Fallout New Vegas

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Timeburn

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timeburn

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50 comments

  1. LordAndSavior
    LordAndSavior
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    Is this compatible with Project Nevada?
    1. Alexandr
      Alexandr
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      Project Nevada would not be covered by this mod. This mod expands the NVEC-added content to mods that NVEC itself doesn't already. Project Nevada already has a NVEC patch, which brings the functionality of this mod to PN and its cells already.
    2. ntblood
      ntblood
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      L&S,
      Yes, I believe that it is compatible with Project Nevada as I show later in this post.

      So if we have Project Nevada installed and NVEC then this patch is already included in PN did you say? Or is it still usefull to expand NVEC content to other cells even if PN is already installed? I'm confused about what you, Alexandr, said:
      " Project Nevada already has a NVEC patch, which brings the functionality of this mod to PN and its cells already."

      I just looked again at Ferretgroo's FNV moding walkthrough from Feb 2014 and he suggested using NVEC mod expansion with PN from what I can tell so I gather I'm misinterpreting Alexandr's post.
      http://ferretgroo.livejournal.com/12234.html :
      " Download NVEC Patches and NVEC Mod Expansion. Drop both FOMod files into your data directory, but don't install them yet! Project Nevada - This is the big one, the mod I'd recommend if you..."

      Thank you
  2. IsaiahCarreen
    IsaiahCarreen
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    Can I get a better description of this mod please?
    1. IsaiahCarreen
      IsaiahCarreen
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      Sorry didnt think hard enough. Besides, I trust Timeburn and the NVEC team.
  3. Sarcophski
    Sarcophski
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    timeburn,

    I've found a compatibility issue between NVEC and TotBS I thought I would mention here in case you wanted to include a fix in your patch.

    Recently, I upgraded a lot of mods and was doing my usual hour of FNVEdit error checking (a necessity for any crash-free game, IMO) when I found some orphan scripts in TotBS. Here's what I've figured out... Puce Moose created some overrides of the default game scripts attached to pickable plants. These implement a survival-based plant yield script that seems to be similar to highsight's Dynamic Herbalism mod, though a bit lighter weight. Unfortunately for NVEC users, some of these scripts also provide notes that give the player recipes from TotBS. Because NVEC overrides the activator itself and fires the dynamic herbalism script instead of the original, it also bypasses Puce's override. Essentially, as near as I can tell, NVEC users have no way of getting those particular recipes without using the console.

    It's obviously not a game breaking bug, but it doesn't seem any more difficult to fix than adding a few lines to some of NVEC's dynamic herbalism scripts. Anyway, I thought you might be interested.
    1. J4ckK3tch
      J4ckK3tch
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      There's a fix for that posted here
      http://www.nexusmods.com/newvegas/mods/54552/?
      I've actually been meaning to ask if he's already addressed that himself before I DL'd Tales, but it looks like the separate fix is still needed.
  4. Arcamean
    Arcamean
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    I'm getting the an error from NMM that has me completely baffled.

    A problem occured during install:
    (file 'nvec complete.esm' is not Active, OR
    File 'nvec complete + nvce.esm' is not Active, OR
    File 'nvec complete.esm' is not Inactive, OR
    File nvec complete + nve.esm' is not Inactive.)
    This mod was not installed.

    1. Keleigh3000
      Keleigh3000
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      That's hilarious. Is it is, or is it isn't? Isn't it?

      Just a wild guess, but you don't accidentally have both 'NVEC Complete.esm' AND 'NVEC Complete + NVCE.esm' active, do you? The installer should only put one of the two, but stuff happens.
    2. Arcamean
      Arcamean
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      Nope, I checked with FNVE edit and no NVEC files in my load order.
    3. Keleigh3000
      Keleigh3000
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      None? There has to be one of them for this mod to work. This mod adds NVEC content to other mods, but it has to have an NVEC master to work.
  5. jedp15
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    So this changes CNR armor to be flagged as faction armor, when the original design of CNR was for it not to. Why do this? I saw this in FNVedit so if I want it back to original I just hit edit and then delete the reference to the armor?
  6. LtRhapthorne
    LtRhapthorne
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    If we don't use the two mods mentioned in the change log, we shouldn't need to update, right?
  7. Keleigh3000
    Keleigh3000
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    Nevermind. I tried it again (the 1.51 installer I thought was broken) and it worked perfectly. NMM must've been wigging out.
  8. Kelwyn
    Kelwyn
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    Thanks for adding these patches to improve conpatibility. Since the Chems mod is in the NVEC Expansion mod list, it would be helpful to add a Chem set to the House of the Chef in the esp for compatibility with Tales from the Burning Sands.
  9. Matrimelee
    Matrimelee
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    Thanks for the continuous updates!
  10. kevkas
    kevkas
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    Updated for NVEC 3.4+. Future NVEC updates should not require updates to these patches.

    That means these patches will still work with the upcoming NVEC 3.4b, right?