Fallout New Vegas
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JazzIsParis - Qolore7

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Qolore7

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69 comments

  1. amokrun1
    amokrun1
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    Just a question. If I execute this mod on something like NV Interiors but also have a patch with overrides to NV Interiors, do I need to execute this mod on the patch as well?
  2. Meatballis1
    Meatballis1
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    Can I use this with AWOP(Less pain)?
    1. Z3rak
      Z3rak
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      Pretty sure it's not needed as it's by the same guy.
    2. Meatballis1
      Meatballis1
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      Cool gotcha
  3. Bambacha
    Bambacha
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    Ok, stupid question here, but will the fix work without the provided file? I mean, if I only follow the steps provided in the description, will the fix be applied? Or is the combination of the file provided and the steps detailed in the description, mandatory for the fix to work?
    It would be nice to know if following the steps gets the job done.
    1. Metallideth1111
      Metallideth1111
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      FNVEdit doesn't come with the Unknown 23 script as far as I know, so yes we need the file.
  4. Oomaa42
    Oomaa42
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    Should this script applied to every mod that adds cells or is this pointed more to just interior mods (Awop, NV interiors, etc.)?
  5. Infest91
    Infest91
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    Can this script be used on falloutnv.esm and DLC?
    1. Qolore7
      Qolore7
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      I guess but there's no need and I would highly advise against it. This really is only useful for NV interiors and maybe a select few other mods 
    2. nOobeynoodleman
      nOobeynoodleman
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      me on my way to apply unknown23 to fnv.esm
  6. Meatballis1
    Meatballis1
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    • 1 kudos
    Can We use this for claim the mojave and New California? Thanks
  7. Vagent
    Vagent
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    I haven't had a bad save fail to load on me since the day I started using this mod. I can't help but think that FO4 really needs an equivalent tool to this.
  8. Imiona
    Imiona
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    Can i use this also for The D.C. Interiors Project for Fallout 3?
  9. th3rm0pyl43
    th3rm0pyl43
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    Would it be possible to have the script create a new .esp with the edits rather than directly editing plugins? I prefer to have overrides rather than direct edits so I can easily reinstall a mod if one causes trouble.
    1. deleted125972903
      deleted125972903
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      I used to make "deep copy as override" of mods' cells and applied the script on them. That works fine, but the "deep copy" option seems can only copy all cells' children which is unnecessary (or am I missing something in xEdit?). So I modified the script a little for my needs. I can share the changes (if Qolore7 wouldn't mind?)
      Spoiler:  
      Show
      This code always writes changes into a new file, an this can also write in an existing mods. The latter version works only for interior cells, so you can execute it right on a mod's name: it will ignore Worldspace records. If you don't like this behavior, comment out line 53 there.
      UPD. Fixed a silly error in the second script that'd prevented in-place writing.
    2. th3rm0pyl43
      th3rm0pyl43
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      Thanks! I'll try the one that writes changes into a new file.
    3. Charon357
      Charon357
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      I used to copy override (not deep copy) the cells to the MergedPatch and then I applied the script on them. That would work, right?

      edit: yes, it seems to work fine. even for places that I've visited before in my save game (eg. Victor's shack), when I come back, mess it up and save, it resets after reloading.
  10. bill8875
    bill8875
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    Would it be fine to apply this on a Bashed Patch.