Fallout New Vegas

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Me

Uploaded by

MeteorMasher

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38 comments

  1. ragnurhelgon
    ragnurhelgon
    • member
    • 0 kudos
    I know you may not be monitoring this mod, but I just want to say... I think you are awesome and a talented person. you rock!
  2. 95SuperPol
    95SuperPol
    • member
    • 0 kudos
    i just can't find the safe, could someone help me?
  3. hawhaw521
    hawhaw521
    • supporter
    • 4 kudos
    I can't seem to find the safe with the spells in it... Is there somewhere specific i should be looking to the right of mick and ralphs, because i can't see the safe.
  4. vert345
    vert345
    • member
    • 0 kudos
    HOLY CRUD!!! you just made a warfame ability. THAT'S FREAKING AWESOME!
  5. reapersrevenge88
    reapersrevenge88
    • member
    • 0 kudos
    whers these spells i got the 1st pack spells and 3rd
  6. MeteorMasher
    MeteorMasher
    • member
    • 6 kudos
    lol wow didnt think you lot would like my mods so much, well i've stopped playing NV for now but when i get back into it im sure i will continue my mods, thanks for liking them
  7. zmb253
    zmb253
    • account closed
    • 2 kudos
    THis is my favorite mod. I have tried over 20 mods and this one is the best.
  8. iod97
    iod97
    • BANNED
    • 2 kudos
    please make more spells
  9. MeteorMasher
    MeteorMasher
    • member
    • 6 kudos
    um... well yes i suppose there is. get rid of spells 1, its dodgy and not too good cause it was like my 2nd mod so yea, i wouldnt use spells 1, + spells 2 is much better and more useful than spells 1.
    glad you downloaded my mod, thx for the comment
    also i wont be editing these mods until i make magic spells 4 (which i already started) and that will have most the spells that i made in my spell mods on it.
  10. Vurumai
    Vurumai
    • member
    • 6 kudos
    I don't know if I'm the only one having this problem or not, seeing as how no one's posted about it, but your three spell packages seem to conflict with one another. specifically spell packages 1 and 2.

    Pack 1 has fire, lightning and poison, and pack 2 has hyper beam, push, and terrify of course, but if you try to use both of them, Terrify overrides Lightning. magic box 1 ends up with fire, poison and terrify, and 2 has hyper beam, push and terrify.

    Changing the load order creates similar conflicts, wherein box 2 contains combat knife ... and it isn't the vanilla Combat Knife item either.

    Is there a remedy?