If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
Version 2.0 introduces compatibility with CFWR and S6S Ammo Rebalance. Neither mod is required, both are just patched seamlessly if you have them installed. Version 2.01 removed the explicit requirement for WAP .22 SMG and Anti-Material Rifle casings, instead simply checking if their files exist. Apologies for the hassle.
Is anybody having this issue when firing with the minigun the shoulder mounted machine gun and the k9000? I narrowed it down to this mod I tried moving it down my load order to no success I tried removing my retextures and even EVE and EVX nothing I'm not using any mod that add tracers or anything modifies the bullets I have two videos of the issue itself one with this mod active and one without it active is there a way to fix this? and yes I have the original mod installed. Video: Fallout New Vegas with impact Compatibility Edition - YouTube Video: Fallout New Vegas Without Impact Compatibility Edition - YouTube
Has something to do with the mesh. Are you using anything that would affect weapons? Meshes? Is the .esp all the way at the bottom of load order? EVE also fucks up all kinds of s#*! unexpectedly. Idk what EVX is. Did you check xedit and see any comflicts there?
I use EVE sorry I made a type I meant EXE I'm using IHWT with the EVE patch I tried remove that retexture mod and same with EVE and EXE still there I checked FNVEdit and There are a few conflicts for other mods that deal with blood like enhanced blood textures and etj's retexture of that mod, but I don't see anything that effects meshes or anything and yeah tried moving it to the bottom of my list no success.
I had the same problem with the Chinese Assault Rifle (ttw) I went to IMPACT's mod files Meshes > Projectiles > and deleted 5_56projectile.nif, and that fixed my issue.
(Despite the Mod Author telling folks to use Vortex with this), if you do use TTW and IMPACT and this Compatibility, delete the ESP from the original IMPACT Mod and rename the one in this file to IMPACTComp.esp so Vortex can get rid of the incompatibility rule.
I'm a Vortex user, and while I agree that some of the s#*! with it is annoying (Especially LOOT), use what you need to. MO2 or Vortex, either work and both require learning, just don't use anything that is outdated.
I do agree that MO2 has better options than Vortex, however sometimes people just won't switch (me for example). Both work in my opinion, both in their own ways
There's a lot wrong with Vortex. For me, personally, It's two biggest hinderences are the UI design; and the way it handles priority.
After handling .esps or something as simple as textures; you end up in this stuck infinite loop of conflicts. Even just switching only 2 .esps around can cause this.
I have yet to find or be shown how to delete whatever data it saves that causes this.
?Why is it so impossible for Vortex to know "hey, this was wrong, this is now the corrected way; delete previous load order. STOP TELLING ME THERE IS A CONFLICT, THERE IS NO CONFLICT I CORRECTED IT!!!
it gets into this stupid loop when all I want to do is go "okay, ive seen what this texture from NMC looks like; now I want to see OjO Bueno; FUCKING CHRIST THERE IS NO CONFLICT JUST SWITCH THE STUPID TEXTURE PRIORITIES YOU STUPID APP!!!
that's my expierence with using Vortex.
Now let's look at MO2. "Hmm, i like this texture, oh; but NMC has priorty, i see. Ok, i know exactly what mods to hide the files. *hides files. "Ok done. Oh, the masters is loading below this .esp *moves it higher. Wow that was easy!".
And i lived happily ever after, with my sanity intact.
Again, use what you want. This info is just out here for Vortex Users so they can know instead of abandoning a neat mod because something was wrong with the Mod Manager. There is no need to put a whole essay on why Vortex is bad when we hear all the time from people
Could you please make some sort of a light version that would only add the wound decals? I only want to use them (the decals on the body according to weapon type/caliber) without anything else. I tried to delete the other effects but then the game gave me red exclamation marks when I shot rocks, wood, etc. Also, it only seems to work for NPCs and creatures which only have red blood, but not for the ones with green blood (scorpions, glowing ghouls, etc. they still use the vanilla wound decal)
if you're coming from Vortex, I doubt they're compatible. But usually you can copy over your .txt files in the Profiles folder, and hit refresh and that'll organize it and everything. But MO2 need to be set up so it knows where it's mods are at. I recommend a totally fresh install. there's tons of videos that show how to set up MO2.
https://wastelandsurvivalguide.com/index.html tho this is for TTW, it's basically the same for regular NV. Just ignore the porting part. The root builder is great for keeping a clean game.
Preach, brother, preach! (I don't use Vortex, so I wouldn't really know about any of that mod manager. I just use MO2 and my game is no longer full of red diamonds, messed up skies, crashes and such. MO2 has been a lifesaver for me ever since I first switched to it.)
