
5. Make sure the merged patch loads AFTER every mod it concerns.

Why can't I save the scripts I made in the G.E.C.K.?
It is a compiling error. The G.E.C.K. doesn't seem to show error messages any more, and it will not let you save if your script contains errors. You can try to separate the script into two cohesive pieces and save them individually: When one fails to save, it will help narrow down the problem.

How do I properly set up iron sights?
To properly set up iron sights you must:

1. Create a node named ##sightingnode.
2. Parent ##sightingnode to any piece of the weapons' geometry that does not animate. Obsidian weapon modeler Paul Fish recommends the grip/stock.
3. Align ##sightingnode, the rear sight, and the front sight along a line running parallel to the main longitudinal axis of the weapon. N.B.: The game does not use the orientation of the ##sightingnode, so don't try to line up the iron sights by adjusting that.

How do I convert FO3 mods to FO:NV?
1. Open up Geck. Load only the Fallout: NV.esm. Nothing else.

2. Save your "blank" template as a new file. Name it whatever you want.

3. Open up FOMM. Select TOOLS > TESSnip

4. When the TESSnip control panel opens up, open up your FO3 file (the one you're trying to convert.) Then open up your FO:NV "Blank" template file that you made a few minutes ago.

5. Begin copying and pasting each section of the FO3 file into your blank template. Do not try to copy the TES4 information. Don't bother copying world information either, or information pertaining to leveled lists for, say, Raiders or special FO3 NPCs.

6. When finished, select the FO3 file and close it. Then save your newly transplanted blank template.

7. Now you can open this file in FO:NV and groom it to be fully functional with the game.

What sort of things can I do with the console?
There's a link to a complete list of console commands at the top of the OP, but here are some common and useful commands that you might want to keep in mind (all are entered by hitting the tilde (`) key in-game):

    tgm - Toggle God Mode. Makes you invulnerable.
    tcl - Toggle Collision Mode. Puts you in a "no clipping" mode that lets you pass through objects; useful for getting unstuck.
    cam - Close All Menus. Useful for helping end broken conversations/conversations that are impossible to end.
    tai - Toggle AI. Deactivates NPC AI, causing them to stand around doing nothing.
    showracemenu - Show Race Menu. Opens up the cosmetic menu that you use in Doc Mitchell's house. Useful for quick cosmetic changes.
    tg - Toggle Grass. May be useful for getting a small performance boost on laptops and slower PCs.
    playerenablecontrols - Use this to regain control of your player if you get stuck in a cutscene or otherwise lose control when you shouldn't have.

How do I use GECK to edit worldspace?

Here's a handy guide to help you get started:

Head Hit Keyboard posted:

Okay. You need have [whatever you're modding] installed as well as have the GECK ready to go. It also helps to have FNVEdit ready. Since I'm not using either mod, I'll use placing a Sierra Madre Vending Machine in the Sink as an example.

First of all, you may need to hit a flag so that the GECK will allow you load multiple masters. Got to your /My Documents/My Games/FalloutNV/ folder and open up GECKCustom.ini in you text editor of choice. Find the line 'bAllowMultipleMasterLoads' and make sure it equals 1. Change it to 1 if it shows any other number. Also, as Raygereio pointed out, change "bUseMultibounds=1" to "bUseMultibounds=0".



Boot up the GECK, hitting the folder button or File -> Data. This should bringup a list of ESMs and ESPs in your Data folder. Select the plugins for each mod, but don't set either of them to being the active file. Click okay.


(Any parent masters required will be loaded automatically)

Now your GECK should look something like this (May not be exact window layout)



Object Window: Lists off every object in the game, allows for filtering by category and IDs.
Cell View: Lists off every single cell, or area, in the game, as well what object is in each cell.
Render Window: Shows what the loaded cell (if any) will look like in game.

We will start by finding the object we want to place and verifying that it is in fact the correct object. Since we are looking for an inanimate object that the player can interact with, it is very likely an Activator type. So click on "Activator" under "World Objects". Then you can also use the filter box above the categories list to try and narrow down your search.


