Fallout New Vegas
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iranrmrf

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iranrmrf

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1013 comments

  1. FNVPlayer85
    FNVPlayer85
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    255 plugins limit is not enough, 400+ would be better. Well, thats all i gotta say now, have a nice day.
    1. AVeryUncreativeUsername
      AVeryUncreativeUsername
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      Well too bad 255 is as high as it can go. If it could have gone higher than the author of the mod would have done so. 
    2. FNVPlayer85
      FNVPlayer85
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      Yeah and it’s a pity there is no automatic tool for combining ESP into one file for similar mods like FCO or Strip Lights Region Fix, which have 4-5 plugins in the list. Script Merger for Witcher 3 gave me this idea.
  2. NukaKnight2275
    NukaKnight2275
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    Mod author needs to update this mod becouse it doesnt work in the latest update
    1. Biggie404
      Biggie404
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      It still works, as evidenced by everyone who follows viva new vegas.
    2. ARavenOfManyHats
      ARavenOfManyHats
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      wtf is "the latest update"

      the one from last decade???
    3. RogerLibiez2
      RogerLibiez2
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      Hes talking about NVSEx
    4. DeloreanGirl
      DeloreanGirl
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      Bethesda being....>:( Has chosen to update this 12 year old game in order to repackage in and sell more copies due to the new Amazon TV show.

      Sadly, most mod authors who made mods for this game 5 years ago, and earlier, are not coming back to fix their mods for this new "Update".

      So, broken stuff. >:(
    5. Weasel124
      Weasel124
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      i use ttw not viva new vegas..... so.......broken lol
    6. ZananoQ
      ZananoQ
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      VNV isn't just a modpack, it has guides. This mod works fine, you just need NVSEx and some other compats also made for NVSE, I believe. Go get all the compats that Viva New Vegas lists. They're pretty universal.
  3. Weasel124
    Weasel124
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    nvse has been updated. just please update this bloody mod please. stop trying to force people to fix it themselves
    1. AVeryUncreativeUsername
      AVeryUncreativeUsername
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      What's wrong with it? 
    2. Ineedahero758
      Ineedahero758
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      Nvse hasn't been updated since January you donut.
    3. ZananoQ
      ZananoQ
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      Mod works fine...
  4. solarcheep
    solarcheep
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    This mod is outdate and does not work anymore. Anyone know how to fix?
    1. UNKLD
      UNKLD
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      Rule Nº1 of old Bethesda games.

      NEVER. UPDATE. YOUR GAME.

      Only use community patches and fixes
    2. ARavenOfManyHats
      ARavenOfManyHats
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      ?????

      The game hasn't updated in forever, wtf are you on about
    3. solarcheep
      solarcheep
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      I hate that
  5. freischutz00
    freischutz00
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    Does anyone know what the last compatable version of xNVSE this worked with?
  6. zageles
    zageles
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    Getting a runtime error trying to launch it, even tried it with only this and NVSE installed

    - Edit - Think I figured it out, for some reason it works with my Steam copy of New Vegas, but not my GoG copy, odd.
  7. pivotob
    pivotob
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    Doesn't seem to work anymore. Tried reinstalling the mod and NVSE. "IsDLLLoaded mlf" prints 1 in the console. I still get visual bugs when I enter a building and immediate CTD when I try to leave. Removing mods to <140 fixes this immediately. I'm using ModOrganizer2 and Viva New Vegas if that helps.
    1. ShineFireX
      ShineFireX
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      Same here. With a heavy load. Mod limit fix let you load those esp. But Game will encounter script error and crashes. This kind crash is hard to reproduce. The best way to do it is enter a interior and mess around for some minutes. Then leave the interior and enter the wasteland. then Game may crash while loading. Othen than this way. Crash maybe triggered by some actives related to script. Like disarm a mine or simply sprint with the JVM. Seem like when game iterate the plugin handles. Some handles is lost. and when script cant find those handles.
      Game will crash.
      Heres a error in my NVSE.log.
      Error in script 5B0010B0 (MUXAScav) in mod M.U.X. Series - Addition.esp
      Attempting to call a function on a NULL reference
      Script line approximation: Let fZ := 0.5 * ##(rItem.GetObjectDimensions Z)## + 20 (error wrapped in ##'s)
          Where fZ=0, rItem=invalid form (ff004034)
          File: M.U.X. Series - Addition.esp Offset: 0x0151 Command: Let
    2. selfloaf
      selfloaf
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      Update to the latest version of this mod.
    3. NukaKnight2275
      NukaKnight2275
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      Even the newest version of the NVSE (this mod was updated 06 August 2023 and NVSE was updated 26 January 2024)
    4. Jesse6669
      Jesse6669
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      yeah I added a handful of mods to go over 140 and I'm getting crashes, Using the latest version of this mod as well as everything else. 
  8. Aidan287
    Aidan287
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    Help, IsDLLLoaded mlf always prints 0 what have I done wrong.
    1. NukaKnight2275
      NukaKnight2275
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      No the mod is outdated and doesnt work with newest version of xNVSE
  9. SmackDaddy100
    SmackDaddy100
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    any way to get that number past 255?
    1. AVeryUncreativeUsername
      AVeryUncreativeUsername
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      No. 255 is as high as it can go. 
    2. LegendaryCourier
      LegendaryCourier
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      You can merge esp contents together to reduce the amount of esps you're using. It isn't a hard process, but will require you start a new game, as all items will completely have their ID changed and will be removed from your inventory/storage when they get a new ID.
    3. theeggman99
      theeggman99
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      You won’t HAVE to start a new game after merging mods, but you’ll have to find and return all your mod-added stuff via console code- which will be new bc of the new load order.  Fortunately there’s the console search function now with (I think) JIP NVSE, or you could use something like FNVedit or the GECK to find the codes.   
    4. SmackDaddy100
      SmackDaddy100
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      I'm gonna be honest with you guys. I have no faith in my ability to not screw everything up. Considering I am at the mod limit now and my game is relatively stable. I would only look into merging mods if I had a tutorial video to hold my hand.
    5. Freyr95
      Freyr95
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      You absolutely should start a new game after merging mods because you'd be removing the merged esp's that you were using, and removing any sort of esp mid-game is a terrible idea regardless of if you've merged it into something else or not.

      This can, and WILL, cause problems.
  10. kuddlesworth9419
    kuddlesworth9419
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    I found that you need to put the mod at the bottom of the laod order. Not sure why but it doesn't seem to work as well if it's at the top or the middle.
    1. AVeryUncreativeUsername
      AVeryUncreativeUsername
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      Load order position is placebo. This is an NVSE plugin. Not an esm or esp. Load order has no bearing on it. 
    2. Elyrious
      Elyrious
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      Surprisingly, it's not a placebo at all. Had this mod near the top of my load order and it just wasn't working at all, it kept crashing every minute in-game. Directly after i put it on the bottom of my load order it worked flawlessly and no crashes at all. So thanks for the tip! :D