any idea how some of the main quest sripted soldiers/officers were unarmed for uknown reason, is this cause by some incompatibilities of other mods or its just messed due to NVWeapons patch mod?
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During pretty much any scripted sequence where an Infantry unit is involved, such as when Colonel Autumn confronts James, the Infantry unit may not have any weapon equipped.
I read the description and its a bug (and that includes Lt. Williams and several soldiers at the right side beside Colonel Autumn's room [when there is a certain trigger for them to get out of that door] during the Raven Rock main campaign), but any idea to fix these using fo3 edit or something?
Because of the bug, I decided to only use this mod during Broken Steel because it had special enemies and "bosses" to add some depths of who ordered the destruction and advantage rather than just the leftover squad of enclaves who where scattering
Excellent mod, thank you. I really enjoyed it with Enhanced Enclave Encampments and a custom variant of Simple Realism.
Only one odd feature: the Enclave commandos in the mod are set to use not the normal Gauss Rifle but the quest version with a million HP (regular version has 1500). And they drop it for the player. I suspect it's because of the "Player Only" flag on the normal version. I can't really call it an issue, still I've removed the reference to Gauss Rifle altogether because at high player level you are likely to encounter 2 commandos with the rifle at once and chain knockback on the player is no fun at all (especially without any instant healing). Otherwise, a great mod - bringing some variety where it was needed.
How dose the New Vegas weapons mod work? I know the basics on how to install mods but the installation instructions are vague and I'm not sure if they just have some typos or I'm just misreading. It also doesn't link the other mod it needs to function, just says it's name so I don't know where to get it (on nexus or somewhere on this other site). Some comments on the site are also saying parts of it don't work, and I'd rather not break my game due to my inexperience on the more technical side of modding, so if you can provide any guidance on how to implement the mods would be appreciated.
Several typos in the notes, also doesn't go well with MMM or FWE as it makes the Enclave NPCs much weaker than in those mods, like regular soldiers going from 200 health to 15.
I personally don't use FWE so I don't plan on making a compatibility patch anytime soon. As for MMM, ENO should work with it, is ENO lower down in your load order than MMM? Because it needs to be in order to work correctly.
23 comments
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Because of the bug, I decided to only use this mod during Broken Steel because it had special enemies and "bosses" to add some depths of who ordered the destruction and advantage rather than just the leftover squad of enclaves who where scattering
Only one odd feature: the Enclave commandos in the mod are set to use not the normal Gauss Rifle but the quest version with a million HP (regular version has 1500). And they drop it for the player. I suspect it's because of the "Player Only" flag on the normal version. I can't really call it an issue, still I've removed the reference to Gauss Rifle altogether because at high player level you are likely to encounter 2 commandos with the rifle at once and chain knockback on the player is no fun at all (especially without any instant healing). Otherwise, a great mod - bringing some variety where it was needed.
https://www.nexusmods.com/newvegas/mods/67508