TIP: Objects from mods may be easier to find in FNVEdit. Loading the original mod's ESP into FNVEdit and finding the object there will tell you want you need to type in the filter window to find it in the GECK.

Now if you're not 100% sure that you have the correct object, you can look at where the object is used in the game. Right-Click the object in the Object Window and choose "Usage Info".

(Not Pictured: Example of the Usage Window. I forgot to do this but I'm not loading up the GECK again for a window this simple)

Here you have two lists. One is a list of other objects that reference this one (this could be quests, leveled lists, etc.). The other is a list of cells that the object has been hand placed in. The latter is what we're interested in. Double clicking one of the cells in the list will show that instance of the object in the render window, along with the rest of the cell around it. Looking at these you should figure out pretty quickly whether or not you have the right object.

Now that we have the object, lets put it down. Go to the cell view window and find the cell you want to put the object in. All Interior cells are a part of the Interiors Worldspace at the top of the list. WastelandNV is the general open world and most of the rest should be self explanatory.


"Name" is generally the same name that appears in the pip boy and on your save files in game, so sorting by name should make the cell generally easy to find outside of obscure nowhere regions of the wasteland.

From here, double click on the record for the cell to bring it up in the render window.



Render Window Camera Controls
Middle Click + Mouse: Move the camera up down left or right.
Shift + Mouse: "Aim" the camera (no object selected)/Rotate around object (with an object selected)
Mouse Scroll: Move the camera forward or back
T: Force camera to topdown view

(I didn't do this but you may want to go to the View dropdown make sure that "Markers" is unchecked, as they are easy gently caress with by accident)

Using the above controls, find a suitable place in the cell for your object. Then drag the object record from the Object Window, into the Render Window.



From here you'll have to gently caress with the object's position as it is like floating in midair or something.

Object Manipulation Controls
Left Click: Select an object (noted by a colored box around the object).
D: Deselect any selected objects.
Left Click + Mouse: Move the selected object.
Right Click + Mouse: Rotate the selected object.
Hold X/Y/Z: Lock movement/rotation to the X/Y/Z axis.
F: Instantly drop the object down to the floor (or whatever collision surface may be in its way)

Watch out for parts of an object that not have been modeled or textured, "holes" the object per se. Generally that means that part of the object is supposed to be up against something else so the player can't see it.

Beyond that, the sky's the limit. Place it wherever you like.



Even on the ceiling if you want.



Finally, save your new ESP and close the GECK. You should now open up your new mod in FNVEdit and make sure that you aren't overwriting anything by mistake. For these purposes there should only be one cell record (for the Sink) with one object underneath it (the vending machine). Clean out anything else.

And that's it. Check it in your favorite mod manager and test it out in game. :)

How do I make my game beautiful like all of these HD-Texture-ENB-using-ini-tweaking screenshots people post everywhere?

Here's another useful "guide" for exactly this sort of thing (remember, there are a ton of different combinations of mods, tweaks, and graphical enhancements like ENB Series--this is just one recipe that may help you on your way):

Zodium posted:

I've had the yearly urge to play some FNV, and this year I thought I ended up with a particularly nice graphical setup thanks to someone in this thread getting me onto the ENB + SweetFX combination. It's very pretty and very smooth, totally loving it. This guide assumes your computer is reasonably modern (~2 years), but there are fairly obvious ways to improve/reduce quality using this as a baseline. If no link is provided, it's on page 1.


(JPEG artifacts kind of ruin it, but the BMP was like 8mb.)

Basics
You're going to need the basics (FOMM, LOOT, NVSE/FNV4GB, NVAC, Better Game Performance, NV Stutter Remover, NV Configator) before you do anything else. Install these in any 'order', it should be straight forward.

Use the standard launcher Options to configure the initial settings. Open NV Configator, go to Performance. Set grass fade (4000), Object fade (7), item fade (3), everything else maximum. Turn every threading/multithreading option on.

Graphics (Optional, but get at least a variant of these)
You're going to need NMC's Texture Packs (Medium), Weapons Retexture Project, EVE, IMPACT, Vurt's Wasteland Flora Overhaul, Nevada Skies and Improved LOD Meshes/Noise. Install in that order by following each mod's install instructions, and overwrite when in doubt.

