Fallout New Vegas

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Inthegrave

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Inthegrave

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  1. Inthegrave
    Inthegrave
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    As of right now patching is no longer mandatory for stability, but you need to use Stewies Tweaks 9.05 or higher.

    WARNING, before posting about crashes be sure you have checked your load order to ensure you have no mods with deleted navmeshes
    or navmeshes in ESP (Both of these can be checked with xEDIT)

    Feel free to report any pathing issues you notice with NPCs in the vanilla game such as: NPCs walking into walls or other objects, NPCs getting stuck in the ground or NPCs taking strange routes to get to a target location or enemy.

    If you want faster support/answers from me feel free to join the xNVSE Discord: https://discord.com/invite/EebN93s
    Check the "forum" section and you will find my mod and you can ask or talk about anything you want there.
  2. Inthegrave
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    If you like this mod please consider endorsing it, It will help this mod get found in Nexus search results easier so that word is spread of the project.
  3. Inthegrave
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    If your GECKCustom.ini is blank, copy and paste this into the ini through MO2:

    [General]
    bUseMultibounds=0
    bAllowMultipleMasterLoads=1
    bAllowMultipleEditors=1
    [Localization]
    iExtendedTopicLength=255
    bAllowExtendedText=1
  4. GhostOfSierra117
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    So... can anyone tell me if Extra Animated Wastelands TTW is safe to use? I know it makes a lot of cell and worldspace edits, but I think I've patched all that needs to be so in xedit... also would it be safe to simply flag a plugin as 'ESM' in xedit?
  5. Fabrewz
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    When using with Simple Open Freeside, it says that it has an Overhaul Error and that I'm using the wrong load order or using a patch that the mod doesn't covers. Any tips?
    1. DavScott97
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      Perhaps reading the goddamn mod description
  6. Daverin2112
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    Hey. I noticed that the EDGE Master Patch includes navmesh edits, and is a non-master ESP; has to be, to fulfill its role as a late in order patching mod. Since it is essentially carrying forward changes from the EDGE esm, is this still a major issue? Should S6S be made aware of it?  Same for other non-master edits of a master.
    1. Inthegrave
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      yes if it's not flagged as a ESM in xEDIT
    2. Daverin2112
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      Alright, just shot a comment to Sweet's modpage. Is it safe to just delete all meshes in an esp, or is that too simple and going to break things?
    3. Inthegrave
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      can cause problems
    4. Daverin2112
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      Welp. Sounds like I'll accidentally be causing consternation for a non-zero number of people. Surprised a mod as popular as her's didn't get someone to catch that sooner.
    5. Daverin2112
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      Just wanted to post now, if anyone happens to catch this chain, that Sweet has updated and removed the NAV. All good, thanks for the advice Grave!
  7. Hazlazm
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    Does this mod increase the aggro radius of enemies and/or affect their ability to detect you? I find the enemy aggro range to be too wide and even when I'm sneaking, they spot me too easily and/or hear me if I accidentally stand up and move just an inch. 
    1. Inthegrave
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      No it changes nothing like that. only pathing and cover.
    2. Hazlazm
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      Alright, thanks for the reply. Found the "culprit", so it's all good! 
  8. STANirvanaIND
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    Thanks for the mod Inthegrave! Question regarding deleted navmeshes (in Spiffy's mods, Nipton and Primm specifically), you mentioned in a previous comment we could change them to initially disabled as a quick fix.  That's simple enough to do, but I was under the impression navmeshes couldn't be marked as initially disabled (the engine simply ignores it for navmeshes), is that not the case?
    1. Inthegrave
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      Yeah disabling them will make them unused in game.
  9. Theepicman1337
    Theepicman1337
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    My patch is causing crashes. If I don't use the patch no crash, with patch crash. Do I really need to make a patch?
  10. ChickenAlfredo
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    Is there a chance this could be causing a crash when trying to enter Jacobstown for the first time?
    1. Inthegrave
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      The mod itself no, it's used by thousands of users and nobody has reported that, but there might be some weird conflict thing.
    2. ChickenAlfredo
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      All good, issue was on my end. Thank you, and sorry for the pointless comment lol
  11. alfaz62
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    Can someone explain to me why Zion trail still needs to be avoided at all costs? 1) this mods doesnt need manual patching anymore 2) it has its own worldspace, so it should exist fine on its own as a separate entity, right?
    1. Inthegrave
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      It would if it wasn't ESP.
  12. sharplittleclaws
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    I'm a little confused about the MAC-TEN requirement - it's not listed anywhere else in the mod description.  Does it need to be installed above the Navmesh Overhaul, or simply alongside it?  I've noticed that there's no conflicts/overwrites between NO and MAC-TEN in Mod Organizer 2.
    1. Inthegrave
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      They don't conflict so the load order between them 2 doesn't matter.
  13. AniHVX
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    I've double checked all instructions and when the MyNavmeshCompatibilityPatch is attempting to save after Finalizing, I'm presented with this error in GECK. I've added the geck ini tweaks as well. Not sure what is causing this, in Crash saves it outputs the saved Navmesh patch but I'm unsure if it's safe to use.

    Edit: After looking at the output patch in XEdit it looks like it removes all the navmesh grid/external connections from the navmesh so I'll just have to do without it until I can figure out what is causing this save issue with GECK.