I initially had NMC's texture pack installed before this mod. I installed the mod using these instructions and everything worked out great. I finished old world blues, and tried to go back home, and it kept on crashing. I just uninstalled NMC and it's all back to normal again. That sound weird?
I agree. Unfortunately, there is apparently no way for anyone other than the mod maker to make a sticky post. Thus, periodically I and others come into the thread and bump it to the top.
I was having a small issue with my install, tried a couple different things, then came here to read the posts and just kept reading until I found this. Solved my issues. YAY! Very sad to see all the other impatient people here. If I have learned anything over the years with game modding, it would be that it takes time. You want a good quality play, take the time to read and follow instructions. Have an issue? Look (deeply) into it. All worth it in the end. Thanks Bladerunner900, awesome mod, took me a few hours to find it but best player home out there!
FMM? Do you mean FOMM or NMM? If the latter, do you have a 32 bit system? The file may be too large for that. In any event, even though Bladerunner900 has put up a FOMOD version, I still think players would have better luck by following his manual installation instructions.
I have a 32 bit system as well and no problems with a manual installation. Actually, FOMM should work as well provided you have the latest version of FOMM. I asked the question only because NMM will not install large files if you have a 32 bit system. It throws an out of memory error message, rather than one like you got.
You should be using newer FOMM version. Really, however, this mod installs soooo much better with a careful manual installation following Blade's instructions. If you insist on using FOMM, you may need to empty your temporary directory, buy running %temp% and deleting the stuff in that directory. If it is too full, FOMM seems to choke.
Thank you for your advice, I have been eventually forced to install it manually and it works (not taking into account the buggy system room) but I will keep in mind your tips for using FOMM
Thanks. Also, for some reason whenever I tried to copy over files from the DLC over to fnvdata it kept asking if I wanted to replace the core UHNV files since apparently the way the file is named (UHNV-OWB) registers as (UHNV), but if I add a space between the dash it works (UHNV - OWB).
I'm a newbie when it comes to using mods so can anyone confirm that renaming these files is harmless?
You say "it" kept asking. What kept asking? The game should recognize the difference between UNLV.esp and UNLV-OWB.esp without you needing to add another dash. Not sure whether that will screw things up or not. If your OWB weapons wall is in the armory you are likely OK.
You say "it" kept asking. What kept asking? The game should recognize the difference between UNLV.esp and UNLV-OWB.esp without you needing to add another dash. Not sure whether that will screw things up or not. If your OWB weapons wall is in the armory you are likely OK.
My computer? I get a prompt because it doesn't recognize the difference for whatever odd reason.
I have to add a space, perhaps it's something to do specifically with the way my computer is built? I have no clue.
Are there any further bug fixes \ updates done to 4.4, besides blades version that anyone is aware of?
So far, I am aware of
> bladerunners updates >Underground Hideout New Vegas - GRA and other patches
For myself, I have merged all 4.4 esps into a single unified file using zmerge.
UHNV 4.4 (all DLC) BR900's updates Underground Hideout New Vegas - GRA and other patches (Not worried walrus version) In addition, the free weapons you get with this are stupidly OP, particularly Pinpoint. 65! base dmg and 8 round clip. + NV scope. This weapon should either a) not be in the file at all, ie removed, OR, nerfed sustainably. ( I went with a nerf). Its still technically better than the Gobi Scout Rifle in my game, but not near as bad as 4.4. The other 3 guns, are, semi-OP and I did some minor adjustments to make them less powerful than the games named weapon equivalents. All 4 weapons are still good, just (much) better balanced.
Other issues. Sorters are not linked in the modern sense, so you have to physically have the craft items in your inventory. Some items auto-sort that have no crafting function at all, IE paint gun along with a few other items that are actually just junk. Sorting lookup tables need to be updated to cover all the games craft related materials as gaps in sorters coverage exist.
Nice to have QoL feature Id like to see... Auto-sorter for actual JUNK items, items that have zero crafting function. Be nice to be able to just shed any actual junk quickly to a sell container, rather than by hand as is still the case even now.
The moving tool. I like the idea behind it on one level, but, still kind of poorly implemented. The idea of placing the HO where you want, is 'handy' yes, but, the fact you can move it will-nilly at will is a little unbalancing in itself. If the wrench was a single use, expendable item I feel that would have been a more reasonable approach.
Other considerations. Do NOT use this file with NMC High (4k) installed. It will crash UNHV. Tbh, no one should run that version period, the 4bg patch doesn't help (in this case). MED looks as good, and wont crash UHNV.
