I DON'T believe it would, the only thing I remember doing is changing the price of the shell. So if it modifies what the shell does and not the price then there should be 0 conflicts. If it DOES conflict, it won't be major or game breaking. Just a difference in price is all.
Huh.I'm not seeing any of this mod's changes.And from what I can tell,doesnt look like any of the mod's I have are conflicting.Is there a certain spot it should be loaded? Or does load order not matter?
That's a rather strange issue you're having, load order does not matter I recall. To see if the mod is working properly, grab any suit of power armor from the vanilla game and check its effects, it SHOULD give you its weight in carry weight in its effects. If it does not, the mod is either not loaded or is broken due to conflicts. If this is the case, try putting it at the bottom of your load order so the effects over-ride the effects of any mod loaded before it.
If this STILL does not work, feel free to add my discord to get further assistance. Amber Lynn H#0806
This is more of a reboot, and I will be re-adding NPCs soon. There was a few issues that I was unable to fix before, and I was spreading my self too thin. I will be doing everything I said I would from the description and a bit more. As of right now, there aren't many new NPCs. Within the next few versions this will change though.
Yes, it would. Please do not pay too much mind to the description, it's severely out of date. This mod relies on the weaponry re-balance so you don't get melted by the buffed enemies. You already will in the Beta, but it'll hurt less. It's incompatible in the sense you would be a fool to weaken your armor and weaponry. It is still perfectly playable with any other mod that changes weaponry, but it is strongly advised you take my warning.
- Char Zulfor aka Amber, TMMS [The Mojave Makes Sense] Dev
The .esp recompiles every script in the game. Some 3600+. When the mod author finished scripting they recompiled all scripts, not just the ones they added.
I love the NCR troops at Quarry Junction. I never understood in game why the NCR didn't bother to at least try to secure the Long 15 back for travel if they couldn't retake the quarry. Away great stuff more npc's perfect to help fill my barren wasteland.
Cyrus mentioned this mod to me after I asked if they knew of such and I'm quite pleased! The changes are subtle apart from where you would expect it which adds some needed change to the game...especially the quarry!
I will be honest and say that I was worried about installing this because I have various mods that add things to various cells. To my surprise this worked perfectly with many other mods!
Here's my LO so other people can see what it works with:
I'v also uploaded some extra images which I got as I was travelling around testing the places you mentioned in the description! Thankyou for this it's exactly what I was looking for!
Many thanks for your quite lengthy detail of what works as of now with this mod. I have heard that cabinet is a tad troublesome with the dumpsters. I'll give them a good shove or two out of the way, I've already gotten notifications on this old pip-boy about that same issue, but by the time I arrive the damn thing already ran off! Thanks again.
- Char Zulfor, he who changes the wasteland at night.
That's okay! I guess it's dependant on LO but thought it would be important to show either way! And the cabinet is fine, it doesn't break anything, but luckily there is room next to it for the dumpsters if you do decide to move them! Guess it's more of a compatibility thing, don't let em run off >:o
37 comments
One more question: any chance of compatibility with 00 Commando? It's a mod that alters shotgun shells.
If this STILL does not work, feel free to add my discord to get further assistance.
Amber Lynn H#0806
- Char Zulfor aka Amber, TMMS [The Mojave Makes Sense] Dev
Cyrus mentioned this mod to me after I asked if they knew of such and I'm quite pleased!
The changes are subtle apart from where you would expect it which adds some needed change to the game...especially the quarry!
I will be honest and say that I was worried about installing this because I have various mods that add things to various cells.
To my surprise this worked perfectly with many other mods!
Here's my LO so other people can see what it works with:
FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
XRE - CARS!.esm=1
FCOMaster.esm=1
Interior Lighting Overhaul - Core.esm=1
DFB - Random Encounters.esm=1
Shogo_Heavy_Industries.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
T6M Equipment Replacer NV.esm=1
Project Nevada - Cyberware.esp=1
NevadaSkies.esm=1
Weapons.of.the.New.Millenia.esm=1
MikotoBeauty.esm=1
Project Nevada - Extra Options.esm=1
Interior Lighting Overhaul - L38PS.esm=1
OONV.esm=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=1
Vurt's WFO.esp=1
STDG.esp=1
Project Nevada - All DLC.esp=0
FCO - NPC Changes.esp=1
FCO - GlowingOne.esp=1
FCO - OHSB NPC Edits.esp=1
DFB - Random Encounters - Update - MCM.esp=1
XRE - CARS!.esp=1
50sFFFLVJOD-Freeside.esp=1
...
MakesSenseVegas.esp=1
...
JGrahamCompanion.esp=1
FNV Realistic Wasteland Lighting - All DLC.esp=1
PowerArmorRevamped.esp=1
karlsJnlegionledger.esp=1
NukaCola-Ojo.esp=1
Nuked_lands_unlocked.esp=1
CAGE 1.9.3.2.esp=1
JIP Companions Command & Control.esp=1
JIP Fast-Travel Anywhere.esp=1
JIP Realistic Weapon Overheating.esp=1
ReturnCompanions.esp=1
Permanent_Weapon_Shells_Heavy.esp=1
Item_NV_iPipMusicPlayer.esp=1
shut up musicspeakers.esp=1
Fallout 1 and 2 ambient music v0.2.esp=1
EnhancedGrass_NoVL.esp=1
Ultimate Companion Overhaul - New Vegas.esp=1
longerdeath.esp=1
RaestlozPCIdles.esp=1
HelplessFalling.esp=1
Reload Sounds.esp=1
IronSightsFoley.esp=1
SneakFoley.esp=1
The Mod Configuration Menu.esp=1
The Weapon Mod Menu.esp=1
Oven Cooking.esp=1
Better Pickup Prompt.esp=1
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1
Weapons.of.the.New.Millenia.Leveled.Lists.esp=1
Thunderpipe.esp=1
Tailor Maid - NV.esp=1
zzClothes.esp=1
Weapons.of.the.New.Millenia.Cheat.Cabinet.esp=1
ATATATATA.esp=1
FlashlightNVSE.esp=1
ImmersiveRecoil.esp=1
pyDoF.esp=1
Ragdolls.esp=1
EVE FNV - ALL DLC.esp=1
SaveCass.esp=1
dD - Enhanced Blood Main NV.esp=1
dD-More Gore.esp=1
dD-Reduced Dismember Force.esp=1
dD-Reduced Ragdoll Force.esp=0
dD-Smaller Spatters Realistic.esp=1
dD-Smaller Wounds.esp=1
Cloth Impacts - Decal and Effects.esp=1
IMPACT.esp=1
dD-No Screen Blood.esp=1
populatedcasino.esp=1
MikotoBeauty.esp=1
Roberts_NewVegas.esp=1
AradiaKatoArmor.esp=1
DustydistanceNV.esp=1
FCO - Russell.esp=0
OONV - Override.esp=1
ILO - Nevada Skies Patch.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
NevadaSkies - TTW Edition.esp=0
NevadaSkies - Ultimate DLC Edition.esp=1
NevadaSkies - Basic Edition.esp=0
Removed spoiler for dumpsters.
I'v also uploaded some extra images which I got as I was travelling around testing the places you mentioned in the description!
Thankyou for this it's exactly what I was looking for!
- Char Zulfor, he who changes the wasteland at night.
And the cabinet is fine, it doesn't break anything, but luckily there is room next to it for the dumpsters if you do decide to move them!
Guess it's more of a compatibility thing, don't let em run off >:o
Heh thanks CharZulfor! ^^