The only thing to do is to delete everything and start all over; it's seriously for the best. Use MO2, period. Follow "Viva New Vegas" if you aren't super savy. Most of the mod you use are probably outdated and do more harm than good anyways.
mo2 sucks lol, vortex just works and when i tried to get mo2 working with the same (absolutely none) level of knowledge about modding this game it straight up refused to do anything
Using TTW btw 1.Just making sure I didn't miss anything...I replaced the og "Impact Bay Edition".esp with the esp from this mod...Am I good to go? 2.Also I'm using "Realistic Lead Bullet Balistics" which has its own patch for Impact is that not needed now? 3. What about the "Optional- Char bullet wounds and custom .ini in the Impact file, how do I apply those or should I? 3a. I figured out the "optional char bullet wounds" are just .ini changes
If anyone is willing I could use a hand, would really benefit from a fresh pair of eyes.
For the life of me I can't get either version of IMPACT to correctly change the types of casings weapons show (At this point I don't even know if they work at all), from That gun to the caravan shotgun, I can't get any of them to display the casings/shells they are meant to from the mod. I'm on MO2 with Archive Invalidation enabled, using Viva New Vegas as a base. I've tried changing the load order, launching with different executables, reinstalling IMPACT, having nothing other then IMPACT enabled mod wise, hell at one point I tried using NVSE 5 and not a damn thing has any affect on the issue. I seriously don't know what I've done wrong, as everything seems to be set up correctly.
Ya bois just dumb sometimes, don't mind any of this. Thanks for the overall great update to a great old mod.
We actually only need NVSE, JIP and IMPACT from the above list , and WAP, S6S and Classic Fallout Weapons Remastered are not required? Is that correct? ?
196 comments
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
Thank you for reading, enjoy!
Version 2.01 removed the explicit requirement for WAP .22 SMG and Anti-Material Rifle casings, instead simply checking if their files exist. Apologies for the hassle.
Video: Fallout New Vegas with impact Compatibility Edition - YouTube
Video: Fallout New Vegas Without Impact Compatibility Edition - YouTube
I'm a Vortex user, and while I agree that some of the s#*! with it is annoying (Especially LOOT), use what you need to. MO2 or Vortex, either work and both require learning, just don't use anything that is outdated.
(I recommend pinning this for Vortex Users)
Saying either work is just misleading people into making an objectively inferior choice
After handling .esps or something as simple as textures; you end up in this stuck infinite loop of conflicts. Even just switching only 2 .esps around can cause this.
I have yet to find or be shown how to delete whatever data it saves that causes this.
?Why is it so impossible for Vortex to know "hey, this was wrong, this is now the corrected way; delete previous load order. STOP TELLING ME THERE IS A CONFLICT, THERE IS NO CONFLICT I CORRECTED IT!!!
it gets into this stupid loop when all I want to do is go "okay, ive seen what this texture from NMC looks like; now I want to see OjO Bueno; FUCKING CHRIST THERE IS NO CONFLICT JUST SWITCH THE STUPID TEXTURE PRIORITIES YOU STUPID APP!!!
that's my expierence with using Vortex.
Now let's look at MO2. "Hmm, i like this texture, oh; but NMC has priorty, i see. Ok, i know exactly what mods to hide the files. *hides files. "Ok done. Oh, the masters is loading below this .esp *moves it higher.
Wow that was easy!".
And i lived happily ever after, with my sanity intact.
I only want to use them (the decals on the body according to weapon type/caliber) without anything else.
I tried to delete the other effects but then the game gave me red exclamation marks when I shot rocks, wood, etc.
Also, it only seems to work for NPCs and creatures which only have red blood, but not for the ones with green blood (scorpions, glowing ghouls, etc. they still use the vanilla wound decal)
https://wastelandsurvivalguide.com/index.html
tho this is for TTW, it's basically the same for regular NV. Just ignore the porting part. The root builder is great for keeping a clean game.
1.Just making sure I didn't miss anything...I replaced the og "Impact Bay Edition".esp with the esp from this mod...Am I good to go?
2.Also I'm using "Realistic Lead Bullet Balistics" which has its own patch for Impact is that not needed now?
3. What about the "Optional- Char bullet wounds and custom .ini in the Impact file, how do I apply those or should I?
3a. I figured out the "optional char bullet wounds" are just .ini changes
If anyone is willing I could use a hand, would really benefit from a fresh pair of eyes.
Ya bois just dumb sometimes, don't mind any of this. Thanks for the overall great update to a great old mod.For the life of me I can't get either version of IMPACT to correctly change the types of casings weapons show (At this point I don't even know if they work at all), from That gun to the caravan shotgun, I can't get any of them to display the casings/shells they are meant to from the mod. I'm on MO2 with Archive Invalidation enabled, using Viva New Vegas as a base. I've tried changing the load order, launching with different executables, reinstalling IMPACT, having nothing other then IMPACT enabled mod wise, hell at one point I tried using NVSE 5 and not a damn thing has any affect on the issue. I seriously don't know what I've done wrong, as everything seems to be set up correctly.
So if we don't use any of those above mods, does v2.01 actually change anything that would warrant upgrading from v1.1.2?
We actually only need NVSE, JIP and IMPACT from the above list , and WAP, S6S and Classic Fallout Weapons Remastered are not required? Is that correct? ?