I believe you just delete them from the list. For example, if the ini starts with Mod1, Mod2, and Mod3, and you don't want Mod2, make it just say Mod1, Mod3.
How does the mod decide what leveled list to add a new weapon to? are they distributed to the same category, for example, 2 handed automatic rifle mods added to where marksman carbines would go?
When I access this mods ini file via MO2 or going to the actual ini file itself, it doesnt register all of my other mods to be able to be removed. However, in game its definitely feeding all of my mods into the leveled lists. The ini file brings up dlc and yup patch only. Any ideas for how I might have botched this one, bois?
What a great mod. The next step I would take would be adding a list of ESPs with more weight than the others, so those items appear more often in vendors lists.
Could you give a little bit more detail on how this mod works and how to use it? For example, do you need to start a new game? Does it activate via mcm? Does it start the scripts automatically on load? Do npcs automatically equip these items if they use them?
I ran into an issue with NPC having invisible armor. Mostly Prospectors. I figured out why by using the inv (inventory) command. They are being distributed a Diving Suit of some kind from this mod: https://www.nexusmods.com/newvegas/mods/37884. This mod in particular has a missing .nif file aka the invisible body. Is there a way to tell the mod to not use this Player home armor? Form ID: 1503d097. Item name: AAADivingSuit. The diving suit is split up into 3 parts and I think it was meant to be player only cause the textures show up fine when I wear it. It is only invisible for NPCs.
Not really. I wanted to incorporate an MCM-menu, but I can't get it to work. The ammo distribution needs to be rebalanced. And I want to fix the TTW version when 3.3 comes out.
hi so i'm a little bit confused. which leveled lists specifically does this mod add items to? is it just vendors or raiders or do they go to faction leveled lists also? or is it just random?
Items are added to the same lists that vanilla items are added to. For example: You have a new baseball bat... It will be added to the same lists as the vanilla baseball bat.
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For example, do you need to start a new game?
Does it activate via mcm?
Does it start the scripts automatically on load?
Do npcs automatically equip these items if they use them?
You can find information about mod exclusion on the description page.
The ammo distribution needs to be rebalanced.
And I want to fix the TTW version when 3.3 comes out.
For example: You have a new baseball bat... It will be added to the same lists as the vanilla baseball bat.