I like the mod but there is no translation for my native language. I like the voice acting too, but it's just a bit immersion breaking when some npcs are talking in a different language. Will the mod break if i delete the Voices folder?
I clipped it on medal: https://medal.tv/games/new-vegas/clips/18U0RYf2m1N3Zr/d1337EwAdGLs?invite=cr-MSwycHYsNjYyNTUzODAs and the safes around it have junk, literal scraps even thought they are locked at hard (Unlockable via key tho)
Gotcha, I think this is the vendor inventory (will check). If so this was intentional as I wanted it to be similar to the way Fallout 3 vendors are. But arguably you should have to kill them to get the key.
Hiya! I love all your mods and wanted to ask if there was any chance you might someday package all the locational additions and overhauls together sometime, a sort of 'LimeMods Allstars' for this and stuff like The Fort n so forth. They really add a lot of character and the additions/changes really show the attention to detail you've invested.
I really enjoy all your contributions; either way, thanks so much.
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My old patch I made can't find the ESP now because of that... :(
Do you have a copy of the old ESP so I can remove it from my patch? FNVEdit wont open a file without it's masters.
I'll temporarily make the old .esp file visible.
This mod was turned into a .esm due to navmesh edits
So it's compatible with Improved AI (Navmesh Overhaul Mod)
Only thing that maybe affects this is the unused areas with the external buildings. Let me check though.
I'll look into changing this though.
And weren't the fallout 3 vendor inventory's hidden out of bounds?
Anyway I'll likely change this soon.
I really enjoy all your contributions; either way, thanks so much.
The main reason I haven't thus far is twofold, I haven't really had time to spend on it and I have concerns about version control.
It will be difficult to update the "merge" if I ever make changes to the individual files.