Fallout New Vegas

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Xodarap777

Uploaded by

Xodarap777

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166 comments

  1. Morinn
    Morinn
    • member
    • 7 kudos
    Installing a mod from 2011...

    What could go wrong, right?
    1. BretonBoi96
      BretonBoi96
      • supporter
      • 0 kudos
      anything gone wrong yet???
    2. cwiekl
      cwiekl
      • member
      • 0 kudos
      Probably not, but as a user recommends below, it might work better if you do some simple modifying to the script using GECK (which comes with your download of FNV) If you're on steam it'll be in your library under tools.
  2. boxerbeast1
    boxerbeast1
    • member
    • 3 kudos
    does anyone know if anything else makes this one obsolete?
  3. Ejussus013
    Ejussus013
    • supporter
    • 5 kudos
    npc got shot once : flee

    nahhhh
  4. shanon611
    shanon611
    • member
    • 1 kudos
    Does this mod change the Ai of npcs added by mods and ect
    1. ShwickTheRoach
      ShwickTheRoach
      • member
      • 0 kudos
      Would also like to know this.
    2. Kouriier
      Kouriier
      • BANNED
      • 0 kudos
      i too would like to know this.. awop likes cramming a ton of enemies in a small area lol
    3. Queli
      Queli
      • premium
      • 8 kudos
      depends.  if they use vanilla combat styles, then yes
  5. luk26
    luk26
    • member
    • 0 kudos
    Ed-e becomes ultimate hunter-killer robot. Legion assassin has no chance against him.
  6. freshchives
    freshchives
    • member
    • 0 kudos
    I'd like to use this with Combat Enhancer (https://www.nexusmods.com/newvegas/mods/58431) but the game won't start with both enabled. I tried loading this mod before and after CE, and I even disabled the healing addon. When I try to start the game, I get an infinite black screen. Are these mods just completely incompatible? Here's my load order

    Spoiler:  
    Show

    Unmanaged: FalloutNV_lang
    DLC: TribalPack
    DLC: OldWorldBlues
    DLC: MercenaryPack
    DLC: LonesomeRoad
    DLC: HonestHearts
    DLC: GunRunnersArsenal
    DLC: DeadMoney
    DLC: ClassicPack
    DLC: CaravanPack
    JAM - Just Assorted Mods
    POCO BUENO Texture Pack
    NMCs_Texture_Pack_For_New_Vegas
    Yukichigai Unofficial Patch - YUP
    NVTF - New Vegas Tick Fix
    JIP LN NVSE Plugin
    JohnnyGuitar NVSE
    Unofficial Patch NVSE Plus
    lStewieAl's Tweaks
    The Mod Configuration Menu
    Vanilla HUD Remastered
    UIO - User Interface Organizer
    One HUD - oHUD
    Vanilla UI Plus (New Vegas)
    Vanilla Loading Screens HD
    NVAC - New Vegas Anti Crash
    OneTweak for FNV
    Clarity - An Orange Tint Remover
    Interior Lighting Overhaul
    Interior Fog Remover
    Weapon Mesh Improvement Mod
    Collision Meshes
    Textures Over Time
    kNVSE Animation Plugin
    Uncut Wasteland
    Simple Open Freeside
    Simple Open Strip
    The Living Desert - Travelers Patrols Consequences Increased Population and more
    Populated Casinos
    Refined Casino People and Suits - Grimy_Dirty_Fixes
    Functional Post Game Ending
    JIP Companions Command and Control
    JIP Improved Recipe Menu
    IMPACT
    EXE - Effect teXtures Enhanced
    Anniversary Anim Pack
    Anniversary Anim Pack - General Bugfix
    FNV Clean Animations
    MoreMojave
    Project Reality Footsteps FNV
    Super Mutants HD - 4k Retextures
    Hectrol Tumbleweed Deluxe HighRes Retex
    FeralGhouls Hires retexture
    Snowglobes Redone
    Its a Dogs World - Dog Texture Overhaul
    Weapon Retexture Project - WRP
    aMidianBorn NV Book Of Water
    PipBoy 3000 HD Retexture
    Fix for the Caesar Legion Armors
    HiRes Skill Books Retexture
    HQ Dust Storm FX
    Magazine Redux
    HI-RES Chems and Health Re-Texture
    Hectrol Lockinterface Deluxe HighRes Retex
    wasteland_clothing_hires_retexture_
    MGs Neat Clutter Retextures
    High Res Vanilla Posters and Graffiti
    Authentic Burned Man
    George's Landscape Retextured 4k 2021
    Old World Flag Retexture
    Old World Blues - Roboscorpion Retextures
    Immersive Recoil 2.0
    Sodas against Dehydration
    Logic and Consistency Fixes
    Lower-sitting Ranger Hat
    Brave New World
    Fallout Character Overhaul
    NVR3R - New Vegas Redesigned 3 Revised
    TYPE4 - Body and Armors
    New Vegas Redesigned Type4 and Brave New World - Patches (Seamless NVR3-BNW Females)
    Realistic Weapons Damages - New Vegas
    Realistic Weapons Damages - Unofficial Update
    Combat Enhancer
    Enemy AI - Tactics - NPC Healing
    NPCs Can Miss
    fnvlodgen output
    1. veryfastturtle
      veryfastturtle
      • member
      • 0 kudos
      Pretty much, pick one they basically do the same thing anyway
    2. zairairaira
      zairairaira
      • member
      • 0 kudos
      i use this mod with  compat enchancer , i dont have start problem .
      butt im not sure if is copambility.
      i see you have 2 old RWD
      i use this Realistic Weapon Damages - 2021 Unofficial Update at Fallout New Vegas - mods and community (nexusmods.com)
    3. SNIPD
      SNIPD
      • member
      • 18 kudos
      They're not incompatible, the creator of the Combat Enhancer states in his description "Compatible with both XFO AI Revamp and ...", and I personally use both mods and have had zero crashes or fails to load
  7. rickerhk
    rickerhk
    • premium
    • 339 kudos
    Actually the healing script doesn't need to add stimpaks - just apply the spell. I've seen other mods have problems with glitching weapons when adding items to their inventory through scripts in a gamemode block. Just change the healing section to :