If anyone knows of any more unofficial fixes for UNHV besides the couple available, be they off-site or w/e, let me know.
This super helpful post keeps getting buried by people who don't even bother to read the comments section to see if their question was already answered. If people would read the comment section, instead of being lazy, this post would stay at the top,
My hideout is bugged. What might be causing the problem ? some things doesn t appear in the armory shellves . Also drug cabinet in missing a door somehow ???
I have a problem with the armory, it doesn t display certain ammo on the shelves. What might cause this bug ? Also the grenade section doesn't display aswell whatever explosive should be next to the incendiary grenades.
I followed these instructions to the letter regarding adding the DLC bsa/esp files and the more mannequins/better lights patches and the game outright refuses to load in those areas despite having no troubles with this the first time around that ive used this mod. Ive uninstalled and reinstalled this mod through vortex and manually in the data files multiple times and it still refuses to work properly. Does anyone have a solution for this or am i just SOL?
Yes, but don't use its exit and teleport device to move in between Capital Wasteland and Mojave Wasteland, creator of TTW said you need to use the railroad to switch between those in TTW, otherwise some quests can break.
Do the trash cans empty themselves? Is that mentioned anywhere in the documentation? To be clear, mean the kitchen on the left and the plants room next to the xander roots, not the incinerator near the entrance.
... also is it just this mod, or has the "go to forum topic" button been removed for all mods under the POSTS tab? Given this has nearly six thousand such posts (and a highly discouraging sticky post that takes up 90% of page 1, and is itself made up almost entirely of bumps from 5 to 10 years ago), not being able to search them is a goddamn shame.
5882 comments
or..
Download a FOMOD version here.
Feel free to re-post these links guys.
I'm a newbie when it comes to using mods so can anyone confirm that renaming these files is harmless?
My computer? I get a prompt because it doesn't recognize the difference for whatever odd reason.
I have to add a space, perhaps it's something to do specifically with the way my computer is built? I have no clue.
So far, I am aware of
> bladerunners updates
>Underground Hideout New Vegas - GRA and other patches
For myself, I have merged all 4.4 esps into a single unified file using zmerge.
UHNV 4.4 (all DLC)
BR900's updates
Underground Hideout New Vegas - GRA and other patches (Not worried walrus version)
In addition, the free weapons you get with this are stupidly OP, particularly Pinpoint. 65! base dmg and 8 round clip. + NV scope. This weapon should either a) not be in the file at all, ie removed, OR, nerfed sustainably. ( I went with a nerf). Its still technically better than the Gobi Scout Rifle in my game, but not near as bad as 4.4. The other 3 guns, are, semi-OP and I did some minor adjustments to make them less powerful than the games named weapon equivalents. All 4 weapons are still good, just (much) better balanced.
Other issues.
Sorters are not linked in the modern sense, so you have to physically have the craft items in your inventory.
Some items auto-sort that have no crafting function at all, IE paint gun along with a few other items that are actually just junk.
Sorting lookup tables need to be updated to cover all the games craft related materials as gaps in sorters coverage exist.
Nice to have QoL feature Id like to see...
Auto-sorter for actual JUNK items, items that have zero crafting function. Be nice to be able to just shed any actual junk quickly to a sell container, rather than by hand as is still the case even now.
The moving tool. I like the idea behind it on one level, but, still kind of poorly implemented. The idea of placing the HO where you want, is 'handy' yes, but, the fact you can move it will-nilly at will is a little unbalancing in itself. If the wrench was a single use, expendable item I feel that would have been a more reasonable approach.
Other considerations.
Do NOT use this file with NMC High (4k) installed. It will crash UNHV. Tbh, no one should run that version period, the 4bg patch doesn't help (in this case). MED looks as good, and wont crash UHNV.
If anyone knows of any more unofficial fixes for UNHV besides the couple available, be they off-site or w/e, let me know.
If people would read the comment section, instead of being lazy, this post would stay at the top,
or is there anywhere i can download 1.3?
Also the grenade section doesn't display aswell whatever explosive should be next to the incendiary grenades.
FO4 has
https://www.nexusmods.com/fallout4/mods/4756
+
https://www.nexusmods.com/fallout4/mods/58467
... also is it just this mod, or has the "go to forum topic" button been removed for all mods under the POSTS tab? Given this has nearly six thousand such posts (and a highly discouraging sticky post that takes up 90% of page 1, and is itself made up almost entirely of bumps from 5 to 10 years ago), not being able to search them is a goddamn shame.