"True Detective" is one of a series of Retro Character mods designed for role-playing character types and styles of play based on "retro" films, television, and books. Here's a list of the whole series:
A KNIGHT WITHOUT ARMOR https://www.nexusmods.com/newvegas/mods/67491 TRUE DETECTIVE https://www.nexusmods.com/newvegas/mods/67615 GANGBUSTERS https://www.nexusmods.com/newvegas/mods/67663 WRANGLER https://www.nexusmods.com/newvegas/mods/67789 OLD WORLD SCIENCE https://www.nexusmods.com/newvegas/mods/67905 SECRET AGENT RETRO https://www.nexusmods.com/newvegas/mods/68014 GUYS AND DOLLS https://www.nexusmods.com/newvegas/mods/68204 THE INVISIBLE MAN https://www.nexusmods.com/newvegas/mods/68450 ARCHAEOLOGIST https://www.nexusmods.com/newvegas/mods/68790 JEDI AWAKENING https://www.nexusmods.com/newvegas/mods/68613 RETRO SUPERHERO https://www.nexusmods.com/newvegas/mods/68938
You might also be interested in PSYKER https://www.nexusmods.com/newvegas/mods/68364
One more change: I've now found out how to convert the texture and mesh files into .bsa format, which makes managing a mod much easier. Version 1.3 does that. It also improves the bed in the office apartment, to give all "fully rested" bonuses.
Version 1.2 is now available: the 9mm Browning HiPower is now added to the Grunt perk list and the Improved Holdout Weapons perk list through a script, and the basic lists have been restored to their original condition. This should significantly improve compatibility with other mods, and I would like to thank PeonN for pointing me in this direction.
I'm not planning any further updates in the near future; if you've downloaded an earlier version I recommend replacing it with version 1.2, which should work better.
I think I've fixed the problem with the textures, in version 1.1 which is now posted. I've also fixed a problem with the black suit. My thanks to PeonN for a very helpful explanation of the problem, which pointed me in the direction of finding out how to fix it!
Sorry to bother you again and thanks for the update.
I'm not fully sure of the extend the implications that will occur when you renamed two of the default/original EditorID under the FormID List category but for now, I will be changing them back to their original EditorID. Many mods I use just adds to the EditorID list and was never renamed.Hopefully someone more experienced can chip in on this.
Your mod changes the following EditorID: "NVImprovedHoldoutWeapons" to "TrueDetectiveImprovedHoldoutWeapons" and "NVDLC02PerkGruntWeapons" to "TrueDetectivePerkGruntWeapons"
https://imgur.com/iCsPuBU
Other mods that uses script to add weapons into the same EditorID will have errors since their script, for example is looking for "NVDLC02PerkGruntWeapons" but your mod renamed that to "TrueDetectivePerkGruntWeapons". To make your mod more compatible with other mods you should not be changing any default/original EditorID unless it is a new ID.
The thing was that you have added the Browning Hipower to both the holdout weapon list and grunt perk list already but why do you need to rename their EditorID which causes incompatibility?
https://imgur.com/vwJpSGX
Don't get me wrong, this is first and foremost your mod so if you think what you did was the best then that is how it will be. I am just passing by and giving casual comments with the little knowledge I have.
Thank you for your continuing help -- it's very useful to me as I try to make this mod work as well as possible.
Yes, I agree that my current approach to getting the Browning HiPower into form lists is not as good as I'd like (it works, but is unavoidably incompatible with other mods); and I hope eventually to change it. As I continue working on this, I find that a better approach is to add items to form lists through scripting. I'm working on that; but so far I haven't been able to get the script to save and compile. (Apparently the GECK won't save a script if it has errors, but it doesn't tell you that, or identify the errors...) Once I can get this to work, I'll post a new version. Watch this space...
@Seldalore - Do you have Archive Invalidation checked on your mod manager? IIRC: Pink textures = Bad/wrong/missing texture path Cameleon textures = Needs Archive Invalidation
Dear Mod author, Please fix your texture paths for all your .nifs. They should not be pointing to your steam folder but instead should be pointing to the mod's texture path folder.
https://imgur.com/oipCiTs
Current Path: c:\program files (x86)\steam\steamapps\common\fallout new vegas\data\textures\truedetective\xyz.dds (This is bad practice) Correct Path: textures\truedetective\xyz.dds
Your current path will only work if everyone steam installation is the same as yours and on the same drive.
Lastly, is this the design intent for the black suit? The left shoulder looks out of place. https://imgur.com/kvPTFdh
Yes, I understand your concern, and would like to have a better way to handle this. I *think* what I've done should be minimally problematic; I re-named the lists, but I did *not* create a new object. The re-naming would not have been strictly necessary; I did it so that it would be clear I'd altered the list. The problem I'm dealing with is that I added a weapon, the Browning HiPower, to the game. It's comparable to regular 9mm pistols; but unless I edit the two lists, it would not be a holdout weapon and would not be affected by the Grunt perk.
If there's another way to make the Browning HiPower a holdout weapon governed by the Grunt perk, that would surely be preferable. If not, and if renaming the lists creates problems, I would want to change that back.
