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  1. galak03
    galak03
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    HEADS UP TO MOD USERS ABOUT ELECTRO CITY HEADQUERTERS LOD GLITCH

    Hey, I know this page`s activity is pretty much dead, however I want to give a heads up for mod users who might run in the same problem I did (quite minor glitch, however it did bother me and took me quite I while to figure out the solution, since my game has a ton of mods which edit worldspaces).

    Although the mod author disabled the Electro City HQ, the lods for the HQ are still there (near a poseidon gas station north of Novac). That means that although you see two big buildings in the distance, when you approach them, they will vanish. This was quite immersion breaking for me.

    My game is pretty heavily modded (130 +- ESPs) and I used FNVLodGen, so I don`t know if this is an oversight or if it is a conflict. However if you run in into this problem and it bothers you as much as it did me, the solution is to activate the Electro City HQ. You see, in the latest version of the mod the author removed the HQ (don`t know why but people found it controversial. Perhaps it is not considered lore friendly?).

    Anyways, to activate the HQ just open the console and type SET ECITYONOFF TO 1 (mod author`s intructions from the description page) and the buildings will no longer vanish.

    If you are one of those people who have a problem with the buildings not being lore friendly, I`m afraid you`ll have to choose between the misplaced LODS or the buildings beeing there. I myself don`t see why the HQ could not be in the new vegas world (it is just a small hub for the EC engineers, not a god damn power plant), so I much prefer the HQ being there.

    Hopefully this will help someone with the same problem. If not, just training my english writing I guess.
  2. VietnameseShameWheel
    VietnameseShameWheel
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    Hi, I noticed that with this mod installed, the Prospector Saloon becomes slightly misaligned, as seen here: http://imgur.com/a/kOLWI

    I was able to solve the issue by going into FNVEdit and removing NVProspectorSaloon from ELECTRO-CITY - CompletedWorkorders.esm. It's located in:
    ELECTRO-CITY - CompletedWorkorders.esm \ Worldspace \ 000DA726 <WastelandNV> \ Block -1, 0 \ Sub-Block -3, 0 \ 000DAEB9 \ Temporary \ 001055E0

    Was this just an unintentional edit made in GECK, or is there a reason for it?
    1. Gogan2
      Gogan2
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      Thank you so much !

      While testing mods I noticed this and narrowed it down to Electro-City. Didn't know how to fix this. But thanks to you it's done
    2. Miraak313
      Miraak313
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      This should be pinned, you are my hero.
    3. diverscale
      diverscale
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      Jesus finally thanks. We need an update just for that.
    4. dukeman
      dukeman
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      Nice find! Thanks showing, how to fix it!
    5. diverscale
      diverscale
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      keep this post to the top, just used it again lol
  3. sundog005
    sundog005
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    Too many engineers across the desert, they outnumber the raiders...lol. Nice idea, great presentation but it needs a *no frills* version without all the added clutter and small army of engineers. Of course 33000 endorsements you can do what you like tbh...But just saying some of us will be put off by the excessive clutter and actors. Also the mini power station outside 188 isn't placed properly its floating above the ground, atleast on my game.
    Edit ...In other news i just uninstalled this mod and it nuked about 3 texture folders from other completely unrelated mods when it went....unlucky bug i guess, but heads up if you want to uninstall you may need to watch out for this error/bug, It may of been NMM of course.
    1. 8Phantasm
      8Phantasm
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      Nexus Mod Manager was abandoned years ago. You should have stopped using it then. It is well known to delete files you want to keep and leave files behind that you don't want. It has many bugs. You should be using Mod Organizer 2.
    2. MyGoodEye
      MyGoodEye
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      Thanks for your input... but... nearly nothing you say is actually "accurate" to the mod. It's been awhile, but I think there are maybe 12 Engineers total (don't quote me, but there certainly aren't 33000). I have no recollection of a mini-power station near 188, but it's possible it's slightly misplaced. And as to the uninstallation, there's no reason "this" mod would have any impact upon 3 unrelated texture folders... as you say, could have been NMM.

      In total, it does seem that you're either exagerating a bit for effect in terms of the number of NPCs, or if you aren't, then you have some other "issue" leading to far too many Engineers in the wild. Could be an NPC "multiplier" mod, but again, it's been a long while since I was current with FNV.

