Fallout New Vegas

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Teubsteak

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soilblood

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65 comments

  1. kithylin2
    kithylin2
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    I don't know if you're still monitoring this thread, or this mod. But.. the mod is great, except for some reason it causes the ".50 MG Explosive (GRA)" to be un-equipable. So.. is there any possible way of adding the ability to craft .50 MG Explosive rounds from this mod? Or/also adding .50 MG Explosive Incendiary ?
     
    That's the only issue I have with this, otherwise it's a fantastic mod.
  2. GlassDeviant
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    Is there something in this mod that adds "different" versions of standard weapons? I am finding two different 10mm Pistols, two different 9mm pistols, two different of a lot of common items that are inter-repairable (you can repair one with the other and vice versa) however, they have different weight and value when fully repaired (100% condition) and thus do not stack in inventory/containers.

  3. steigerji
    steigerji
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    Hi. TACO creates a severe CTD when encountering Sentry Bots (meaning: they become aware of you and start playing their sound file) in Hopesville Missile Silo. Reproduceable and unavoidable. Any ideas?
  4. frostox
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    i made a Mantis Gauntlet and it said a deathclaw gauntlet has been added???
  5. latinpsycho1
    latinpsycho1
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    DAMMIT!! I just found out that the CFWNV and TACO Comparability and expansion mod is causing a no mouse pointer and no menu on title screen error/crash... and I really like TACO's ammo options... NO FAIR!! It's causing this with CFWNV update 2.5. Would it be to much to ask for a new patch or a work-around... pretty plllllllleeeeeeeeaaaaaaaasssssseeeeee... with a cherry on top!? Oh yeah, and I'm still gonna endorse this mod, that's how much I like it and I meant to do it before, apologies.
  6. Raistlindantilus
    Raistlindantilus
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    @soilblood

    Thanks, that gives me a hint. To preface: I overmod. But I have noticed that my hunting rifle uses 8.57x7mm ammo while I've seen some in game that use .308 and some another type. I think mine probably still has the old weapon ID as I added your mod and others like it in an attempt to make 7mm ammunition craftable.

    It still isn't, probably wasn't meant to be. But based on your assessment I'd bet money that gun is causing it.

    I'll go drop the gun somewhere far away and reload the .esp and test.

    If it still crashes then I'll just leave the .esp turned off while I'm in jacobtown and reactivate later. I haven't noticed any other crashes related to it so it'll be ok.
  7. soilblood
    soilblood
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    Hello everyone im back.

    Taco stands for Teubsteaks Ammo and Crafting Overhaul, btw.

    the duplicate Recipies that some have writen about are from CFWNV and as his file is a master, i dont have permitions to change it.

    @ Raistlindantilus
    To be honest, I have Know Idea whats going on there. on my file (granted i dont have every changed item in my invintory) Jacobstown and the surounding area loads fine. It could be the file, or a randomly spawned weapon on one of the mercs causing the crash. my sugestion is to breakdown all the special ammo that is in the comp mod (2mm, caseless, .303) and just turn it off to see if you can still load jacobstown. the two mods will still work without the comp mod, but my ammo wont work in his guns and vice versa. sorry thats the best i can give you.

    as for why the optional tweekers is crashing the game, did you have this, or his mod in the game, saved, then added one or the other? if this is the case load without the tweekers, get rid of the guns (drop out in the middle of nowhere, wait three-five in game days) and then save and reload with the tweekers. The comp mod replaces some of his and my guns, so any guns that were in your posetion that have the old weapon id will cause the game to CTD. i cant do anything about it, sorry(programe limitation)
  8. Raistlindantilus
    Raistlindantilus
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    Sorry if you get my message and this, I'm not trying to bug you. I'm just not sure where you check for bug reports.

    Anywho, I have confirmed a CTD caused by CFWNV and TACO Compatibility and Expansion Mod.esp that occurs 100% without fail on the approach to Jacobstown. Can anyone else confirm this?

    Edit: To determine this I went down my load order turning mods off 10 at a time until I found a set of 10 that eliminated the crash. Then I turned those 10 on one at a time until I found the one that reactivated the CTD.
  9. msngae
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    Bugs found for CFWNV compatibility patch.
    1) Breakdown .45ACP (RecipeBreakdownCFW45ACP) requires and yields nothing, actual recipe is Breakdown .45APC (RecipeCFWBreakdown45APC)
    2) .357 SWC (Recipe357MagnumSWC) recipe yields .357 Magnum rounds.
    3) 12.7mm duplicate recipe (Recipe127mmDUPLICATE000) still displays in reloading bench menu.

    Typos found for CFWNV compatibility patch.
    1) Recipe written as Recipie.
    2) Incendiary written as Incindiary.
    3) .308 APM and HPM labeled as APC and HPC.
    4) Tungsten written as Tungston.
    5) Phospor written as Phosper.
    6) Laser written as Lazer.

    Tweaking recommendations:
    1) Some of your ammunition case retention chances are too high. Do bear in mind that the handloader perk doubles case retention chances.
    2) Match grade ammunition damage bonuses should be taken into account when adding the damage penalties and bonuses to the combined ammunition types.
  10. alovard
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    Is it possible to make a compatibility patch for Rust Town mod?

    http://newvegasnexus.com/downloads/file.php?id=39454

    Its just vendor list tweaking, but its a well built place.