Fallout New Vegas

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PushTheWinButton and the New Vegas Mafia

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PushTheWinButton

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405 comments

  1. Gashta
    Gashta
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    A must have in every playthrough. Couple of questions tho - would it be posible to include the Menu Stimpak Variants optional from JSUE? Would fit seamlessly here imo. Also, would it be posible to include a feature that makes companions consume antivenom if poisoned? Taking care of them in hardcore mode is so fckn annoying.
    1. PushTheWinButton
      PushTheWinButton
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      I can’t include the optional as it has minor side effects and is slightly intrusive in how it works, so could cause conflicts with some other mods.
    2. Gashta
      Gashta
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      Shame. Welp, thanks for the clarification :p
  2. Justanaverageguy98
    Justanaverageguy98
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    Certainly a "Must have" mod collection, you've really outdone yourself.

    My only suggestion is to add the companion changes separate as part of the .ini file.

    Other than that, I have no complaints. Thanks for you hard work and dedication to make this modpack.
    1. futch108
      futch108
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      Second this. Can't imagine my game without this set of mods, but it ED-E not being usable as a crafting bench really sucks. If I could disable just this mod, I would
    2. PushTheWinButton
      PushTheWinButton
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      No. ED-E’s ability to craft everything is OP and devalues the other crafting companions. Remove it in xEdit if you don’t like it.
  3. FoxholeNorman
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    How should the Faction Disguises system work? I put on NCR and Brotherhood armor, but I never get the prompt to choose over the no-faction armor check.  I suspect it's because I installed in the middle of an NCR run? Load order? HUD mod? Is there a type of mod that should conflict with these mods? 
    1. PushTheWinButton
      PushTheWinButton
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      Check for conflicts in xEdit, same as usual.
    2. FoxholeNorman
      FoxholeNorman
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      The idea of using xEdit went by me completely. I realized it was Companion Dress Up messing with the faction checks, got rid of it. 

      Thanks! Great mods as usual! 
  4. Daritxe
    Daritxe
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    Hello! I'm having a problem with the part where it asks me if I want to use a suit as a costume, it doesn't give me the option to choose.
    I have entered from xEdit and this park appears in red. What should I do? Thank you so much


     [0A] Vanilla Enhancements.esm (34E821FC) \ Armor \ 001168A4 <VMS18WhiteGloveMask>

     \ [00] FalloutNV.esm \ [21] Armor \ [103] VMS18WhiteGloveMask [ARMO:001168A4] \ [9] Female Biped Model \ [0] MOD3 - Model FileName
  5. SelectSkate77
    SelectSkate77
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    Is DLC a requirement for this? It doesn't mention it as a requirement in the mod description but MO2 is telling me it needs the DLC masters.
    1. PushTheWinButton
      PushTheWinButton
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      Yep.
  6. athan5
    athan5
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    that Burden to Bear mod, does it sync with light touch or travel light perks?
  7. Woooombat
    Woooombat
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    The Mojave Wasteland Ed-E will not be able to craft items or receive any of the other perk-related benefits of the Lonesome Road Ed-E until after Lonesome Road is completed.
    It's a good idea but I think the execution ultimately falls a little short, due to the fact that LR is the one DLC where the player can travel back to at any time. As it stands now, it is only making the player go through 2 more loading screens to access the free repair and ammo.

    Instead of locking everything behind Lonesome Road completion, I would consider moving the most problematic abilities of the Camarader-E perk up the ranks.

    From:

    • Weapon Repair
    • Ammo Production
    • +2 DT
    • +5 Laser Damage
    • +5% Accuracy

    To something like:

    • +2 DT
    • +5% Accuracy
    • Ammo Production
    • Weapon Repair
    • +5 Laser Damage

    That way, it's possible to keep the intended game behavior of Mojave EDE always offering the abilities of LR EDE, while also gating the LR abilities properly so they're not available as soon as the game starts.
  8. warpclaw1
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    I've been playing with this, but the "Simple Reputation and Disguises" module does not seem to be working properly. When I put on Khan armour, NCR soldiers immediately turned hostile and started shooting at me.
  9. TheDemus
    TheDemus
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    What do I have to delete in XEdit to reenable ED-E workbenches and where can it be found?

    I have no experience using the program.
    1. PushTheWinButton
      PushTheWinButton
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      Find the relevant dialog topics and revert the conditions to vanilla.
  10. Yedskie
    Yedskie
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    Not an expert at modding so please be patient with me, but I've been getting missing meshes ingame, so far it's only been a chair outside the Prospector's saloon and the harvestable cave fungus. The red warning exclamation point shows up where they are. When I open up xEdit, there's no conflict that shows up or anything. I'd really appreciate some advice, thanks
    1. PushTheWinButton
      PushTheWinButton
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      It’s nothing to do with this mod. It might be the thing with the Meshes2 archive not being included in your INI file if you’ve decompressed them.
    2. Yedskie
      Yedskie
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      Thank you so much for the help. Turned out that I needed to verify files in steam and rerun the BSA decompressor, meshes2.bsa wasn't necessary anymore after its update. Only reason I thought it might have been this mod is because when I went into console commands and clicked on the red exclamation mark, it said this mod's name. Thank you again and I hope you have a great day!