      All that said, if you prefer "no frills" you may easily remove the NPCS via FNVEDIT or GECK. You can also just click them in console and type "delete". Then they'll be gone.

      Hope that helps.
  4. Kayzer2001
    Kayzer2001
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    I know this is really old and I might not even get a response, but is anyone else having issues with the engineer uniforms glitching out and changing textures as I move near to them?
    1. 1823600gs09
      1823600gs09
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      I had this at one point back on my old computer I don't know what causes it, or how to fix it. I would like to know if anything comes of this.
      Just to be concise I was not running this mod then, but I saw it happen to armor mods I was using and on npcs.
    2. EvilOssie
      EvilOssie
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      Did you try resetting archive invalidation after the install?
  5. lordbevan1
    lordbevan1
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    Does this support TTW?
    1. EvilOssie
      EvilOssie
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      The TTW forum has a list of mods that are compatible or adapted or etc.
  6. RushingDandy
    RushingDandy
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    Simply not working for me. I've uninstalled any other mod that affects lighting or weather such as Fellout or Realistic Lighting and it still doesn't work. Installed everything manually and read everything thoroughly, yes I've used Archive Invalidation and LOOT, the lights simply do not work.

    EDIT: Fixed. Apparently you absolutely need HDR to be active in order for this mod to work. Description mentioned nothing of the sort.

  7. ibage
    ibage
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    I am getting red exclamation points on the engineers and I have installed, uninstalled, did a manual install, and just about everything else. It won't go away. Can anyone offer any help?
    1. zergpoop
      zergpoop
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      You are probably getting conflicts from other esps assuming that the meshes and textures added by this mod are installed correctly. The thing is, electro-city uses master files (ELECTRO-CITY - CompletedWorkorders.esm) and so they are placed high up in the load order. Therefore, if you have other mods installed (usually they have .esp), those other mods will win conflicts.
    2. EvilOssie
      EvilOssie
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      @zergpoop -
      ...assuming that the meshes and textures added by this mod are installed correctly.

      The red !'s mean that the meshes weren't installed somehow; load order conflicts aren't the cause.
  8. ChurchS69
    ChurchS69
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    Hi, I installed ElectroCity along with Nevada Skies, and when testing out the mods at night in Goodsprings, as I would walk away from one of the lights, I would hear something and the light would go dark. Is this supposed to be happening? Or is this some sort of bug? If it is a bug, how do I fix it?
    1. MyGoodEye
      MyGoodEye
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      Hi! Sorry for the delay, but I don't check in on this mod as often as I used to.

      It's a well-documented bug with the Bethesda GameEngine of the time. There is no "fix" that I am aware of.
  9. Merik2013
    Merik2013
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    This mod has a nasty tendency to displace ground. I've been able to confirm that "ELECTRO-CITY - CompletedWorkorders.esm" sinks a large strip of land in Novac while "ELECTRO-CITY - Highways and Byways.esm" creates a similar pit in the ruined building Driver Nephi occupies, trapping him inside. If you encounter these issues, consider disabling this mod. From what I recall reading the mod author has had these issues brought to their attention before, but have recused themselves of any responsibility.
    1. MyGoodEye
      MyGoodEye
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      Alas, you recall incorrectly... or I recall incorrectly.

      My recollection is that you are the first person to bring either of these to my attention in these terms... and I do grant that I no longer check these pages for comments/issues with any regularity, so it is possible I missed it... but you state I "recuse" myself and I find that to be misstated... again, iirc.

      Sorry to hear about the issues at this point, but the mod is quite old and - at this time at least - I am occupied with other real-world obligations that sadly preclude me from returning to good old FNV (which I do miss, and I do know so much more now that I'd love to include... oh well, maybe someday when I retire ;) ) either to test or correct the issue you mention.

      If you have a solve, by all means please make the fix(es) on your own and post them as patches... or go ahead and make the fixes to the primary mod(s), send it to me via PM and I'll happily post (with credit) for other users.
  10. jerrshin
    jerrshin
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    trying to install with fomm, but getting "this mod requires a script to install properly, but doesn't one" when trying to add mod to load order with fomm
    1. Overvaluation
      Overvaluation
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      Same.
    2. Crabcakes56
      Crabcakes56
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      Ignore it.
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