Fallout New Vegas

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SenterPat

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senterpat

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1547 comments

  1. Sk17tlezz
    Sk17tlezz
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    For anyone having the issue of certain buildings (including doc mitchells house) teleporting everything in front of the door, make sure you download the extra file as it includes a patch for this
    1. ELIWy
      ELIWy
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      Or use the updated version https://www.nexusmods.com/newvegas/mods/85218
    2. dawster2011
      dawster2011
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      This version this guy commented doesnt even work so dont bother
  2. zeye
    zeye
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    Just spent an hour trying to figure out why everything in Doc Mitchell's house (including me and him) spawn in front of his door. No idea why this mods would cause that to happen though.
    1. awrinklyfod
      awrinklyfod
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      Only an hour? f*#@ man I spent a whole day just to find out it's this mod fucking it all up.
    2. orangecraft45
      orangecraft45
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      did you find a fix for it? 
    3. ramklovdayhawk
      ramklovdayhawk
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      i have no idea why its this mod specifically and its a shame because it all is very sweet
    4. raniran
      raniran
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      using loot to sort my plugins fixed it for me.
    5. ELIWy
      ELIWy
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      https://www.nexusmods.com/newvegas/mods/85218 

      Updated version of the mod that fixes and expands it a little
    6. dawster2011
      dawster2011
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      Bro yes. Been waiting for this for years!!!
  3. alunenutz
    alunenutz
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    When I check weight off, shouldn't all chems get no weight?
    Cause cigarettes, jet and others still have weight
    (here is a paint "montage" of two other exemples)

    (LINK of the image, if it doesn't load on your browser)
  4. bill2013
    bill2013
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    this could use some hardcore functionality. such as the stimulante affecting sleep like caffeine in nuka-cola and deponents affecting like alcohol.
    other then that i have enjoyed like mod for the few years i have been using it.
    1. MountAndBladePlayer
      MountAndBladePlayer
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      Than* 
  5. arianlucca
    arianlucca
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    yeah i use the Craftpack mod and the Craftmaster file overwrites (i think) the function of the chemistry Set. i dont be able to make chems of this mod but dont want to uninstall CF. someone know how to deal with it? thx
  6. Sussyballs13
    Sussyballs13
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    waltuh, install this mod waltuh
  7. lightbulb8888
    lightbulb8888
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    if you want inject animations you gotta see B42 inject framework
  8. ThatGuyGaming01
    ThatGuyGaming01
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    What is the ID for the low tolerance perk? love the mod, thanks!
  9. hjhoang2512
    hjhoang2512
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    I deleted Dialog Topic and Talking Activator in FNVEdit but still got crash in place/ cell where this mod edited either by enter interior cell or fast travel to another cell. Wish someone would take over this promising mod.
  10. LordFrickbag
    LordFrickbag
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    Figured I would go ahead and share w/ everyone how I was able to ""fix"" the issue w/ Doc Mitchells and said Junknado's. I first followed the advice given below by "JULOZAKI" and went into FNVedit and deleted "Dialog Topic" and "Talking Activator". I had also came across This and followed the directions by deleting the ESM header. I have been able to completely start a new game and play w/out and negative consequences.. so far. I do need to state that I, in no way, know what I'm doing exactly, I just wanted to share what has worked for me so far. Whether this will have detrimental effects in the long run, well.. I guess I'll find out. Follow directions at your own discretion.
    1. WasteLandWasted
      WasteLandWasted
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      I've opened up morechems.esp in edit.. where are the dialogue topic and talking activator boxes exactly? They don't show in the first list of things you see. Thanks
    2. LordFrickbag
      LordFrickbag
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      Hey there, so the dialog topic and talking activator will be among the many other things that are located under the file header that have a box with a plus on the right hand side.. its hard to explain.. So if i open morechems.esp in edit, then click on the dropdown box, then look alphabetically, dialog topic should be between "door" and "object effect". Same process for talking activator, which should be between "static" and "terminal". Now mind you, since i deleted these, i no longer actually have them, so i dont really know if thats 100% where they are, but its all in alphabetical order so i would assume thats where they will be.
    3. WasteLandWasted
      WasteLandWasted
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      First off, thanks for the quick response.. I've figured out why I appear to be so blind lol. I'm just coming back to modding after a long break and have been reading the comments of previously downloaded mods..long story short, turns out that I already went through this whole process way back and forgot all about it lol I'm losing it.. re-downloaded it to confirm my theory and then, sure enough, there it was in the list... FACEPALM   Thanks though!
    4. LordFrickbag
      LordFrickbag
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      No problem mate, glad to try and help anyway I can. Hopefully all ends up working well on your end!