Shaders
You're going to need ENBSeries, Enhanced Shaders (Nevada Skies edition) and SweetFX.

Extract the ENBSeries Wrapper dir to your Fallout base dir. Make sure to follow Enhanced Shaders' extensive install instructions and modify according to your needs. If you don't follow those instructions, the vanilla and replacement graphics will conflict.

Also extract SweetFX to your base dir, and download one of the popular settings from the SweetFX DB (don't even look at any of the "Toon" ones). Open your enblocal.ini and replace the [PROXY] section with the following:
code:
[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=sweetFX_d3d9.dll
Interface
Follow the install guide for One HUD (oHUD) and get the relevant mods. I recommend Darnified UI.

Finishing touches
At this point, you'll want to copy your base dir files (not folders) into /exes/. Also copy /enbseries/, /SweetFX/ and /Data/shaders/. This will let you use NVSE with the 4GB workaround and ENB/SFX.

In FOMM, open Settings and point the custom launch command at \fallout new vegas\exes\fnv4gb.exe. You can and should fine-tune the shader settings for your monitor from ingame with Shift + Enter, though it's a bit clunky to use. The main points are to fiddle with day/night/ambient light intensity and curves. I like my days to be colorful, and nights and interiors to be proper dark, with strong ambient lights plus flashlight and nightvision mods, but it's easy to tweak either way.

Hopefully, I'll remember I wrote this next year.

gently caress it, I just want to mod everything about this game! What should I install? :unsmigghh:
In addition to the OP and the advice of people in this very thread, this list/guide might prove to be a very useful tool to people interested in modding New Vegas into oblivion (no pun intended).

I want to mod everything about this game, but I also want it to involve everything from Fallout 3 (a la A Tale of Two Wastelands!) :unsmigghh: :getin:
Then look no further than this list/guide...

Cream-of-Plenty fucked around with this message at 03:15 on Jun 25, 2015

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Peven Stan posted:

Question from the last thread:
I am running the Weapon Mod Extension mod and I can't find the mods for "That Gun." Where should I be looking for it?

EDIT: Whoops, completely misread your question.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

NotInventedHere posted:

I have a couple of mod recommendations that might go in the OP.

Companion Dressup allows companions to wear faction armor, and also allows their default equipment to be removed if you choose.

Fade that Faction Armor Allows you to remove faction scripts from items.

Companions Infinite Ammo is useful if you want to upgrade or downgrade a companion's gun and not have to worry about their ammo.

I was leary of adding "Fade that Faction Armor" because it hasn't been touched in almost two months and there's a fairly significant bug where you can turn NCR armor into Veteran Combat armor.

Adding the Companion Infinite Ammo mod, though. Seems solid.

Brace posted:

Is Classic Fallout Weapons recommended? I don't really like the look of the textures but that could be just in the screenshots or something, someone sway me either way.

The quality varies a bit with the mod. Some models and animations are really well done, others are incomplete or subpar. Overall, it DOES seem to be better than its FO3 counterpart. However, I personally don't use it because the inconsistencies bother me too much.

Cream-of-Plenty fucked around with this message at 01:41 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

So, I lost ED-E, presumably to some bug or another, but then she/he showed up again. Unfortunately, I had used moveto player and then the ID for ed-e twice before the original one showed up. Now I have 3 ed-e's following me, and if I send one of them away, all 3 eventually go away or go do there own thing, and then they all come back at some point. How can I remove the two duplicates and only have one ed-e?

Can you kill two of them? Open the console, select two of them, and type 'kill'. If they refuse to die, turn off their essential status and then do it.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Hank Morgan posted:

Whats the best mod to make it dark but not so much that that I can't actually see where I am?

Personally, I think Nevada Skies does a good job. Just don't pick the "Cataracted Eyes" perk that makes everything darker and you'll be fine.

Danger - Octopus! posted:

I really like these mods:

Companion Idles - This one means that when your companions are standing around, they'll actually do things. They'll smoke, scratch, slap flies and generally fidget a bit. It makes them more human.

