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.
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.
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.
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
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.
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.
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.
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.
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.
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
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the one from last decade???
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. >:(
NEVER. UPDATE. YOUR GAME.
Only use community patches and fixes
The game hasn't updated in forever, wtf are you on about
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.
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
This can, and WILL, cause problems.