But unless there's some other workaround, I think this will create compatibility issues in any event. I haven't found a reliable way to address this which works across mods. I'm currently working on a Wrangler mod, for a retro cowboy character. I can get things to work: but the Holdout characteristic seems to be governed by the later mod to load, and any changes to the Holdout list in an earlier mod are overwritten in play. I'd very much like a way around this, but I haven't found one.
12 comments
A KNIGHT WITHOUT ARMOR
https://www.nexusmods.com/newvegas/mods/67491
TRUE DETECTIVE
https://www.nexusmods.com/newvegas/mods/67615
GANGBUSTERS
https://www.nexusmods.com/newvegas/mods/67663
WRANGLER
https://www.nexusmods.com/newvegas/mods/67789
OLD WORLD SCIENCE
https://www.nexusmods.com/newvegas/mods/67905
SECRET AGENT RETRO
https://www.nexusmods.com/newvegas/mods/68014
GUYS AND DOLLS
https://www.nexusmods.com/newvegas/mods/68204
THE INVISIBLE MAN
https://www.nexusmods.com/newvegas/mods/68450
ARCHAEOLOGIST
https://www.nexusmods.com/newvegas/mods/68790
JEDI AWAKENING
https://www.nexusmods.com/newvegas/mods/68613
RETRO SUPERHERO
https://www.nexusmods.com/newvegas/mods/68938
You might also be interested in
PSYKER
https://www.nexusmods.com/newvegas/mods/68364
I'm not planning any further updates in the near future; if you've downloaded an earlier version I recommend replacing it with version 1.2, which should work better.
blueboar
blueboar
I'm not fully sure of the extend the implications that will occur when you renamed two of the default/original EditorID under the FormID List category but for now, I will be changing them back to their original EditorID. Many mods I use just adds to the EditorID list and was never renamed.Hopefully someone more experienced can chip in on this.
Your mod changes the following EditorID:
"NVImprovedHoldoutWeapons" to "TrueDetectiveImprovedHoldoutWeapons" and
"NVDLC02PerkGruntWeapons" to "TrueDetectivePerkGruntWeapons"
https://imgur.com/iCsPuBU
Other mods that uses script to add weapons into the same EditorID will have errors since their script, for example is looking for "NVDLC02PerkGruntWeapons" but your mod renamed that to "TrueDetectivePerkGruntWeapons".
To make your mod more compatible with other mods you should not be changing any default/original EditorID unless it is a new ID.
The thing was that you have added the Browning Hipower to both the holdout weapon list and grunt perk list already but why do you need to rename their EditorID which causes incompatibility?
https://imgur.com/vwJpSGX
Don't get me wrong, this is first and foremost your mod so if you think what you did was the best then that is how it will be. I am just passing by and giving casual comments with the little knowledge I have.
Thank you for your continuing help -- it's very useful to me as I try to make this mod work as well as possible.
Yes, I agree that my current approach to getting the Browning HiPower into form lists is not as good as I'd like (it works, but is unavoidably incompatible with other mods); and I hope eventually to change it. As I continue working on this, I find that a better approach is to add items to form lists through scripting. I'm working on that; but so far I haven't been able to get the script to save and compile. (Apparently the GECK won't save a script if it has errors, but it doesn't tell you that, or identify the errors...) Once I can get this to work, I'll post a new version. Watch this space...
And thanks again.
blueboar
IIRC:
Pink textures = Bad/wrong/missing texture path
Cameleon textures = Needs Archive Invalidation
Dear Mod author,
Please fix your texture paths for all your .nifs.
They should not be pointing to your steam folder but instead should be pointing to the mod's texture path folder.
https://imgur.com/oipCiTs
Current Path: c:\program files (x86)\steam\steamapps\common\fallout new vegas\data\textures\truedetective\xyz.dds (This is bad practice)
Correct Path: textures\truedetective\xyz.dds
Your current path will only work if everyone steam installation is the same as yours and on the same drive.
Lastly, is this the design intent for the black suit? The left shoulder looks out of place.
https://imgur.com/kvPTFdh
blueboar
Yes, I understand your concern, and would like to have a better way to handle this. I *think* what I've done should be minimally problematic; I re-named the lists, but I did *not* create a new object. The re-naming would not have been strictly necessary; I did it so that it would be clear I'd altered the list. The problem I'm dealing with is that I added a weapon, the Browning HiPower, to the game. It's comparable to regular 9mm pistols; but unless I edit the two lists, it would not be a holdout weapon and would not be affected by the Grunt perk.
If there's another way to make the Browning HiPower a holdout weapon governed by the Grunt perk, that would surely be preferable. If not, and if renaming the lists creates problems, I would want to change that back.
But unless there's some other workaround, I think this will create compatibility issues in any event. I haven't found a reliable way to address this which works across mods. I'm currently working on a Wrangler mod, for a retro cowboy character. I can get things to work: but the Holdout characteristic seems to be governed by the later mod to load, and any changes to the Holdout list in an earlier mod are overwritten in play. I'd very much like a way around this, but I haven't found one.
blueboar