Hey guys! I don't know if it's a coincidence, but when I installed https://www.nexusmods.com/newvegas/mods/71583 right after the glowing stuff mod the plants started glowing again?
For reference, the rest of my load order is built around the STEP modifications guide for New Vegas, with the UI mods and weather&lighting mods disabled except for the one mandatory lighting mod to keep my game stable and functional.
Probably not best modding practice, but I threw glowing stuff V2 and the water bottle filler mod i linked right at the end of my load order. Without the empty bottle mod the plants didn't glow, but after installing it glowing plants are working again??? i used the glowing stuff mod back like five years ago and it was my fave so i'm super relieved it's working again but i'd figured i'd share in case someone else is able to reproduce it. Hope this helps.
EDIT: I'm a few hours in and it turns on and off randomly, so it's a solid "works sometimes" from the looks of things. Then again, I don't know much anything about modding and it could be something totally unrelated or something i missed when looking through the previous comments. i've also tried reproducing it with other mod profiles and it doesn't seem to work from what i can tell. i can't figure out why it'll turn off and on without having to go back to the main menu and reloading the save like mentioned in one of the previous comments. guess i'm just God's favorite ¯\_(ツ)_/¯
Hey guys, I've figured out a way to get plants to be highlighted again. After checking the documentation, the last parameter in GetFirstRefInCell, IncludeTakenRefsinactive, which is set to 0 in this mod for plants, seems to be bugged in some way in nvse, or had changed in nvse 6.
The description of the parameter is "inactive references to items which were previously picked up by an actor are ignored" unless set to 1. Changing this pramater in corresponding script to 1 makes plants get highlighted again, but they stay highlighted after being picked, but it's definitely an improvement over them being not highlighted at all. Maybe the mod author or someone else can fix that for us, so they stop being highlighted after being picked.
The line I have changed is line 6 in the aaaaglowingitemsplantsF script from set rCurrentRef to GetFirstRef 21 1 0to set rCurrentRef to GetFirstRef 21 1 1
anyone can make a single mod for the perk the finder of the frontier? I 've been playing fallout new vegas for years and i found new notes, holotags and other stuff in my vanilla savegames....., and i think it could be a greater mod
I really like this mod, it reminds me of a similar one I've used in FO4. Problem with the plants though. It seems like they'll only glow if one does a proper load into the game (quickload doesn't work, one has to completely exit to main menu, then load a savegame). So every time one wants to get plants to glow when entering a new cell, in order to reapply the effect, one has to do a proper unload/reload.
It's weird because I have bodies set to red, and that works flawlessly. I'm using the shader version (v2.7) with xNVSE (v6.2.4), NVTF (v9.9.1h) and NVHR (v3.2).
Is there a less inconvenient way to reapply the effect? Taking off the glasses and then on again only works in cells one loaded into (as explained previously).
Works well, default its all disabled and enabling evrything one by one takes years. Shame this mod dont just make iteams glow, its make texture show in negatives for some reason.
And very sad it dont work on harvestable plants (interesting absurd after instal Toggle Aim mod plants began to work, for a moment..)... and thing for crafting are with all crap stuff under the misc.
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Notes, keys and keycards... what a shame...
For reference, the rest of my load order is built around the STEP modifications guide for New Vegas, with the UI mods and weather&lighting mods disabled except for the one mandatory lighting mod to keep my game stable and functional.
Probably not best modding practice, but I threw glowing stuff V2 and the water bottle filler mod i linked right at the end of my load order. Without the empty bottle mod the plants didn't glow, but after installing it glowing plants are working again??? i used the glowing stuff mod back like five years ago and it was my fave so i'm super relieved it's working again but i'd figured i'd share in case someone else is able to reproduce it. Hope this helps.
EDIT: I'm a few hours in and it turns on and off randomly, so it's a solid "works sometimes" from the looks of things. Then again, I don't know much anything about modding and it could be something totally unrelated or something i missed when looking through the previous comments. i've also tried reproducing it with other mod profiles and it doesn't seem to work from what i can tell. i can't figure out why it'll turn off and on without having to go back to the main menu and reloading the save like mentioned in one of the previous comments. guess i'm just God's favorite ¯\_(ツ)_/¯
After checking the documentation, the last parameter in GetFirstRefInCell, IncludeTakenRefsinactive, which is set to 0 in this mod for plants, seems to be bugged in some way in nvse, or had changed in nvse 6.
The description of the parameter is "inactive references to items which were previously picked up by an actor are ignored" unless set to 1.
Changing this pramater in corresponding script to 1 makes plants get highlighted again, but they stay highlighted after being picked, but it's definitely an improvement over them being not highlighted at all. Maybe the mod author or someone else can fix that for us, so they stop being highlighted after being picked.
The line I have changed is line 6 in the aaaaglowingitemsplantsF script
from
set rCurrentRef to GetFirstRef 21 1 0
toset rCurrentRef to GetFirstRef 21 1 1
xx014848 - Remote Configuration Device
xx000ADF - Glasses of Sight
xx = load order priority of mod (IN HEXADECIMAL)
It's weird because I have bodies set to red, and that works flawlessly. I'm using the shader version (v2.7) with xNVSE (v6.2.4), NVTF (v9.9.1h) and NVHR (v3.2).
Is there a less inconvenient way to reapply the effect? Taking off the glasses and then on again only works in cells one loaded into (as explained previously).
And very sad it dont work on harvestable plants (interesting absurd after instal Toggle Aim mod plants began to work, for a moment..)... and thing for crafting are with all crap stuff under the misc.