Love this mod, however, I do not use it along with the Freeside mod. Ive experienced a lot of bugs and glitches. a lot of graphical glitches where the sidewalks will be flashing, so to speak, an i've noticed that certain points in the roads do no line up
I've downloaded this mod and the Freeside mod, but Freeside is the only one that works for me. I've tried installing through NMM and a manual installation, but the mod does not show up on my Plugin list. I have the "StripOpen" and "50sFFF" esp files at the bottom of my load order, but the "50sFFF" file for the Strip version doesn't even appear.
I hope this makes sense...I'm just not quite sure what the deal is or how to fix it.
I think you probably 1) just installed the FLVJOD The Strip Resources but forgot to download/install the individual plugin (In the files section there are two files, you need them) or 2) You installed The Strip open plugin (ESP file). Could you check it and see it that solves your problem?.
Am I the only one that doesn't seem to understand the installation instructions? None of the folders mentioned in it are actually in my data folder to begin with.
sturmgewehr44 , if you don't find the LOD folder in data don't worry, then just drop the files of my mod according to the instructions. It's just a precaution in case you have already installed a mod that included new LOD for the Strip, which could be NVR or Strip Open.
I've noticed that when you install the game for the first time you don't even have the LODSettings, meshes or textures folders. What happens here is that some of the mods that involve an overhaul of a worldspace (like freeside or the strip) have regenerated the LOD, and therefore in their files they include the folders you haven't found. that's why I put in the installation instruccions to search for those folders and in case you find them make a backup, so if you want to uninstall the mod you would be able to restore your game to its original state (before installing FLVJOD-The Strip).
Thanks for the input. I did that a few days ago and it works well, besides those LOD bugs you mentioned before (I was in a hurry and the disclaimer about it you wrote in the description never came across for some reason. The message never really hit me, lol). I recently got some orangish-yellow glowing behind the Ultra-Luxe. Maybe it is a mesh bug? I'll post a screenshot if it persists. Here's hoping it doesn't (:
Note: For future reference, just call me Sturm. It is easier to remember and replicate without making an error. I kind of like it too, it is catchy to say the least. I found out a little about the placing of the NCR Embassy and the Ultra-Luxe. In many pre-release videos that show the area off, it seems like the Embassy was exactly where it is in the vanilla game. No building seems to be behind the Ulta-Luxe, although I could be mistaken. Maybe it was there in a very early build of the Strip and removed early on in development? Video: https://www.youtube.com/watch?v=YpIBRiQaio4 (0:31 seconds in). The monorail also seems to be part of the Strip cell.
The monorail will be added, if I remember right. As for the buildings behind the Ultra Luxe, I think Prod used the postcards in the loading screens as a reference. [Mentioning post cards, what happened to the fountain?]
Ok Sturm, I'll call you by that nick . In response to your comments:
1) The orangish-yellow glowing behind the Ultra-Luxe its a bug originated by the switch of the Ultraluxe models. The glowmaps are attached via script to the original models and I don't have right now the skills to fix it. I added an additional Glowmap to somwehow compensate the wrong rendering, but it seems it didn't helped too much. Hope in the future I'll be able to fix that.
2) If you want proof that the Ultraluxe had that building attached at its back, go outside the strip exactly in the part of the billboard walls where the Ultraluxe is located (where the NCR NCR sharecropper farms are located) and you'll see the model with the building attached is still there. Some modifications weren't completely reflected in the game, and this is one of them. Another example is the Tops casino...in the vanilla game the hotel tower has a chunk in the corner, but if you see the model that is displayed from distance in Freeside, there's no sign of the chunk. Another proof of the building attached is present in the BSA files. Extract a file called ultraluxhotel_wl.nif and you'll see it. The building I put in the strip don't have the same dimensions that the original, I adjusted it a little to somehow resemble the hallway where you pass when you are inside the Ultraluxe and want to go to the hotel rooms.
Mohamed2001, I didn't add the fountain because I've experienced problems with the custom LOD models. If you see, even though I recreated the awnings they weren't included in the mod. I wanted to put only models that were recognized by GECK during the lod process. I'll review this again in the future.
Thx for your answer, prodimen , i was waiting for it before installing this file (i've strip open for a while and wanted to change), i hope everything gonna be ok with the Sierra Madre ^^
I've tried other "open" mods and they all had the same issue: map markers don't work. Also there can be huge issues with path finding for npcs (including quest important ones) and followers. I hope this mod has finally fixed all that because it'd be great to have this next time I do a run.
I don't have information about compatibilty with map markers other than vanilla ones. If between those "open" mods is Strip Open I'm afraid the issue will remain, because this mod is based on that mod .
Phenomenal mod. I have just one issue, that being spotty grass. It is growing in patches nice and bright green but the rest is brown. Anyone else encounter this? If so, were you able to fix it?
Thank you! , I'm glad you liked it . As for the grass issue, what I have noticed is that a part of the grass area is green and a part is brown/yellow until you walk further (then the yellow/brown area gets green). Not sure about the reason of this, other than the view settings you may be using (in the menu you can set the view options to full). I'm not using the max settings to keep performance. Is that what you were refering to?. If not could you upload a screenshot showing your issue?.
The issue was fixed by starting a new game. As I said before this mod is excellent. It really shows us what the dev's originally had in mind for the Strip. Here is the screenshot anyway.
http://imgur.com/XWBEpd9 <---------link for better pic
You could fill in those parking spaces you made with tents and stalls similar to Rivet City's market place. With stalls ran by the local campers, such as a few black jack and roulette tables, a guy who sells concealed weapons, another who runs a cafe, a armor vendor and a doctor's tent or something.
I agree completely except for the gambling as I doubt the Families would stand for freelance operations outside of the casinos. Definitely needs something to fill those spaces as I doubt Mr. House would just allow the waste of so much space.
Thanks for the ideas you provided lewisroantree . Even though they are very good ones, I'd prefer to keep the concept of a Parking lot.
1)The stalls and tents would make sense with regards the comercial activity inside the Strip. However, I think the original concept was to make these trading very subtle, like the woman that offers you some food in front of the BLV station (her merchandise is not in full view). That keeps the image of exclusivity inside the strip, since stalls and tents give the impression of hawkering. I've thought that maybe these trading could be done in an specific area for it, in another section . As for the additional gambling, I agree with kealoz, I don't think the families or Mr. House himself would allow freelance operations outside the casinos.
Those areas weren't really planned to be parking lots, I made them like that as a convinient way to fill the space with the less possible amount of resources in order to keep performance, while at the same time provide a panoramic view of the Resorts (specially the Lucky 38 ). My reasoning for them to be empty was that they were originally filled with rusty car hulks, and when Mr. House started to restore the Strip he had those hulks removed. I didn't like in the vanilla game to see that upside-down truck next to the Lucky 38 ) and the other cars near the tops, therefore I didn't put any vehicle there. I understand those areas look very deserted, I'll see what I can do to retouch them though.
If you're refering to the fact the new areas are empty, the idea was precisely to keep performance. Strip Open mod has already put additional pressure to the engine removing the strip doors, and I put even more pressure removing the rest of the walls that hid areas and moving the boundaries further. Putting more stuff there will consume more and more perfomance . I'll see what can be done to those areas in the future though
It just doesn't look good without shadows, if someone could port http://www.nexusmods.com/oblivion/mods/45043/ to New Vegas it'd make the whole game look better.
112 comments
Comments locked
A moderator has closed this comment topic for the time beingI hope this makes sense...I'm just not quite sure what the deal is or how to fix it.
I've noticed that when you install the game for the first time you don't even have the LODSettings, meshes or textures folders. What happens here is that some of the mods that involve an overhaul of a worldspace (like freeside or the strip) have regenerated the LOD, and therefore in their files they include the folders you haven't found. that's why I put in the installation instruccions to search for those folders and in case you find them make a backup, so if you want to uninstall the mod you would be able to restore your game to its original state (before installing FLVJOD-The Strip).
Note: For future reference, just call me Sturm. It is easier to remember and replicate without making an error. I kind of like it too, it is catchy to say the least. I found out a little about the placing of the NCR Embassy and the Ultra-Luxe. In many pre-release videos that show the area off, it seems like the Embassy was exactly where it is in the vanilla game. No building seems to be behind the Ulta-Luxe, although I could be mistaken. Maybe it was there in a very early build of the Strip and removed early on in development? Video: https://www.youtube.com/watch?v=YpIBRiQaio4 (0:31 seconds in). The monorail also seems to be part of the Strip cell.
1) The orangish-yellow glowing behind the Ultra-Luxe its a bug originated by the switch of the Ultraluxe models. The glowmaps are attached via script to the original models and I don't have right now the skills to fix it. I added an additional Glowmap to somwehow compensate the wrong rendering, but it seems it didn't helped too much. Hope in the future I'll be able to fix that.
2) If you want proof that the Ultraluxe had that building attached at its back, go outside the strip exactly in the part of the billboard walls where the Ultraluxe is located (where the NCR NCR sharecropper farms are located) and you'll see the model with the building attached is still there. Some modifications weren't completely reflected in the game, and this is one of them. Another example is the Tops casino...in the vanilla game the hotel tower has a chunk in the corner, but if you see the model that is displayed from distance in Freeside, there's no sign of the chunk. Another proof of the building attached is present in the BSA files. Extract a file called ultraluxhotel_wl.nif and you'll see it. The building I put in the strip don't have the same dimensions that the original, I adjusted it a little to somehow resemble the hallway where you pass when you are inside the Ultraluxe and want to go to the hotel rooms.
Mohamed2001, I didn't add the fountain because I've experienced problems with the custom LOD models. If you see, even though I recreated the awnings they weren't included in the mod. I wanted to put only models that were recognized by GECK during the lod process. I'll review this again in the future.
EDIT: Endorsed
http://imgur.com/XWBEpd9 <---------link for better pic
1)The stalls and tents would make sense with regards the comercial activity inside the Strip. However, I think the original concept was to make these trading very subtle, like the woman that offers you some food in front of the BLV station (her merchandise is not in full view). That keeps the image of exclusivity inside the strip, since stalls and tents give the impression of hawkering. I've thought that maybe these trading could be done in an specific area for it, in another section . As for the additional gambling, I agree with kealoz, I don't think the families or Mr. House himself would allow freelance operations outside the casinos.
Those areas weren't really planned to be parking lots, I made them like that as a convinient way to fill the space with the less possible amount of resources in order to keep performance, while at the same time provide a panoramic view of the Resorts (specially the Lucky 38 ). My reasoning for them to be empty was that they were originally filled with rusty car hulks, and when Mr. House started to restore the Strip he had those hulks removed. I didn't like in the vanilla game to see that upside-down truck next to the Lucky 38 ) and the other cars near the tops, therefore I didn't put any vehicle there. I understand those areas look very deserted, I'll see what I can do to retouch them though.
New Reno is more of.. "free". It has no law, nothing. So..
Vegas, however, is much more strict.