When I get the time I will make patches for any mod you want but it'll be better for you to learn how to fix conflicts with FNVEdit. xEdit is a must have for any modder, I can't stress this enough, the kind of conflicts this mod may cause are very easy to fix. Here's a guide to show you how to proceed: https://youtu.be/YuQ0lJat_w0 If you need further help feel free to ask me.
Hey nehred, GIR mods are able to take that patch now due to me optimizing them all, so just need referenceable permission to add that patch to GIRs optional files.
although you preferred to have the patch not have SLRF as a master, it has been added as a master to ensure its used inconjuction.
I tested on a new save and it really works. On vanilla (without the mod), if you walk behind the tent on 188, the strip light goes off. With the mod it remains lit all the time. I checked on FNVEdit and there's a conflict with Essential DLC Enhancements mod.
How compatible is this with Global Imposter Region, because I've been manually patching it and it's driving me insane since Global Imposter Region modifies all the worldspaces to make it so mods like Ashens Animated Cargo Plane appear all over the Mojave.
They could've just used the same regions I used honestly, would have been easier to patch. I used unused vanilla regions especially for these kind of scenarios.
Here's what you can do to avoid patching all the conflicts in the Worldspace section (cuz there's gonna be a f*#@ ton): In this example I used the cargo plane mod. - Load Strip Lights Region Fix and the cargo plane mod (and its requirements) in xEdit. - Select Strip Lights Region Fix's regions: StripLightsRegion and StripLightsRegionClose, right click and Copy as override into... the cargo mod. - Add the imposter(s) found in the Global Imposter Region and add them to the Strip Lights Region Fix regions. - Delete the Global Imposter Region from the cargo plane mod as well as all the Worldspace entries (except the one containing the imposter). - Once done right click the cargo plane mod and Clean Masters. If you did everything right, Global Imposter Region won't be a requirement anymore and the mod will be compatible with Strip Lights Region Fix without spending hours fixing Worldspace conflicts.
Thanks for the patch i wish i have sent you a message earlier because i spent the past like 4 days patching worldspace edits one by one and i was halfway through the process.
Thank you very much for the Cargo Plane patch. I realize Ash wants to set up things his own way but I have avoided his mods that require Global Imposter Region. IMO it really increases conflicts and compatibility issues. He is a great modder with tremendous talent but I think he forgot that other mods and modders also add animated objects to the world space.
I hate to ask, but can you elaborate on the third and fourth step for this guide? I'm trying to patch some of Ashen's mod with this mod, namely the Wild Wasteland UFOs, and I'm getting seriously caught up on the worldspace entries. Do we have to go through the thousands of entries to find the one that contains the impostor? I wanna apologize in advance if this is a dumb question, this is the first time I've ever tried making a patch for anything before haha
You can forget my first comment. Here's Global Imposter Region fully compatible with Strip Lights Region Fix. Ashen is welcome to upload it on his own.
Load order should be like: - Strip Lights Region Fix - Global Imposter Region - Mods that require any of them - Patches ( all conflicts between Strip Lights Region Fix and Global Imposter Region are resolved but you might still need to make patches for the mods after)
Not sure what I did wrong, but that new version of GIR was working great until I noticed that the Lucky 38 was mostly invisible when viewing from a long distance. I have Lucky 38 Lights Redone installed, so I thought it may have been an issue with that. I rebuilt my bashed patch and moved Lucky 38 Lights Redone below GIR and SRLF, now I cannot for the life of me get any part of GIR to work. I've rebuilt my bashed patch multiple times, disabled mods, reordered GIR and it's mods as well as SRLF several times and I just can't get any cargo planes, vertibirds, or anything of the sort to appear. The only other mods that I have installed that might affect this is Better Strip View and NV Animated Zeppelin, both of which I have their respective patches for from the Lucky 38 Lights Redone mod.
Don't do that, or at least check it in xEdit to fix remaining conflicts. Resolving conflicts yourself using xEdit is the way to go, don't trust automated processes. See The Method.