New Vegas Restoration makes the Strip and the casinos there a bit less full of junk and looking more like the bustling centre of capitalism that they are.

Western Sky - I really like this sky/weather mod. It adds different (non-animated) sky textures with really nice sunrise and sunset effects, occasional sandstorms and it has an option for darker nights which I strongly reccomend. It's less in your face than Nevada Skies but I'd definitely suggest one of the two sky mods.

I decided on including the Companion Sandbox mode because it seems to be maintained more regularly (companion idles hasn't been update since early november) which typically up-to-date mods are a lot more stable with newer mods and patches.

Added Western Skies. I was under the impression that Western Skies begot Nevada Skies, which doesn't appear to be the case.

Cream-of-Plenty fucked around with this message at 02:05 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Naky posted:

Just going to repost the download link for the retexture of the that awesome original Rhino hand cannon, minus all the tacky writing n' poo poo on it. This rar includes the normal map fix I had to do a few days afterwards, by the way.

I won't bother relinking the weapons pack I did very early on as a lot of them have been ported over by their original authors. I think the only weapons left in my pack that haven't been converted yet were the few melee weapons I did. Meh.

I added your mod, but I can't recall if it still requires the original to be downloaded for resource purposes or not. Both are in the OP link, regardless.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

Also, are there any mods to allow play after the MQ is over?

http://www.newvegasnexus.com/downloads/file.php?id=35450

I've decided to add that mod to the OP since it seems like more than a few people would be interested in using it.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Danger - Octopus! posted:

This mod might interest some people too, I guess. Two-handed guitar weapon. It's not great, but it'll do until someone makes a better one. It's just a reskinned rebar club, I think, and it doesn't make a guitar string-crashing noise when it hits people. Basically I want someone to make the guitar from L4D2.

Actually the "misc items as weapons" in the OP has a guitar as one of its weapons, too!

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

What The Fucktrain posted:

So I played a couple playthroughs right after the release and decided to hold off anymore until plenty of mods came out (this is actually the first PC game I've really played other than poo poo like Age of Mythology). Are there enough mods out that it warrants playing again, or should I wait it out longer for more kickass mods?

You should probably read the OP. I listed about 50 reasons why the game is worth playing again if all you've done is vanilla.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

What The Fucktrain posted:

Oh yeah, it's just I have no frame of reference for Fallout 3. It feels like it was only just released relative to how long Fallout 3 was out and had mods coming out. I admit I did skim it somewhat, noticing some new additions like the Electro-City mod, but a lot of them I had in my first playthrough. It just seems like 75% or so of those mods were around when I played, but I saw NVSE had come out so I was curious if that meant sooner rather than later there would be when some really expansive and awesome mods would come out :)

Unfortunately some of the larger mods from FO3 haven't yet made their way over to FO:NV, so while I would normally recommend waiting if something like Mart's Mutant Mod was going to be released in the near future (it isn't), very few of the mods currently require a new game (many of those that require a new game modify DR / DT, which is buggy to add or remove in a pre-existing save.)

I'd honestly recommend starting up with a new overhaul like FOOK or XFO, load up New Vegas Bounties, World of Pain, and WME, and use one of the additional perk mods (like More Perks). Maybe throw a weather mod in there for good measure, since those can make a huge aesthetic change. That'd give you a nice, rounded game to run around in and explore if you were burnt out on Vanilla NV.

Danger - Octopus! posted:

You're the best OP, cream-of-plenty <3

I try :haw:


Fixed, thank you.

VVVVVVVVV

Cream-of-Plenty fucked around with this message at 03:42 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

NovaPolice posted:

It's nice to have a new thread.

Anyways, I saw this goofy shark monster on the Nexus frontpage, and that lead me to this strange Norwegian mod. Truly a creature in its own class; an overly ambitious mod that wants to turn Fallout into an Action/RTS, with an alternate reality storyline where the NCR, Enclave, BoS, and the remnants of the European Union are waging war with tanks and mechas, and there's a race of duck aliens with a homeplanet you supposedly will be able to travel to, and the duck aliens and the humans are at war with HR Giger's aliens, and the space ducks have walking pyramid robots.

