Fallout New Vegas

173 comments

  1. meepro46
    meepro46
    • member
    • 0 kudos
    Could you make a patch with Gopher Advanced Recon Thermal Nightvision to most of the ranger armor, power armor and stealth armor?
  2. B4llsAndB4y0n3ts
    B4llsAndB4y0n3ts
    • member
    • 12 kudos
    We really need something like this for TTW. Springvale would be a perfect spot.
  3. grimreaper1234
    grimreaper1234
    • supporter
    • 0 kudos
    I'M NOT ABLE TO ENTER THE HOUSE THIS IS THE ONLY MOD I'M USING!

    update.....Nevermind i got in the error was on my end great mod love it!
    1. Rocker1600
      Rocker1600
      • premium
      • 1 kudos
      How'd you deal with it?
  4. EternalXLust
    EternalXLust
    • member
    • 1 kudos
    If I may ask a question regarding some weapon textures looking off (it may be another mod I have conflicted with yours but I have unloaded other weapon textures and it still occurs) . Do you know what causes this? I have screenshots but I am unable to upload them to this comment. Otherwise great job mod love using this.
  5. Hellzapoppin
    Hellzapoppin
    • BANNED
    • 9 kudos
    As much as I've heaped praise on your Courier 6 compounds, I've run into an oddity with them recently.

    Finally figured out how to get NVTF and RivaTuner to grant me 60+ frames per second, which makes the game glorious... but...

    For some reason, the framerate inside your buildings crashes into the mud.

    Thing is, I'm not sure if your mods are a cause or the unhappy recipients of a symptom, because my game has been doing a couple other really Weird things lately. For example, on starting a new playthrough, I have to enter 'enableplayercontrols' in the console before I can crouch or use my pip-boy, etc. Also, the quest 'Back In The Saddle' won't start properly; I walk into the Prospector with Sunny already in a 'busy' state.

    Weird.
    1. Hellzapoppin
      Hellzapoppin
      • BANNED
      • 9 kudos
      This is a reply to myself (for the benefit of anyone who might encounter the same problem:

      The problem is not with this mod. Well, sort of is, but mostly isn't. The problem is that some other mods (for example, Interior Lighting Overhaul is one) have records that conflict with those in this mod. The simple fix (though I have only limited testing so far to back this up) is to edit the conflicting records in those mods' ESPs to make them conform to the rest of the mods carrying those records. This is particularly important in the Worldspace and Cell fields.

      I've done that so far with the Worldspace fields -- for example, most mods including this one use the "Potomac" water in the NVWasteland worldspace -- but a couple were using NVWaterClean, instead, and it was causing heavy lag spikes -- most particularly noticeable in this mod.

      If you don't have FNVEdit and/or don't want to go to the trouble of editing the records to make them all conform, my suggestion is that you create a Separator in MO2 (You are using MO2, right?!), name it "Priority Overrides" or something similar so that you know at a glance what it's for, place that separator at top priority (unless you use a weather mod that demands that spot, then place it second to that) and place this mod into it. That should allow this mod's records to supercede any non-conforming worldspace and cell records from other mods.
  6. Butterfliis
    Butterfliis
    • supporter
    • 0 kudos
    Fabulous Mod. Allows a player to use all sorts of weapons without the Easter egg hunts. In truth, I probably only load up with half a dozen weapons at most. But to have the selection that this mod offers is fantastic. Special Kudos for the "Courier 6" items...always my favorite and first choice.  I have the Zion, Hopeville, Novac as well as the Goodspring compounds active.  Would not do a playthrough without them.  Which brings us to a couple of small issues.
    Hopeville: Security of the weapons and items on the roof. I've had Marked Men show up on that roof using Compound Assets. In Fallout NV Dust, several Tribals got up there and one actually grabbed all the 45s and half the Thompsons. I know this because I killed the Tribal and looted her. Possibly a ladder with a trap door? It's the only location with this problem.
    GoodSprings: In Fallout NV Dust, I can't get the door to the main house open. The Armory and Barracks are fine. I've tried Lite and Opulent versions-no dice. With the magic keyboard I can unlock the door, but cannot get in. Believe me, in Dust with the Armory alone I'm king of the hill. So I don't absolutely have to have The House.  Works fine in Fallout NV. But, if it's an easy fix great. Don't want you wasting to much time on this since these mods are so unbelievably bug free anyway.   
    1. barbarossa2000
      barbarossa2000
      • premium
      • 62 kudos
      Hey Butterfliis. Glad you like it. It was my personal labor of love for my favorite game ever (that I probably had 20 full playthroughs by 2014 and no longer really wanted to grind). As I recall, I think I finished this mod about 6 months (or so) before DUST came out...so it was never intended to deconflict anything that DUST might later introduce.

