Fallout New Vegas

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Cirno

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bcirno

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29 comments

  1. DaHALOSHOCK
    DaHALOSHOCK
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    • 1 kudos
    This mods fucked. it brakes the watertank and sign mesh making it useless.
  2. Aryell
    Aryell
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    • 13 kudos
    Great mod improve the original but Due to a misspelling "Wasteland Defense" it's hard to find this great mod
    1. LordSlime
      LordSlime
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      Does it stil lwork and is it a must have as I am a bit worried for the different changes to loose some of the plans and features of the original mod so should di Install it?
    2. LordSlime
      LordSlime
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      And also where do I put the files im very veerry scared about all of this and where to properly do it.
    3. deleted89738208
      deleted89738208
      • account closed
      • 27 kudos
      Use Mod Organizer 2, it removes the risk of breaking stuff installing mods.
  3. Dylan10126
    Dylan10126
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    I found an issue with the watertank. After switching from the normal version to this tweak version, my watertank was coming up as an exclamation mark. uninstalling the new meshes back to the old ones, the exclamation mark was still there. After looking at the esp in NVEdit, under Activators/Water Tank, the esp is looking for the mesh in WD/tweaks/watertank.nif. This "tweaks" subfolder doesnt exist, thus the mesh error. Changing the address to WD/watertank.nif has fixed the problem
    1. ndat911
      ndat911
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      I am late for the party. As of 2021, alternatively I create a folder name tweak and drop the watertank.nif into that folder right under WD. This will remove the exclaimation mark and replaces it with the new water tank.
  4. Castleson
    Castleson
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    II like this mod a lot. But whenever I start a raid with any faction on page 2 and 3, they don't spawn. The raid just would not start. Is there a solution to this?
    1. bcirno
      bcirno
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      • 3 kudos
      it's was planned.
      however i realized that method used by original author for spawn variety is bad. It's should be done like in vanilla game via lists instead of scripting. so i stopped here and lost interest atm. Probably will continue or will make separate mod with predefined base place and proper navmesh.

      Atm i don't have PC to run FNV anyway, so don't know when i continue or made new one. Notebook is not good enough to run it.
  5. HuaiXin
    HuaiXin
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    I love the new hologram meshes but when I install the new version the changes to guards like the rearming options and guarding different points don't appear.These options worked back with the old version.
    1. bcirno
      bcirno
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      • 3 kudos
      weird, try to reinstall armory, but dialog should appear even without armory, i removed condition for patrol orders.

      if it not helps, try to run new game and start building fort till you hire 1 guard. Guard should have dialog options even without armory.
    2. HuaiXin
      HuaiXin
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      Tried both, didn't work. Tried reinstalling both original mod and this as well. I can only get the textures.
  6. bcirno
    bcirno
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    I have an idea about old meshes. I wish to remove collision mesh from major placable objects and make them looks like hologram.
    so NPC don't stuck on objects and go through them while objects are looks almost same as on unedited mod.

    will try on next version + additional raids + slow down raid spawning for stability and reducing lags.

    also i thinking about experimental version with modified guards/scavengers and their enemies, which is allow to expand borders and npc activity radios. I want to make them act without player's presence. Bad side here - it's can add some additional load to game when player is outside fort's area.

    Well 4gb patch + nvsr should help here.
  7. bcirno
    bcirno
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    After 2 years of delay new version, hurray!

    Lot of changes, so better to start new game.

    Major difference from 1.8:
    - blueprints in one box
    - scavengers finally works. they walk only on something dead with combat items inside, but looting from distance. It's not about ez mode or cheating. It's mostly about poor navmeshing and NPC stucking in weird places.
    - guard now can be assigned to guard border points, HQ, water well or even follow player like follower.
    But there big difference between "normal" follower - no follower dialogs, flagged as "low level processing" which mean their AI will freeze if player not near and no follower packages at all except dumb "follow".
    - like guard, scavengers can be assigned on border points, HQ, water well. But beware, they are ultra fragile.
    - some workaround to prevent spawn guards and scavengers to nowhere, sadly untested. It's about map marker which somehow able to reset to default position or dissapear? Before guard/scavengers spawn there few checks for distance between player and marker. If it exceed limit you will see message and there will be two attempts to move marker (1st to water well, if not helps - to player). If you see such message - reset marker position in water well menu.
    - turrets AI package

    if somebody still playing in FNV and TD with this "tweak", responses are welcome.
  8. Deaddropping
    Deaddropping
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    So did you add any new blueprints, or just increase the amount the market has on a daily basis?
    1. bcirno
      bcirno
      • member
      • 3 kudos
      i want to make final fix to scavengers before adding anything else.
      at 1.8 they are still problematic.
  9. OxideTank
    OxideTank
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    So when you say that enemies come closer, do you mean they spawn closer?
    1. bcirno
      bcirno
      • member
      • 3 kudos
      no, that's mean - during raid they will walk closer to water tank.
  10. Darth Anubis
    Darth Anubis
    • member
    • 3 kudos
    any possibility to get this mod without the model change ?
    1. DaDump
      DaDump
      • member
      • 2 kudos
      yeah, the model change is crap

      was really disappointed with the model change, since I started playing WD along with this -.-
    2. Alral
      Alral
      • member
      • 1 kudos
      You may correct it (like I did) in FNVEdit.
      Just find the corresponding activators and replace them.
      No extra knowledge required.
    3. TyoAtrosa
      TyoAtrosa
      • supporter
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      what do i need to change to get the old meshes back, exactly?
    4. bcirno
      bcirno
      • member
      • 3 kudos
      fast reply

      yes it's possible, but need to edit esp. Maybe later i try to update this and make version without touching of meshes.

      they suck on purpose. i looked for meshes without collision to avoid npc's stuck.

      well if i get interest in this again, i'll make new meshes based on original, but with removed collision. As i remember it's about deleting one branch in nifscope

      imho it's better than stucked npcs and lags what it cause.