If you downloaded one of the "Balanced" versions of this mod prior to version 1.20 (before Feb. 18, 2020), please update. The old versions essentially broke the MF Hyperbreeder Alpha due to the way GECK handles decimal ammo regen rates, but it's now fixed (via FNVEdit).
Some of the comments below made before Aug. 23, 2020 may be outdated due to a major update that changed the locations of a few weapons.
One of the changes I made removed an important difference between YUP versions and non-YUP versions (namely, the use of the El Rey motel room 02, which gets radically changed by YUP). This means both versions of the mod are now fully compatible with YUP and there is no need for a compatibility patch. That being said, if you update this mid-playthrough, you may end up with duplicates of a couple of the unique weapons.
Those who were using one of the Balanced versions of the mod should use the new single Balanced version. Those who were using one of the Unbalanced versions of the mod should use the new single Unbalanced version.
This mod only touches the unique weapons introduced by GRA, so how you choose to handle the non-unique variants (i.e. the Battle Rifle) through that mod shouldn't create any conflicts. Just make sure to keep iGRAUniqueWeapons=X in the Mojave Arsenal .ini set to 0 to avoid any possible conflicts due to load order (I don't even know if there would be, but still).
For some reason the NPC (Jagged) didn't spawn in the Glass Chime cave. Went into FNV Edit and no other mod i have installed changes anything in the cell. I went to the cave at multiple times through the play-through of HH. And he never spawned once. Just had to add Embrace to my inventory.
Didn't this mod at one point have Lil Devil spawn on the bodies of Jay Barnes/Cruscoe? I distinctively remember about a year ago editing it to have sleepytyme spawn instead but after redoing my mods, those npcs aren't touched by this mod anymore.
Am I going crazy, or was it just an update i missed?
You're not crazy. In a previous version, Lil' Devil was on Jay Barnes. The problem was that it became possible to miss if you didn't obtain his room key through the quest.
I feel so-so about the current placement of Lil' Devil, but it was the only alternative I could think of. It makes that particular container (the only one of its kind in the room) more interesting but I also don't like putting unique weapons in locations that already have them.
Wow, I never knew that existed. If I had, this mod probably never would have been made, since a lot of the time I make things that adjust the game in a way that I prefer, and typically search the Nexus first to see if it already exists and I can just install it. I remember searching for a mod that does what my mod does, but I never found it because it doesn't mention GRA in the title.
I might be a bumbling retard, but I can not find this dead prospector near Cottonwood Crater. I have used TCL and walked inside the cave, and I don't know why I just can't find Gehenna. It is more than likely me, but does anyone know where exactly it is?
I didn't place him there, just changed his name. He is in the base game. Maybe check without the mod to make sure, but basically he is outside in the glowing green water area. He can be really hard to see because he is wearing dark clothes and laying on dark rocks.
Using the balanced NVSE version - I found it very 'balanced' and everything was thematically appropriate. This mod makes some missed opportunities look really obvious. Vanilla-like but soooo much better than the vanilla implementation. Thanks for sharing!
Look for it leaning against a tree near the back of the camp, directly to the right of a cinder block/bench thing. Look for the .308 ammo on the wood beam. I am using the NVSE version and it's working for me. I have experienced before that if you have already visited this location in your save prior to installing the mod, it could cause a minor problem. I guess if you have a mod that changes that tree in some way, that could cause an issue as well, but I'm using one of vurt's mods and there is no conflict. Anyway, if it still doesn't work for you, then let me know what version you're using. Every version should place it in the exact same spot, down to the X/Y/Z coordinates and the rotation.
EDIT: As of 1.51, the rifle is on the cinder block/bench thing.
I've been unable to keep Sleepytyme as a holdout weapon (despite having 100 sneak) in Gomorrah, On top of that the confiscated weapons are being stored in a safe buried in the casino wall in the cash room, completely inaccessible during normal play. My modlist is most of Viva New Vegas + NMCs Textures, Poco Bueno Textures, and Weapon Textures from Heaven. Looks like an issue with this mod?
I checked on my own game (I'm personally running the same mod version as recommended in the guide) and found that I don't have the problem with not being able to use Sleepytyme as a holdout weapon. This mod shouldn't affect that at all, since holdout weapons are controlled by form lists and this mod doesn't edit form lists, scripts, or item IDs.
I did check on the safes, and they are behind the wall, but they're still behind the wall when I disable the mod. It appears that is vanilla behavior. I verified in FNVEdit that this mod doesn't edit the Gomorrah cell. It just places another item inside of it. No idea if this will help, but I have this mod about in the middle of my load order, at 71/137.
87 comments
Some of the comments below made before Aug. 23, 2020 may be outdated due to a major update that changed the locations of a few weapons.
Those who were using one of the Balanced versions of the mod should use the new single Balanced version. Those who were using one of the Unbalanced versions of the mod should use the new single Unbalanced version.
Just make sure to keep iGRAUniqueWeapons=X in the Mojave Arsenal .ini set to 0 to avoid any possible conflicts due to load order (I don't even know if there would be, but still).
Am I going crazy, or was it just an update i missed?
I feel so-so about the current placement of Lil' Devil, but it was the only alternative I could think of. It makes that particular container (the only one of its kind in the room) more interesting but I also don't like putting unique weapons in locations that already have them.
EDIT: As of 1.51, the rifle is on the cinder block/bench thing.
I did check on the safes, and they are behind the wall, but they're still behind the wall when I disable the mod. It appears that is vanilla behavior. I verified in FNVEdit that this mod doesn't edit the Gomorrah cell. It just places another item inside of it. No idea if this will help, but I have this mod about in the middle of my load order, at 71/137.