About this mod
Compatibility fixes and settings from jsawyer\'s mod for Project Nevada Rebalance.
- Permissions and credits
Though it may make more sense to simply not use the Rebalance module, having it activated is a requirement in the PN-DLC patches and Extra Options; or you might just want to make more tweaks.
/* -- Important Notes -- */
- This will only take effect on a new game.
- Project Nevada - Core.esm is required.
- Project Nevada - Rebalance.esp is required.
- jsawyer.esp is not required in this, technically, though there is little point in not using it.
- I promise nothing. I guarantee nothing. This is a mod that I have previously only kept private, so it may not have been tested quite enough.
- If you do something with this patch publicly, please be respectful and notify me.
- Please do not redistribute. This is for the New Vegas Nexus only.
~ llwydn
2013-10-24
/* Notes */
- The number of clashes is surprisingly small. In addition, all of the variable changes in PN were exposed into global vars, so a good part of this patch is simply setting the default values in those globals to either vanilla, or jsawyer's values.
- The only script change I have made is to change the MCM for PN Rebalance to allow you to set a max level of 10-50, rather than 30-50.
- The PN Rebalance mod will always overwrite the max level, so you must manually change the level cap if you are using Logan's Loophole. This is an issue with the original PN Rebalance.
- I have not done anything to the 'Default' button in MCM, thus pressing it would revert it to the original PN settings.
- As per its design, jsawyer.esp will never clash with Project Nevada - Core.esm.
--- ( There's actually one, but it's from a bugfix randomly included in PN - Core. )
- Compatibility with Project Nevada - Equipment.esm can actually be accomplished with an automated merge patch, via FNVEdit. You should be doing those anyway.