I just don't know what to say. This is a whole level of weirdness far beyond the conventional "this mod adds in Krystal the Fox and armor from Mass Effect and a gun that plays Prodigy music when you draw it" stuff you see on Nexus. It's baffling.

I've been reading through their ModDB page and the whole idea sounds like some sort of strange fever-dream. One of the attached images is a big lovely looking ball in the night sky, and the (I'm assuming) author says, "You can actually travel to that planet, to make it more realistic when travelling, you need to land on that planet (by using controls in spaceship)."

Then he posts a bunch of photographs of German soldiers, what appear to be a couple of close-up shots of some tabletop models, and sketches ripped from a 1980 Battletech-style rulebook. There are duck-people involved, too (like you were saying), but they wear armor that looks suspiciously like Chitin armor from Morrowind.

This guy(s) is out of his loving mind.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Speaking of which, I didn't realize how fun it is to go through the Nexus and grab a bunch of people's armors and throw them together in a single mod tailored to my liking, and then hijack one of their distribution scripts to distribute all of them across the wasteland (since most of them just plop a single set of the armor in, say, Goodsprings, which is no fun.)

It's like modding for dummies.

Cream-of-Plenty fucked around with this message at 13:47 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Ever since I found Chai's FO3 plasma remodels, I couldn't help but notice how well it makes the plasma pistol and rifle fit in with the plasma weapons New Vegas adds (the Defender and Plasma Caster.) Then I noticed that the aesthetics of the default plasma rifles don't really fit in with any of the other energy weapons. They look cobbled together and accidental--especially the pistol...hell, I'd even go so far as to say that Chai's remodels go along with the recharger weapons, too. :tinfoil:

So I took it upon myself to port this mod over to Fallout: New Vegas and adjust the weapons to meet all of the vanilla criteria. It's not the greatest job in the world, and I'll probably have to pull it down if the author doesn't like what I'm doing (all credit's going to him), nor do I think it works well with WME or other weapon mods. But if you absolutely, positively cannot stand to look at the default plasma weapons, this might tie you over until somebody does something better.

TL/DR: I ported a guy's FO3 mod that replaces the plasma pistol and rifle. I changed the settings to match their vanilla counterparts, so the mod simply replaces the models and nothing more. EASY PEASY!

Get it while it's out there.



EDIT: The pistol texture isn't distorted in the game, I just botched the image scaling a bit.

Plasma Weapons Remodeled

Cream-of-Plenty fucked around with this message at 13:50 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Jaaam posted:

I'm considering remodelling those so that their clips are actually small energy cells/microfusion cells, just need to figure out where to put them. Might put the MF cell in the front of the part at the bottom of the rifle and have it use the laser RCW reload. The pistol might be tricky though.

You should give it a shot. I really don't know how you'd fit an energy cell on the pistol, but anything you'd accomplish would be better than what I've done.

The Bramble posted:

So what mod would you recommend if "Hardcore Mode" in the base game wasn't quite hardcore enough for me? I mean making food and water scarcer, ammo less plentiful, and more emphasis on the 'desert survival' aspect of the game.

Oh, and maybe actually adding doctors to the various settlements in the game as well? Its fine that hardcore mode makes you use one to heal crippled limbs, but why wouldn't there be some I could use in the various camps and settlements I run across in the Mojave?

The XFO mod I linked in the OP is definitely what you're looking for. Use the "hard" option modules. Check out the instructions on https://www.xfo-nv.com to see what he's done so far.

Brace posted:

Do tell what kind of armors are in this mod, I've been looking something to replace the NCR Veteran Ranger armor I give my self at the very beginning of the game because it's easily the coolest set in the whole game.

Essentially, I took Jaysus' Ranger Coats mod, reworked it to be balanced with XFO's DR + DT system, then worked in the dark knit cap from this boonie hats mod, Road Warrior Armor (as a lighter Leather Armor alternative), Wasteland Vagrant Armor, and the base combat armor and shemagh from the Spetsnaz Mod. Since Jaysus already had a distribution script set up to get his armors in the merchant, mercenary, convict, and fiend lists, I simply added the new armors into the lists with everything else so the mod doesn't interfere with anything else in the load list.

