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.
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
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?
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
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.
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.
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
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!
405 comments
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.
Thanks! Great mods as usual!
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
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:
To something like:
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.
I have no experience using the program.