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