Fallout New Vegas
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blueboar

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  1. blueboar
    blueboar
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    Sticky
    "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
  2. blueboar
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    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.
  3. blueboar
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    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.

    blueboar
  4. blueboar
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    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!

    blueboar
    1. deleted3083549
      deleted3083549
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      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.
    2. deleted3083549
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      16 September 2019, 3:40PM
      PeonN,

      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

      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.
    3. blueboar
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      PeonN,

      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
  5. i3ncore
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    How do I fix the textures? The coat's material matches the carpet. Whichever carpet I step on. Like I'm a chameleon. o.O
    1. deleted3083549
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      @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
    2. blueboar
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      Thank you very much for the alert. I understand the problem, but wasn't aware it was happening.

      blueboar
    3. blueboar
      blueboar
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      PeonN,

      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
  6. ashtonlp101
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    Very cool to see this as my next mod for the Mojave Master series is "Holmes's Detective Agency" great work!