    if HealYes == 1
    pltarget.cios stimpak
    pltarget.playidle 3rdpspecialidlestimpak
    set justHealed to 1
    if getrandompercent < 30
    pltarget.forceflee
    endif
    endif
    1. mindkiller316
      mindkiller316
      • member
      • 116 kudos
      Glad I scrolled through the comments to find this suggestion. Kudos! And to those who maybe initially confused about the plugins, install the main file XFO - 9a - Enemies - AI revamp.esp and then optionally pick one of the healing options.
    2. marthgun
      marthgun
      • supporter
      • 15 kudos
      Kudos for you Rick, that's a perfect solution


      edit: I actually removed the lines:

      if getrandompercent < 30
      pltarget.forceflee
      endif

      from that block, the flee shouldn't be forced, it should be evaluated by the original xfo-ai revamp changes. Having them flee everytime would be annoying.
    3. HangoverXIII
      HangoverXIII
      • member
      • 6 kudos
      Where would I go to change the settings to this?
    4. greg511
      greg511
      • member
      • 0 kudos
      Good question !
    5. oreiliy
      oreiliy
      • member
      • 3 kudos
      in geck
    6. cocopuffs99
      cocopuffs99
      • member
      • 4 kudos
      sorry i cant figure out how to open or edit scripts in GECK...anyone know how to get to this?
    7. TWJunky
      TWJunky
      • member
      • 0 kudos
      i delted the lines:

      if getrandompercent < 30
      pltarget.forceflee
      endif

      in FNVEdit. Enemy seems to run away just as before, didnt change their behavior imho.
    8. harimau93
      harimau93
      • member
      • 19 kudos
      if HealYes == 1
      pltarget.cios stimpak
      pltarget.playidle 3rdpspecialidlestimpak
      set justHealed to 1
      if getrandompercent < 30
      pltarget.forceflee
      endif
      endif

      where can I view those script lines in FNVedit? I really don't where to find those in geck so yeah, maybe if someone could, provide the modified esp files of this? that would be awesome.
    9. DangusMcFinghin
      DangusMcFinghin
      • member
      • 0 kudos
      Your suggestion really should be in the main page. I am shocked how many Vegas mods on this site need extensive explanation in the comments section just so people know what files to use. Authors should ALWAYS include a manual and managed instruction set in mod uploads. This really should be a strict requirement of the site.
    10. DonProtein
      DonProtein
      • supporter
      • 446 kudos
      @harimau93
      GECK, not FNVEdit
    11. Bafonet
      Bafonet
      • BANNED
      • 10 kudos
      So, for those who still waiting for reply to the question where to find it: type heal in Geck's filter search option and you should see aaForceHealDebug as one of first results. Double click to open it, you'll find the lines you need to change in there.
    12. osamabinswaging
      osamabinswaging
      • member
      • 2 kudos
      Holy s#*! 9 years waiting for an answer. Thank Bafonet for providing it
    13. shanon611
      shanon611
      • member
      • 1 kudos
      Does this apply to Npcs added by mods and ect
    14. deleted67867556
      deleted67867556
      • account closed
      • 1 kudos
      9 years?!
    15. ridsection
      ridsection
      • member
      • 0 kudos
      You dont actually need to download an entire program like FNVedit or GECK to edit minor codes in the ESP files, just use notepad like usual and hit Ctrl + F and search the key part of the code you want to edit.
    16. zairairaira
      zairairaira
      • member
      • 0 kudos
      i dont now that, this is useful for ather mods change becouse is dificult for me i use GECK ,
      butt for this mod
       dont work with notepad for me.
      but work with GECK.
    17. CluelessCourier
      CluelessCourier
      • member
      • 9 kudos
      Thanks a lot to y'all. (TTW too) I was able to find it by:

      1. Only activating (double click) FalloutNV.esm, XFO - Enemies - Revamp.esp and XFO - Enemies - NPC Healing.esp
      2. NPC Healing must be the Active File
      3. In the plugin window, scroll down to "All" and, just like Bafonet said, type "heal" in the Filter. It should display "aaForceHealDebug" between the results.
      4. Double click it, it'll open the script.
      5. Scroll down, you'll find the lines that you need to edit (I suggest actually typing it, not copypasting)
      if HealYes == 1
      pltarget.cios stimpak
      pltarget.playidle 3rdpspecialidlestimpak
      set justHealed to 1
      if getrandompercent < 30
      pltarget.forceflee
      endif
      endif
      or if you don't want forced fleeing enemies (like marthgun pointed out)
      if HealYes == 1
      pltarget.cios stimpak
      pltarget.playidle 3rdpspecialidlestimpak
      set justHealed to 1
      endif
      6. Save changes
      7. Done

  8. TenkatsuQ
    TenkatsuQ
    • member
    • 0 kudos
    Maybe you can add a "cooldown" for stimpacks, if npc uses "spell" but not really use item, and if they are used 1 stimpack, the will not use 1 more during 30 seconds (+/-)
  9. SaltySpitoon101
    SaltySpitoon101
    • member
    • 0 kudos
    The XFO-NV.com link in the text file took me to a website full of viruses and loud noises, I suggest not doing the same.
  10. tarakotik
    tarakotik
    • BANNED
    • 8 kudos
    compatible with https://www.nexusmods.com/newvegas/mods/58431/ ?