Not sure whether this version or the core (probably the core) is causing this issue, but regenerating LODs with FNVLODGen and this mod installed causes the Nellis Control Tower to be completely invisible at distance.
Thankfully disabling this and the core, generating LODs, and re-enabling seems to be working fine as a workaround, unless this mod adds any exteriors that would be important to generate LODs for that I'm unaware of.
hey, excuse me for the dumb question but when the install instructions say to overwrite the original it means to place it under the core in the load order? because i dont get any overwrite prompt duting installation with the mo2 manager.
Thanks chuck steel for all your work you put into this N.V.. Interiors Project.....And definitely thanks to you Qolore 7 for you mod here also. Kudos to the both of you for opening up more of the closed off Mojave which we needed way more of and still need more of out here in the Mojave......But, great work guys!
Is this mod compatible with A World of Pain by DJ Mystro? Does this mod need NV interiors project addon to by RichWizard to let both AWOP and NV Interiors remastered work?
I do agree that this mod is somewhat abstruse. Without any clear statement, it is all guesswork. Well, it still probably takes less time than he spent making the mod. So, let's not act entitled.
The mod description being user-unfriendly, and the mod itself being bugged are two different things. If anything, after trying a few of Qolore's mods over the years, i can say that they tend to stand out for their stability and fiability.
Reading you, it appears you thought the same as me and weren't going to install the combo file. This file feels like it is the complete version rather than the pruned one. If you load a save and it crashes, it is very possible that it is because a ressource is missing. What is more, by exploring the details of the original mod contents, i can see that both the core and combo files have lost half their weight in this remaster. So, i will guess that this is where the pruning comes in. Meaning, i am going to install the combo file as well, and see what happens.
Edit: There are no cells or worldspace references in xEdit in the core file. This really is only a ressource, and what this mod actually uses from the base mod is not the core.esm, but its .bsa file instead. Edits and added cells seem to be all in the combo file. By taking a hour to find cell IDs in xEdit and use the console in-game, i could visit several interiors added by the combo file without above mentioned crashes. So i guess it works like this. And it is not bugged, as expected.
255 comments
Thankfully disabling this and the core, generating LODs, and re-enabling seems to be working fine as a workaround, unless this mod adds any exteriors that would be important to generate LODs for that I'm unaware of.
You can fix this if you're using FNV LOD Supplementation and a little manual work.
Credit to LavaCroft in the comments section for the fix:
This mod does not have installation instructions and is currently bugged.
The mod description being user-unfriendly, and the mod itself being bugged are two different things. If anything, after trying a few of Qolore's mods over the years, i can say that they tend to stand out for their stability and fiability.
Reading you, it appears you thought the same as me and weren't going to install the combo file. This file feels like it is the complete version rather than the pruned one. If you load a save and it crashes, it is very possible that it is because a ressource is missing. What is more, by exploring the details of the original mod contents, i can see that both the core and combo files have lost half their weight in this remaster. So, i will guess that this is where the pruning comes in. Meaning, i am going to install the combo file as well, and see what happens.
Edit: There are no cells or worldspace references in xEdit in the core file. This really is only a ressource, and what this mod actually uses from the base mod is not the core.esm, but its .bsa file instead. Edits and added cells seem to be all in the combo file. By taking a hour to find cell IDs in xEdit and use the console in-game, i could visit several interiors added by the combo file without above mentioned crashes. So i guess it works like this. And it is not bugged, as expected.
Then instead of admitting to yourself that maybe you fucked up somewhere you decide to blame the mod author and the mod.
It’s not a mod problem it’s a you problem.