Cream-of-Plenty fucked around with this message at 20:10 on Dec 28, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Seemenaked posted:

I noticed there were no face/hair mods in the OP.

Lings is pretty good, there are a few cool hairstyles to choose from.
http://newvegasnexus.com/downloads/file.php?id=35352

Project Mikoto, is pretty decent too.
http://newvegasnexus.com/downloads/file.php?id=35878

You can't really use them together though.

I was hesitant to include the current face / hair mods in the OP because those mods strike me as being a lot more subjective than other categories of modification (which is why I didn't include cosmetic companion mods, because there are a ton and to each his own.) I think Ling's is emerging as the standard for cosmetic compilations, however, and I'll probably throw that up on the OP. It's just so difficult to pick one to highlight above the others (especially since most are inundated with gaudy, horrible extras.)

Cowcaster posted:

This is great and all but I'm still waiting for the mole rat boobs that were promised.

Mark my words: It'll happen.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Hellbunny posted:

Guys, I have a problem. Ever since I got the Purgecellbuffers and Better Game Performance mods I've gotten these weird graphic glitches whenever I talk to someone. Should I just change the load order in FMM?

Are you positive the graphical glitches are from those two plugins? PCB shouldn't be causing any graphic anomalies whatsoever--all it does is run a simple script to automate purging the cell buffer. The Performance Mod *might* be causing it, though I highly doubt it.

Do the problems go away when you disable these two plugins? What sort of weird graphic glitches are you talking about?

Dr Strangepants posted:

I just got this game for Christmas (woohoo) and am planning on picking out some mods from the OP. It looks like most of them are small tweaks, but is there anything I should avoid for my first play through?

Adding onto what SheepNameKiller said, you might simply want to play the game without mods for a little while (beside, maybe, the community compilation patch or something that is intended to fix vanilla gameplay) so that you can get a good feel for what you like and what you want to change. A lot of mod descriptions sound great until you realize that the changes they make to vanilla settings make the game less enjoyable, or too easy, or unbalanced. But if you haven't played the vanilla game, you might not know if it's the mod's fault or the game.

Cream-of-Plenty fucked around with this message at 21:07 on Dec 29, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

lethial posted:


Speaking of texture replacer mods, if you guys have a beefy system and plan to use the aforementioned LAA enabler, then you should definitely try
4Ace's Full Texture upgrade:
http://forums.bethsoft.com/index.php?/topic/1129324-4aces-full-texture-upgrade/
- This includes hiRes (and std res) textures and normal maps.

Alright, I've tried to find the D/L location so I can throw this in the OP, but I'm having a lot of trouble for some reason. Where are his file packs? His website navigates like a Web 1.0 tripod site.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Amorphous Blob posted:

I used the 3GB Fallout New Vegas Tool, but steam wont let the game launch. I followed the instructions to the letter, so I don't know whats wrong. Any advice?


Steam won't let the game start? Is there a CTD? Does Steam just sit with a "preparing to launch" screen, indefinitely? Or does double-clicking the executable do absolutely nothing?

How are you starting FONV? Do you have a desktop icon to quick launch it? If you've got NVSE installed properly with the 3-GB LAA patch linked in the OP, you should be using the executable you modified with the LAA utility.

Do you get the FONV launcher after starting the executable? The LAA-modified executable should start the launcher. If not, something else is wrong. But it's too difficult to see where you're going wrong until I can tell where things are failing.

EDIT: Another thing I thought of, ensure that Steam Cloud is enabled when trying to play the game with NVSE installed. You won't get very far for some reason if Steam Cloud is disabled.

Cream-of-Plenty fucked around with this message at 02:00 on Dec 30, 2010

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Coughing Hobo posted:

I get the same issue; when I select FOMM to load things up, NVSE loads, but when it tries to load the modified EXE, I get Application Load Error 3:0000065432.

I sent the author a comment asking for how to fix this. Others have asked, but he's kept the "workaround" to individual PMs. I have a sneaking suspicion said workaround is less than legal.

