In version 1.8, I ESM-ified the plugin to eliminate any head/body colour mismatch, corresponding changes to resource file directory path. Since it is almost guaranteed that any current FNV player will be using the GOTY edition, I will no longer bother maintaining the non-GRA version (this means the mod now requires you have the Gun Runners' Arsenal DLC installed). This will likely be the last version. I will not be adding more content to it or making any compatibility patches.
Thanks for all the support and endorsements during this mod's development cycle.
Important note. If you are updating from an earlier version of the mod to 1.8, you need to uninstall the earlier version first, before you install 1.8. This is because of the change to the plugin extension as a result of the ESM-ification. If you don't, you will see duplicate NPCs.
Can confirm still works in 2024. They start at the gates of the Gun Runners HQ then they seem to head to the front gate of Camp McCarran then head up to the road leading to death claw alley near quarry junction then turn around to get back
Found a bug.. well unless it's unique to my setup. The door upstairs is unlocked.. you can enter but you can't get out without hannah's key, if you failed to grab that you can end up locked in. interestingly if you pickup hannah's key the door will show [Use Key] even though if you didn't have the key you could still get in.
EDIT: nvm, something janky with my setup.. odd thing is I don't know which mod is causing this cause I have no conflicts in fnvedit for that door and no mods that deal with lock picking.. so this should be fun to track down.
EDIT2: Well of all the odd ball things. The problem was this mod: https://www.nexusmods.com/newvegas/mods/72740
I was using the SILO patch for Nevada Skies. I confirmed it by running only this mod + NS + Silo and got it on a lv1 new char.
with it running that door is green and open.. I have no idea why they SILO mod would be causing that.. I hope the author is still around and can fix it. I suspect it must be causing issues with other things unbeknownst.. cause it's pretty weird for something like that to be affecting door lcoks.
For some reason this mod only allows the gun runner caravan to go from the gun gunner factory to the front gate of Camp McCarran. When they arrive, they just stand there at the front gate.
Is this going to interfere with WotNM? (Minor spoiler for that mod. Like super minor. But, still. You've been warned):
WotNM's store module includes some changes to the GR HQ. I can't actually remember what they are -it has been so long since I played without it, I can't remember what is vanilla and what isn't - but it is a thing. Has anyone had any experience running both this and WotNM? Anyone have any issues?
This mod is very hard on game engine I have a 4790k (good single core) OCd to 4.9Ghz w/ a 2060s both on a water loop & get lags here and there when all the AI is in frame. Would be cool if there was a version with less AI because of the memory limit in the game.
I am afraid I no longer have FNV installed and haven't touched the game in years. It's unlikely I will revisit the game in the near future. I am not familiar with 'Weapons of the New Millenia' (since I've been away from FNV for so long), so I don't know what sort of or scope of changes it makes to the Gunrunners HQ. But if someone wants to create a compatibility patch, they have my blessings.
I'm having a problem with vendors not restocking there inventory after 72 in-game hours. After doing some digging I may have found the problem. As it turns out any mod which edits NPCs (looks, location, inventory, etc.) can cause this problem. I have 3 mods in mind that may be the cause, this being one of them.
If anyone has experienced this bug before and knows how to deal with it, please let me know. I will provide a list of my mods if needed.
The caravans seem to have some pathing issues. I finally ran into the gun runner's caravan, I think it was a bit south of the clinic where there is an entrance to the sewer. After talking to them, I moved on, but I just happened to look back toward them to see a couple of them disappear into thin air. The brahmin and two others remained standing there. I ran over to see what happened and it seems that they decided the shortest way to wherever they are going is through the sewer, but for some reason only two went through and the rest just stood there. I figured if I left the area they would eventually work it out, but I've come back now having been gone for several days and they're still standing there.
I have to try this mod out, my favorite plays style can be describe as "A thief with a silver tongue". I waited until I had the right perks, high sneak skill, and some stealthboys, before I broke in, and had hoped to get some good loot, maybe a unique weapon from their HQ, and was very disappointed when I found out it was just three rooms with almost no loot at all.
EDIT: I just did a fast check (Ran inside, and looked the thing I could before I was killed), and I say this is much better than vanilla.
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Thanks for all the support and endorsements during this mod's development cycle.
The door upstairs is unlocked.. you can enter but you can't get out without hannah's key, if you failed to grab that you can end up locked in.
interestingly if you pickup hannah's key the door will show [Use Key] even though if you didn't have the key you could still get in.
EDIT: nvm, something janky with my setup.. odd thing is I don't know which mod is causing this cause I have no conflicts in fnvedit for that door and no mods that deal with lock picking.. so this should be fun to track down.
EDIT2: Well of all the odd ball things.
The problem was this mod: https://www.nexusmods.com/newvegas/mods/72740
I was using the SILO patch for Nevada Skies.
I confirmed it by running only this mod + NS + Silo and got it on a lv1 new char.
with it running that door is green and open.. I have no idea why they SILO mod would be causing that.. I hope the author is still around and can fix it. I suspect it must be causing issues with other things unbeknownst.. cause it's pretty weird for something like that to be affecting door lcoks.
WotNM's store module includes some changes to the GR HQ. I can't actually remember what they are -it has been so long since I played without it, I can't remember what is vanilla and what isn't - but it is a thing. Has anyone had any experience running both this and WotNM? Anyone have any issues?
I'd also recommend xNVSE, that will also help the aging engine with mods like this.
I did that. It's not pretty but it'll work.
https://www.nexusmods.com/newvegas/mods/68559/
As it turns out any mod which edits NPCs (looks, location, inventory, etc.) can cause this problem. I have 3 mods in mind that may be the cause, this being one of them.
If anyone has experienced this bug before and knows how to deal with it, please let me know.
I will provide a list of my mods if needed.
EDIT: I just did a fast check (Ran inside, and looked the thing I could before I was killed), and I say this is much better than vanilla.