Fallout New Vegas

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Yukichigai

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Yukichigai

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19 comments

  1. GreatSephiroth
    GreatSephiroth
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    • 10 kudos
    thank you very much for making it clear the mod is included in yup.
  2. sLywayzz
    sLywayzz
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    • 0 kudos
    I assume this is still a viable mod or did the devs end up putting out a fix ?
  3. hard8
    hard8
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    any conflicts with more perks mod?


    The levelers house mod has perks and they work but the pipboy icons are scrambled and distorted when I use the levelers house mod with more perks mod, and I don't won't anymore screwy perk pipboy images, the levelers house only has about ten perks to it!..

    I thought it was the Better Game Performance V5 by Falloutperson416 mod that messed up my perk icons from the levelers mod, but most likely a bad icon over ride somewhere, I re-install every single mod clean several times and these 8 or 10 levelers house perks or it's icon images are distorted still.

    so now I'm hesitant at adding anymore perk related mods!..
    1. Yukichigai
      Yukichigai
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      This doesn't change any of the visuals, just the behind-the-scenes conditions required for a weapon to trigger the perk. Technically it adds two new effects to the perk for the new weapons without touching the original effect, which makes merging a lot easier.
  4. Eden2012
    Eden2012
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    Thank you sir for proving the video gaming business clearly has competence to spare.
    1. Yukichigai
      Yukichigai
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      I'm... actually confused on this reply. Are you saying they're overly competent and I'm not, or was that a mistype, or...?

      Uhm... either way, enjoy the mod. ^_^
    2. Zerginfestor
      Zerginfestor
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      hah, I think it means they still have competence to spare, but do not desire to use it at all, but instead would rather spew bullcrap to their fans and fellow modders that doing such an action is simply "IMPOSSIBRU". Anyways this mod seriously shows some love to weapons that needed it, was surprised (and somewhat annoyed) by seeing JE Sawyer attempting to sweep this notion under the rug instead of actually fixing it.
    3. Yukichigai
      Yukichigai
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      To be fair, the fix only works because of the specific weapons added by other DLCs. If another DLC had added, say, a unique Frag Grenade then there wouldn't really be any way this fix could touch it.

      Hopefully for future Fallout titles the devs will do a little futureproofing. All they need to do is set aside say 10-20 Form lists and Leveled Item/NPC lists in the base game which are reserved for future DLC use. That way you can get some cross-DLC interaction simply by having each DLC add to the appropriate list in the base game dynamically. No load order issues, no broken content.
  5. jiangx18
    jiangx18
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    Does this mod affect the weapons mods like the ones by Millennia?
    1. Yukichigai
      Yukichigai
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      • 751 kudos
      As long as they've been added to the correct form lists, yes it will. I would have to look at each weapon specifically to determine whether or not that's true though.
  6. creedofheresy
    creedofheresy
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    • 2 kudos
    THANK you. Just. THANK you. This along with some of the other bug-fixes I've downloaded from you have made this game much more playable and the perks much more useful, to the point I actually DO have to start balancing perks to determine which ones I want and don't want much more, which adds more flavor to the RPG experience. Also, Sawyer, are you serious, man? "It can't be done!" He HAS to be aware of the size and scope and talent of the Nexus and its modders. That or he just really wasn't paying any attention. Maybe it was too obvious to notice? I don't know. Seriously though they should hire modders like you on as full-time staff or at LEAST part-time staff to specifically fix all this shit. The hell of it is that you and others like you are basically cleaning up s#*! that should have been taken care of by the development staff. Customer satisfaction in the video game industry? Surely we jest at the notion! Anyways, good catch on all your bug fixes, keep up the stellar work.
  7. Yukichigai
    Yukichigai
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    @Lord Vukodiak: I know what I'm talking about. Read the description again; this mod requires NO OTHER DLC to work. It is NOT a "DLC to DLC patch", it modifies ONLY Honest Hearts. It is not dependent on load order, other than it has to be placed after Honest Hearts. IT NEITHER MODIFIES NOR REQUIRES ANY OF THE OTHER DLC. It will still affect weapons from other DLCs because those weapons make use of non-DLC lists and identifiers.

    In other words, JE Sawyer was wrong.
  8. Lord Vukodlak
    Lord Vukodlak
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    This kind of fix can be done on the PC but only the PC, load order prevents DLC to DLC patches on any other platform. They won't fix something on the PC but not fix it on the remaining two thirds of the market as third party modders as yourself can fix those issues. Before you call someone out as wrong, you might want to actually know what they were talking about.
  9. Daiganzan
    Daiganzan
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    A question on how the perk is handled: I added some weapons to the Grunt FormID list. When using this mod, if they are in both the Grunt list and the Machinegun list, will it cause conflicts? (such as, being double-affected by the perk)

    EDIT: NVM, just read the perk entry and worked out it doesn't.
  10. Yukichigai
    Yukichigai
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    The only thing I'll point out is that the other fix you linked requires DLC-to-DLC-specific patches, e.g. one for Honest Hearts + Dead Money, another separate one if you want Honest Hearts + Dead Money + Gun Runner's Arsenal, etc. etc.

    My fix doesn't have those requirements. It's one package that requires only Honest Hearts be installed, that works for all DLCs in all combinations and most mods to boot.

    EDIT: Oh yes, the earlier version of my fix which included the 12.7mm SMG, 10mm SMG, and others was a mistake on my part, and not intentional. The latest version is confined ONLY to the weapons which the Grunt perk should cover.