Have you tried starting up FONV by directly starting the executable that you modify with the LAA? You shouldn't have to start NVSE through FOMM. Unless I'm woefully mistaken, even NVSE's website says you can start the game as you normally would, and you don't need to start it with FOMM either, once you've modified the load order to your liking.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Chronojam posted:

No auto aim for New Vegas. This is an important one to get and should be in the OP. Apparently this one sets autoaim variables to trivially small numbers, whereas the old FO3 one set them to basically negative numbers. That's probably just extra info nobody needs to know.

Added.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

icantfindaname posted:

Christ this is ridiculous, the game crashes at least once an hour for me now. Is it anywhere near this buggy on the 360?

No. It shouldn't be crashing that regularly. Sounds like a problem with a mod.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Vita posted:

Is there any mod to increase how fast you run or move? I downloaded some mod that set the run multiplier to 5, but now NPCs just look stupid when they run away, and they run away too fast to catch with melee. It's a bit annoying going through the wasteland feeling like a snail.

XFO's overhaul has a module that does just that. You don't even have to use the rest of the mod.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Gyshall posted:

I'm thinking that poo poo needs to go into the OP.

Agreed. OP updated.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Capn Beeb posted:

It is night time at Black Mountain.



->Check inventory

.44 Magnum revolver+
Stealth Boy (10)
Night Vision Goggles

->Check weapon mod

.44 Magnum silencer

->Check ammo

A bunch of .44 BTHPs

Aww yeah :clint: :catdrugs:

Is that a Robobrain off in the distance? I've never found one of those on Black Mountain.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Has anybody tried this mod yet? It adds a special encounter to the Mojave Wasteland where you can obtain the "Solar Scorcher" from Fallout 2. The only thing is, the weapon isn't just given to you--you travel back in "time" to Vault 13 where you can find the weapon (and inadvertently break the original Water Chip). It sounds like a pretty interesting presentation, and the screenshots don't look half bad, either.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

So, if I'm gonna use Electro Citys Nevada Skies Replacer, URWL, URWL compatibility patch from nevada skies, and then Enhanced Shaders, this would work correct?

I have a GTX280 by the way, I heard there were some problems with Enhanced Shaders and the 2 series cards.

That should work, and in that order, most likely. Update FOMM to see if there's a new BOSS masterlist (because all of those mods are fairly high profile and should be on it by now.)

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

And the shader issue?

Who knows. The shader issue would be as simple as trying to run the game with the Shader package loaded--seeing if there are any visual anomalies--and, if so, unchecking the package in FOMM and running without.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

This is seriously retarded, how do I make a peice of armor use a new texture? All I have is a mesh option in the item edit screen.

You tell what textures meshes will use in the Miscellaneous > Texture Set tree in the object window, actually. Not the Items > Armor category. Looking at some of the texture sets in this area, you should be able to figure out how to get a new texture set pointing to a new mesh (or a copy of a mesh that you want retextured.)

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

Nevermind, I'm an idiot.


Why won't my items show up on the ground where I placed them? I zoomed in close and placed them on the rail road tracks in Boulder City, because that's where I am. But they don't show up on the ground, .esp is checked.

Did you give them a global mesh? Usually an outfit's global mesh is indicated by a GO at the end of it.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SplitSoul posted:

The Project Beauty guy has something out for NV, enjoy:

http://www.newvegasnexus.com/downloads/file.php?id=39218

Thank GOD. Adding.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Vitriol posted:

Hey all!

Hey, question: How will you be integrating these backpacks into the game? Are you directly modifying merchant and loot lists or are you using a script?

I hope you're using a script :)

Roman posted:

As cool as this looks, it probably won't work with the Roberts bodies (which I need for the Geonox armor) and the Ling hair mod, right?

I might be wrong, but I don't recall the original FO3 Project Beauty conflicting with body replacers. Since the mod only replaces facial data, I think you *should* be good. LING's on the other hand...

Cream-of-Plenty fucked around with this message at 07:38 on Jan 3, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Roman posted:

thx bud
Only used Lings for the Cass/Veronica makeover really. Does the Beauty project improve either of them?