Nevermind, I think(?) I got it fixed. Was a very specific load order issue, I haven't tested any of the other GIR mods yet but I got the cargo planes mod working by ordering my mods like so:
Not sure what exactly was wrong but I think I originally had the Zeppelin patch in the wrong spot in my load order. Hopefully this helps anyone else out that might need it, been damn near pulling my hair out for the past two hours trying to figure out what I did wrong haha.
I use like every animated GIR mod ashen have and some seem to cause the Lucky 38 to go invisible while using L38 Lights Redone. Patching it seemed like it would take a LONG time. Or am I doing something wrong?
Better Strip View Strip Lights Region Fix GIR b29(GIR) TugBoat(GIR) UFOs(GIR) Repconrockets(GIR) FreesideSign(GIR) CargoPlane(GIR) Racetrack(GIR) Lucky 38 Lights redone Weather mod
Load order looks fine (assuming you got the version of GIR I posted in the previous comment), all you have left to do is load your mods in xEdit and fix the remaining conflicts. There's no magical way to set up your load order, at best you will reduce the number of conflicts but there will always be some left that you have to fix yourself.
No. Even if it was, this is still something that would need to be a separate esp, because any mod that edit's the same worldspaces as this mod would undo the fix.
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When I get the time I will make patches for any mod you want but it'll be better for you to learn how to fix conflicts with FNVEdit. xEdit is a must have for any modder, I can't stress this enough, the kind of conflicts this mod may cause are very easy to fix.
Here's a guide to show you how to proceed: https://youtu.be/YuQ0lJat_w0
If you need further help feel free to ask me.
should i be concerned about this?
although you preferred to have the patch not have SLRF as a master, it has been added as a master to ensure its used inconjuction.
I checked on FNVEdit and there's a conflict with Essential DLC Enhancements mod.
Here's what you can do to avoid patching all the conflicts in the Worldspace section (cuz there's gonna be a f*#@ ton):
In this example I used the cargo plane mod.
- Load Strip Lights Region Fix and the cargo plane mod (and its requirements) in xEdit.
- Select Strip Lights Region Fix's regions: StripLightsRegion and StripLightsRegionClose, right click and Copy as override into... the cargo mod.
- Add the imposter(s) found in the Global Imposter Region and add them to the Strip Lights Region Fix regions.
- Delete the Global Imposter Region from the cargo plane mod as well as all the Worldspace entries (except the one containing the imposter).
- Once done right click the cargo plane mod and Clean Masters. If you did everything right, Global Imposter Region won't be a requirement anymore and the mod will be compatible with Strip Lights Region Fix without spending hours fixing Worldspace conflicts.
Here's the Cargo Plane Aircraft for Fallout New Vegas compatible with Strip Lights Region Fix.
Load order should be like:
- Strip Lights Region Fix
- Global Imposter Region
- Mods that require any of them
- Patches ( all conflicts between Strip Lights Region Fix and Global Imposter Region are resolved but you might still need to make patches for the mods after)
Don't do that, or at least check it in xEdit to fix remaining conflicts.
Resolving conflicts yourself using xEdit is the way to go, don't trust automated processes.
See The Method.
-SLRF
-GIR
-Lucky 38 Lights Redone/Lucky 38 Lights Redone Better Strip View Patch
-NV Zeppelin
-GIR: Cargo Plane
-Lucky 38 Lights Redone - NV Zeppelin Patch
Not sure what exactly was wrong but I think I originally had the Zeppelin patch in the wrong spot in my load order. Hopefully this helps anyone else out that might need it, been damn near pulling my hair out for the past two hours trying to figure out what I did wrong haha.
Better Strip View
Strip Lights Region Fix
GIR
b29(GIR)
TugBoat(GIR)
UFOs(GIR)
Repconrockets(GIR)
FreesideSign(GIR)
CargoPlane(GIR)
Racetrack(GIR)
Lucky 38 Lights redone
Weather mod
Hope it'll be up by tomorrow