      Of the top of my head, I can't think of anything that would be incompatible, but I've only looked at DUST in the GECK superficially, since I wrote my own separate mod to add onto DUST (not published, just personal) when I played it awhile ago. There could be a mod-wide edit that just happens to affect that structure that I used as the Courier 6 home in Goodsprings, OR it could be the edits DUST actually makes to Goodsprings, which as I recall, are fairly numerous. I might have to take a look at that later, since you are not the only one to mention some incompatibilities with DUST.

      Now regarding Hopeville, that's a new one I hadn't heard. I remember going over that entire area with a fine tooth comb to deconflict with Marked Men, Nav Mesh, storm boxes, etc. I've played Lonesome Road countless times with the mod on, and never saw that happen. So I'm wondering if there might be another mod you're using that might be affecting their behavior? Seriously I never heard of Marked Men making it into the wire (I actually built it to prevent that) and then acquiring weapons no less. There is simply no way for them to make it through the wire...well, no way for it to happen that I can think of anyway. I mean, they could (and probably would) loot weapons, if they were magically transported in there, but that's why I over-engineered it to keep them out. Quick question:  did they make it through the locked gate, (was it actually opened?), or did they just appear up on the roof? Honestly, I'm clueless when it comes to Hopeville. There's no secret way in, or anything. I've seen something relatively similar happen in the Sierra Madre Safehouse, where the Ghost People would follow you into the interior, but they were "locked-on" to the Courier and there is no mechanism I know of to prevent it. I'll take a look at it, but can't promise anything to fix it, since I emptied by bag of tricks to prevent anything like it from happening to begin with. If I have anything to report, I'll post it here.

      Thanks for the feedback,

      Barbarossa
    2. Hellzapoppin
      Hellzapoppin
      • BANNED
      • 9 kudos
      In fact, it does appear to be incompatible with A World Of Pain.

      EDIT: Nope, I retract that. Works just fine. And, to add:

      Yes, for those of us who have done multiple playthroughs and just don't want to do all the grinding for gear that goes with it, this mod is like Christmas all year 'round. Thank you.
  7. Ragnarok101
    Ragnarok101
    • member
    • 1 kudos
    I hope you're still around and will answer this.
    Have you considered merging your safehouse mods? I could use some OP firepower without obliterating my load order as well as my enemies.
    1. barbarossa2000
      barbarossa2000
      • premium
      • 62 kudos
      I will work on a merged Courier 6 version. Just happened to stop back by. Several folks have asked for a merged mod, and I will see what I can do about it. I will probably post it on the Goodsprings mod page when I get it done.
  8. Betsieislief
    Betsieislief
    • member
    • 0 kudos
    does it also work with no dlc?
    1. barbarossa2000
      barbarossa2000
      • premium
      • 62 kudos
      No, you will need the entire game.
  9. ZiegIce7
    ZiegIce7
    • member
    • 1 kudos
    Hello,

    Running into a small issue. So the mod itself seems to work and load just fine. All three buildings appear and the barracks and companion location allow me to enter and exit without problem. However when I try to enter the main house I encounter an infinite loading problem. Without fail has happened every time. I've entered each other building with no issue though. I had a similar issue when i tried using Novac compound but I figured that was because of the other mods I had that edited Novac. I'm under the 135 mod limit and have a fairly power rig (1070 8gb card with 16 gb ram), any suggestions on what might be causing the problem?
    1. ZiegIce7
      ZiegIce7
      • member
      • 1 kudos
      Update: Tried the light version just out of curiosity and it worked fine. My guess is it's all the items trying to load in a space that's larger than the other ones. My game runs a bunch of high texture mods and is near the mod cap with an enb so I'm probably just running out of memory.
    2. barbarossa2000
      barbarossa2000
      • premium
      • 62 kudos
      Hi ZiegIce7. Sorry to get back to you so late. I don't visit so often anymore. Sorry to hear you were having issues, but glad you found a semi-acceptable work around. High texture mods and ENBs can create a virtually infinitesimal number of bug probabilities. I was pretty sure you weren't having memory issues with high volume items / space ratio in and of itself, since I tested and re-tested with a compendium of other mods, to ensure the crazy amount of items and containers didn't pose a problem...all, on a much less powerful computer than yours. Some of those mods I tested with mine were texture-base mods, but in truth, it was only a handful. I think your ENBs and texture mods (if excessive...but is there really any such thing [LOL]), might be creating some issues. You could always run FNVEdit if you wanted to see if there were any incompatibilities with your other mods.

      Take care and happy gaming!
  10. TheWatchman
    TheWatchman
    • member
    • 4 kudos
    Are the Courier's Stash plugins really necessary for the Lite version of this mod? I dislike having those on because they take up so much load order space for stuff I don't really use.