It appears to, yeah.

EDIT: The 3GB LAA Loader has just experienced some large updates. Definitely worth checking out if you haven't already done so.

Cream-of-Plenty fucked around with this message at 10:04 on Jan 3, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

BSAKat posted:

Also, I can't seem to get the better "That Gun" mod and JaySus' M1 Garand mod working. At least I haven't seen either weapon since I installed the mod. Any idea where they should be in the load order?



For the better That Gun mod, you'll have to find it at the Dino Shop in Novac (that's the gun's only location in the game, by default--it's a unique weapon.) For the M1 Garand by Jaysus, the mod adds the weapon (and its attachments) into the game via a script that means it shouldn't be interfering with other mods. You should be able to find the weapon on Legion patrols and various NCR and Mercenaries, as well as merchant lists--especially Gun Runners and 188. But you need to be ~Level 12 for them to start appearing, usually.

Off the top of my head, the exception to this rule is the Ghoul trapped in the Repconn Launch Site basement (the guy with all of the traps, who refuses to leave until you find his friend.) He has one of the Garands, guaranteed.

Gyshall posted:

I've been playing with the Reactive People combat mod and it is pretty sweet, if a bit broken, but it makes playing a stealth guy so much fun.. I used XFO's tweaks and updated AI packages on top of it to make damage more important (so one or two shots can kill) and the combat has been pretty enjoyable. Along with the manual reload, bullet time, and sprint mods, the game pretty much plays fast paced as gently caress. Basically, if you get spotted, you're hosed. It also has a knife hotkey (like the grenade hotkey), which is also pretty sweet. You can also disarm people and fit them with a slave collar for one reason or another.

Slave collars, eh? Pretty soon that Rape simulator is going to cross the threshold from fantasy to reality. :allears:

Roman posted:

Took a look and it looks like it conflicts with upper body textures, so mixing it with Roberts won't work. So I can't use the best custom armor (Geonox Riot Armor), but the men in this game will also no longer look like Abercrombie & Fitch models in striped speedos so I guess I can deal with the trade off.

Well, poo. Oh well, at least we all know it doesn't work now. Thanks.

Cream-of-Plenty fucked around with this message at 20:51 on Jan 3, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Co-sine posted:

I swear I saw a mod once which allowed you to (Rudimentary) recruit pretty much any NPC as a follower via conversation. I have searched everywhere on the nexus and I just can't find it. Am I insane or does it actually exist?

You're probably referring to this mod, which allows you to do this in FO3. The author is currently working on a port for NV, but it hasn't been released yet.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

BSAKat posted:

I, uh, I already bought "That Gun" from Novac before I installed the mod, and had the thing in my inventory when I did so. Am I hosed?

You shouldn't be. All the mod does is change the stats of the weapon so that it isn't relatively useless.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

Where can I find a link to 4aces retexture of the landscapes, etc?

ModDB

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Arenovalis posted:



workin' on the anti-mat rifle

v.early

At this rate you'll be done with all of the weapons by April!

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Naky posted:

What's an easy way to merge several mods at once? I seem to remember F3Edit being able to do it back in the day but I can't remember the process and my googlefu has failed me.

Somebody is going to scold me for this and tell me this causes conflicts or is the wrong way to do it because you should be using some iteration of Wrye Bash instead:

1. Open up FNVEdit.
2. Check whatever plugins you want to merge (they will all be checked by default.)
3. Check OK and allow them all to load.
4. When it's finished, right click somewhere on the left screen, where all of the plugins are listed. Select "Create Merged Patch" (the option is about halfway down the list) and see if FNVEdit decides to create merge the mods you selected.
5. Make sure the merged patch loads AFTER every mod it concerns.

Adbot
ADBOT LOVES YOU

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
I just posted a quick tutorial on converting FO3 files to FO:NV in the FAQ section, since I've been finding it very useful for throwing some of the nicer armors into NV. Since it's not a painfully obvious technique, I figured other people could benefit from looking it over if they have no idea how to strip FO3 master data from their mods.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply