This is a temporary bug fix patch for AWOP v6.94 -- fixes and methods might differ in a full release. So always install the latest version if you have not done so already.
Newest Edits:
Spoiler:
Show
Fixed inconsistency with Armored Casualwear name
Added a repair list for Armored Casualwear that includes the Memphis Kid Outfit, the vanilla variant of the armor
Renamed the armored AWOP variant of the Field Hand Outfit to mention the fact that it is armored
Added missing SFX to Armored Trader Outfit, Baseball Bat Mk II, and Hyper Sledges
Added and removed Facegen flags on certain armors
Renamed AWOP Combat Armors to Assault Armor, to make them distinct from similarly-named vanilla armors (e.g. Combat Armor, Reinforced Mk II)
Added missing Medium flag to unplayable variant of Assault Armor Mk III (formerly Combat Armor Reinforced, Mk III)
Removed many incorrect mico icon entries on armors (as far as I know, not normally visible in-game without a certain Stewie tweak or maybe if a mod makes one of the affected armors craftable)
Added Four Eyes effect to Tech Glasses
Added the Has Backpack biped flag to armors whose vanilla equivalents also have the flag (makes them use more appropriate animations)
Switched some of the Tech Raider Power Armors to using the correct Power Armor audio template
Made the 10mm Pistol Mk II state its increased critical chance
Made the Bladed Gauntlet Mk II state its ignoring of DT/DR
Stopped That Gun Mk II/Deckard's Blaster from ejecting ammo casings while shooting since they're revolvers
Adjusted skill requirements on Hunting Revolver Mk II, Riot Shotgun Mk II/III, Recharger Plasma Defender, and Laser RCW Mk II to be more consistent with how most other AWOP weapons work (Vanilla skill req. < Mk II req. < Mk III req.)
Removed Silent VATS flag for Minigun Mk II/III
Added possibility for Missile Launcher Mk II to land critical hits, since it has a noticable crit damage value, like other explosive Mk II weapons (vanilla explosives weapons usually have negligible crit damage, if any)
Adjusted Silenced SMG Mk II stats so they weren't almost entirely worse than the vanilla counterpart
Removed Grenade Rifle Mk II from PerkPyromaniacWeaponsUsingAmmo list, as the 25mm Grenades it's rechambered to not have an incendiary variant
Added AWOP shotguns chambered in 12 gauge to PerkPyromaniacWeaponsUsingAmmo list
Reverted AWOP's addition of the Thermic Lance to the Pyromaniac weapon list -- it doesn't use a flame (and is already a great weapon as-is).
Fixed Recharger Plasma Defender still using Energy Cells.
Removed various unique weapons from AWOP loot destruction lists so they won't be destroyed if they end up in an AWOP NPC's hands (e.g. if you gave Dinner Bell to Cass, she gets disarmed, an enemy picks it up and gets killed)
Added "Swims" flag to AWOP Super Mutants
Fixes from prior versions may be found in the Logs tab, the previous version was 6.94.3. NOTE: Position this patch (AWOP Interim Fixes.esp) to be above all AWOP "low loot" patches NOTE 2: Be sure to create (or rebuild) a "merged patch" after installing this patch; see Merged Patch Creation below NOTE 3: Uninstall this patch file when a new release becomes available
Slave Collars? Disintegrating bad guys?! Loot items missing?!? See the Loot Destruction article.
Problems with AWOP NPC dialog? AWOP does not have voiced dialog -- just text dialog, and many unnamed AWOP NPCs have no dialog at all. These mods have been known to break AWOP's text-based dialog in the past: "Children of the Wasteland", "Jocelyn", "Factions Reloaded", "Baker in the Sun", and "Talking Deathclaw Companion". So be wary of installing them with AWOP unless their issues have been resolved.
Spoiler Information: "spoiler" details have been posted for various quests as articles Here. Additional information can also be found in the DOCS tab and in the Miscellaneous Files section via the AWOP Documentation download. Beyond those, it is simply a matter of Explore and Discover. Please note that the AWOP Team is not an "Answer Guy" service and so are not required to respond to those kind of questions in the forum.
Merged Patch Creation: it is recommended that you create a "Merged Patch" after installing AWOP, and then update it whenever other mods/patches are installed. See the Merged Patch Creation article for instructions when using FNVEdit for that task. WARNING: do not trust a YouTube video unless it includes setting [FO3/FNV] Sort FLST in FNVEdit's "Experts" tab.
If you experience crashing on changing cells or loading areas.
Please use FNV 4GB Patcher which you can find here http://www.nexusmods.com/newvegas/mods/62552
Please use NVSE and enable Initial Heap Expansion, there is instructions on how to do so below. This will help greatly with container/inventory lag and load screen hangs.
Please use Cobb crash logger, don't rely on NVAC anymore it is old and incompatible with modern xNVSE plugins sometimes.
Please use NVTF.
Please use Mod Limit Fix
To additionally help with Out Of Memory crashes enable the games built in cell purging. You need to install the jipln nvse plugin.
create FalloutCustom.ini in My Documents/My Games/FalloutNV or in Mod Organizer 2/Vortex
Add the following to it under the [General] section, add the [General] section if it is not present
bPreemptivelyUnloadCells=1
Add the following under the [BackgroundLoad] section, add the [BackgrounLoad] section if it is not present
bSelectivePurgeUnusedOnFastTravel=1
If you want to use AWOP with TTW, use version 6.01 and use xEdit/The Method to patch the leveled lists yourself if you don't want the super mutants and weapon perks to be broken.
Texture packs such as NMC (Max), and Ojo Bueno can contribute to memory exhaustion. ----------------------------------------------------------------------
Sorry for my lack of presence around the forums of late. I've really burnt out on modding unfortunately, not just that, I have not even played a computer game in months. I still have loads of ideas and kiinda go through cycles with games (which was a failed attempt to prevent burn out) so even though I'm not actively modding at the moment I can't say I'll never come back. I just can't tell. Just before the last update came out I was totally in the zone and then something just flipped and I could not work on or play Fallout NV or 3 anymore. I still don't know why exactly that happened. I'm even seeing medical professionals about my general lack of concentration, though I have not been diagnosed with anything new. It's mainly a side effect of the medication I'm on. Anyway, what I wanted to say was thanks to everyone for their support over the years. It's been great having the mod and it's fan base as something to fall back on when times got tough or there felt like nothing else to do. I'm still making things though and I am currently putting a lot of hours into my musical projects over on YouTube. I'm easy enough to find (under the name "The DJ Mystro") if anyone is interested. Anyway, I think I'll keep it short and leave it there. All the best to you all and maybe I'll see you around someday.
If I understood correctly, first install the top file, then the interim. I'm also installing a monster patch, since I'm playing without a monster mod.The author constantly warns that bugfixes and updates should be removed before a new release, as if new releases happen once a month, although in fact once every few years)) Anyway, thanks for the great job you've done.
So I just started 'For the Underground; quest and the general guy or whatever said to find Holstrom and wessel and recruit them into the team, but I have no idea where they are, anybody know how to find them?
Not really sure where I should post this here but theres no trace of Bertha in the infested bunker. Completely cleared it. Map marker outside says shes inside, I go inside and map marker says go outside..Watched the video and everything. Using 6.94 and world of (less) pain. Loot says its fine. Not sure if its bugging out or if its clashing with something else. Hoping someone else has had the issue before...
Edit: It was AWOP revisions mod. Turned it off and the bunkers full again and shes in here. Looks like I just reset everything AWOP dungeonwise. Yippee more XP!!! Glad I dont have to start a new game =) So heres the problem and heres the fix. Revisions is broken.
None of the patches for Revisions touches that location (Infested NCR Bunker and Infested NCR Bunker Lower Level) or its contents. So I believe that if you had left them installed, your leaving and returning would have restored Bertha anyway. Meaning, it was some kind of game glitch that was not caused by the Revisions patches, either directly or indirectly.
I think it just s#*! the bed on me thats all. As I said, toggling revisions reset it and it works now. These mods are worth the trouble. Love the expanded universe provided by you guys. Awop is such a fantastic little mod. Cant live without it. And thanks for the speedy response too! Much love!
Use the FNV 4GB Patcher which Roy mentions in his "sticky" post above if you are not using it already. It gives the game extra application memory to work with. Also consider using his other suggestions.
I have Baxters Dogtag in my Inventory. But the Quest stands "Kill Baxter", and I can´t report to Arkus. Earlyer I had this Bug when installing Soundfiles to WOP.
You installed something that "broke" Sgt. Arkus. You might be able to fix the problem by:
-- uninstall the Soundfiles you mentioned if still present -- uninstall any/all voice mods and patches -- uninstall any/all things that affect Sgt. Arkus -- uninstall any/all AWOP mods and patches that did not come from our downloads here -- start the game and load your saved game -- immediately create a new saved game -- exit to desktop -- start the game and resume play using the new saved game
Thank ya very much for the reply. What I did: I removed the old Interim Fix (which runned perfect) and replaced it with the new one. Then I placed it over the Merged Patch. (I didn´t make a new Merged) Then I started a new Game. Played nonstop to Baxter. Then the Quest Bug happened. Now I reloaded an old Savegame before meeting Baxter. And- everything was okay - Programm recognized Baxter was killed and I could end the Quest. Perhaps something with the Memory? Anyway, everything is okay. Keep up the exellent Work!
Question about the various shacks and safe havens added by this mod (Milgram's shack near Megaton for example) - is storage in these places generally player safe? or do they respawn?
There is an option in Stewie's Tweaks that lets you see which containers respawn. In any case, the location you're talking about is from AWOP for Fallout 3. Try asking on one of its modpages.
Hello, first of all thank you for the effort in creating this mod, I didn't explore many places, but the ones I went to are really well done, and very good story implement ( I clarify that I didn't leave goodespring trying this ). Secondly I want to warn people who use this mod that it is INCOMPATIBLE with almost all other mods (lights, ragdolls, weapons, ENB, Shadders, some textures, etc. not all of them, but most of them) Basically this mod works fine on its own (I have +315 mods and trying to make it work well was impossible). To the author of the mod thank you very much for this, and I would appreciate it if you add the Incompatibility info in the post. Greetings and sorry my English, it's not my native language
What level range is recommended for these? 12 currently, gone through a few near goodsprings and been fine but a majority of these new locations beat the daylight out of me lol
Any level. Simply avoid things that are too tough, retreat whenever necessary, and return to deal with them later on after gaining more levels and better equipment. AWOP intentionaly places difficult adversaries, and even very dangerous adversaries, in various locations. There is no set leveling progression.
10117 comments
This is a temporary bug fix patch for AWOP v6.94 -- fixes and methods might differ in a full release. So always install the latest version if you have not done so already.
Newest Edits:
Reinforced Mk II)
tweak or maybe if a mod makes one of the affected armors craftable)
animations)
to be more consistent with how most other AWOP weapons work (Vanilla skill req. < Mk II req. < Mk III req.)
explosive Mk II weapons (vanilla explosives weapons usually have negligible crit damage, if any)
rechambered to not have an incendiary variant
weapon as-is).
NPC's hands (e.g. if you gave Dinner Bell to Cass, she gets disarmed, an enemy picks it up and gets killed)
NOTE: Position this patch (AWOP Interim Fixes.esp) to be above all AWOP "low loot" patches
NOTE 2: Be sure to create (or rebuild) a "merged patch" after installing this patch; see Merged Patch Creation below
NOTE 3: Uninstall this patch file when a new release becomes available
Example "Load Order" Sequences:
AWorldOfPain(Preview).esm
( AWOPMonsterPatchVanilla.esm )
AWOP Interim Fixes.esp
( AWOP "low loot" patches )
( AWOP Revisions patches)
AWOP with EVE
AWorldOfPain(Preview).esm
( AWOPMonsterPatchVanilla.esm )
AWOP Interim Fixes.esp
( AWOP "low loot" patches )
( AWOP Revisions patches)
EVE FNV - ALL DLC.esp
AWOP-EVE AllDLCMerged.esp
AWOP with WMX
AWorldOfPain(Preview).esm
( AWOPMonsterPatchVanilla.esm )
AWOP Interim Fixes.esp
( AWOP "low loot" patches )
( AWOP Revisions patches)
WeaponModsExpanded.esp
WMX-DLCMerged.esp
WMX-POPMerged.esp
AWOP-WMX.esp
AWOP with WMX and EVE
AWorldOfPain(Preview).esm
( AWOPMonsterPatchVanilla.esm )
AWOP Interim Fixes.esp
( AWOP "low loot" patches )
( AWOP Revisions patches)
EVE FNV - ALL DLC.esp
WeaponModsExpanded.esp
WMX-DLCMerged.esp
WMX-POPMerged.esp
WMX-EVE-AllDLCMerged.esp
AWOP-WMX-EVE AllDLCMerged.esp
Mismatched Face Coloring? See the Fixing MisMatched Face Issues article.
Slave Collars? Disintegrating bad guys?! Loot items missing?!? See the Loot Destruction article.
Problems with AWOP NPC dialog? AWOP does not have voiced dialog -- just text dialog, and many unnamed AWOP NPCs have no dialog at all. These mods have been known to break AWOP's text-based dialog in the past: "Children of the Wasteland", "Jocelyn", "Factions Reloaded", "Baker in the Sun", and "Talking Deathclaw Companion". So be wary of installing them with AWOP unless their issues have been resolved.
Spoiler Information: "spoiler" details have been posted for various quests as articles Here. Additional information can also be found in the DOCS tab and in the Miscellaneous Files section via the AWOP Documentation download. Beyond those, it is simply a matter of Explore and Discover. Please note that the AWOP Team is not an "Answer Guy" service and so are not required to respond to those kind of questions in the forum.
Merged Patch Creation: it is recommended that you create a "Merged Patch" after installing AWOP, and then update it whenever other mods/patches are installed. See the Merged Patch Creation article for instructions when using FNVEdit for that task. WARNING: do not trust a YouTube video unless it includes setting [FO3/FNV] Sort FLST in FNVEdit's "Experts" tab.
Tale of Two Wastelands: see Manan6619's TTW patch: A World of Pain NV -- Tale of Two Wastelands Patch
Please use FNV 4GB Patcher which you can find here http://www.nexusmods.com/newvegas/mods/62552
Please use NVSE and enable Initial Heap Expansion, there is instructions on how to do so below. This will help greatly with container/inventory lag and load screen hangs.
Please use Cobb crash logger, don't rely on NVAC anymore it is old and incompatible with modern xNVSE plugins sometimes.
Please use NVTF.
Please use Mod Limit Fix
To additionally help with Out Of Memory crashes enable the games built in cell purging. You need to install the jipln nvse plugin.
create FalloutCustom.ini in My Documents/My Games/FalloutNV or in Mod Organizer 2/Vortex
Add the following to it under the [General] section, add the [General] section if it is not present
bPreemptivelyUnloadCells=1
Add the following under the [BackgroundLoad] section, add the [BackgrounLoad] section if it is not present
bSelectivePurgeUnusedOnFastTravel=1
If you want to use AWOP with TTW, use version 6.01 and use xEdit/The Method to patch the leveled lists yourself if you don't want the super mutants and weapon perks to be broken.
Texture packs such as NMC (Max), and Ojo Bueno can contribute to memory exhaustion.
----------------------------------------------------------------------
Use Heap Replacer
I've really burnt out on modding unfortunately, not just that, I have not even played a computer game in months. I still have loads of ideas and kiinda go through cycles with games (which was a failed attempt to prevent burn out) so even though I'm not actively modding at the moment I can't say I'll never come back. I just can't tell. Just before the last update came out I was totally in the zone and then something just flipped and I could not work on or play Fallout NV or 3 anymore. I still don't know why exactly that happened. I'm even seeing medical professionals about my general lack of concentration, though I have not been diagnosed with anything new. It's mainly a side effect of the medication I'm on. Anyway, what I wanted to say was thanks to everyone for their support over the years. It's been great having the mod and it's fan base as something to fall back on when times got tough or there felt like nothing else to do.
I'm still making things though and I am currently putting a lot of hours into my musical projects over on YouTube. I'm easy enough to find (under the name "The DJ Mystro") if anyone is interested.
Anyway, I think I'll keep it short and leave it there.
All the best to you all and maybe I'll see you around someday.
Edit: It was AWOP revisions mod. Turned it off and the bunkers full again and shes in here. Looks like I just reset everything AWOP dungeonwise. Yippee more XP!!! Glad I dont have to start a new game =) So heres the problem and heres the fix. Revisions is broken.
[ Revisions is one of my mods ]
-- uninstall the Soundfiles you mentioned if still present
-- uninstall any/all voice mods and patches
-- uninstall any/all things that affect Sgt. Arkus
-- uninstall any/all AWOP mods and patches that did not come from our downloads here
-- start the game and load your saved game
-- immediately create a new saved game
-- exit to desktop
-- start the game and resume play using the new saved game
I will check it out.
Basically this mod works fine on its own (I have +315 mods and trying to make it work well was impossible). To the author of the mod thank you very much for this, and I would appreciate it if you add the Incompatibility info in the post. Greetings and sorry my English, it's not my native language