This was the first of your mods that I had tried out, I've now installed many other of the ones you've made. This (and your other mods) are very elegant and fit the world very nicely. I strongly recommend Lime mods to anyone that enjoys immersive and RP friendly environments/gameplay.
I don't think I've run into a single issue across any of the mods I've installed from you after hundreds of hours of gameplay. The voice acting in your mods is high quality and the small details are clearly a labor of love. And your interactions in the comments with small fixes/patches years after the release of many of your mods is amazing. Exemplary.
Anyways, I just wanted to express my appreciation. Huge kudos and I heavily endorse this and all of Lime's other mods.
Hey would you be okay with me creating a patch for this and NVR3R and uploading it on Nexus? I love both mods so I would like to make them work together.
lol yeah sorry i never got around to finishing it. im getting back into playing the game rn, building my mod list again. i'll probably finish the patch pretty soon once i get to installing nvr3.
Hey, Lime, I just want to say you are so unbelievably based for answering that question. Many mod authors don't respond, and while I get it, it certainly helps a lot compared to risking breaking my game by trying it myself. This is Mr. New Vegas reminding you that you're nobody 'til somebody loves you. And that somebody is me. I love you.
Should the record edits from the latest Viva New Vegas version of Uncut Wasteland be forwarded to this mod? Or will they conflict? Specifically, the XESP - Enable Parent entries for The Fort.
Difficult one, I haven't tested. Honestly I would back up and try it both ways and see how the game reacts. Sorry I can't be more helpful on this one.
The enable parent entries (if it's what I'm thinking about) just enable or disable NPCs. This mod doesn't really fiddle with those a lot - but my Fort open mod does.
Untested. However, with the number of Navmesh changes this mod makes - I'm going to say no for this one.
As a side note, you will find most mods that make edits to existing locations will have issues with FPGE particularly with NPC pathing and objects clipping. I'm not in a position to patch any of my mods for FPGE compatibility if they aren't natively compatible. However FPGEL (lite) (a mod that doesn't make any edits to the world after game completion should be fine).
You could check if FPGE modifies the Fort, I don't personally use FPGE so cannot comment. If it turns out that the fort is unmodified by FPGE it will work fine.
I'm using the We Are Legion mod by Dragbody, but I've got an .esp for just for the Armors. Also using Uncut wasteland: outside bets and New Vegas Uncut-outside bets. New Vegas Redesigned 3 (what ever the latest reuploaded one is); I know it changes some areas to match the scenes. Tho idk if it changes anything in that area specifically.
finally came back to this. And NVR3 isn't compatible since it places Slave Cages on the left when you walk into Caesar's camp. There isn't a patch when reinstalling NVR3 sadly. Haven't found one if there even is one. Shame, both mods add great lore-friendly additions.
Really enjoying using this alongside Lime's Legion Fort Open mod! The changes make the Fort look great, not to mention it's done in a creative but lore-friendly way. It's very comprehensive and you can tell that a lot of work went into it.
I hope we can get the "official patch" Lime mentioned he might consider making for these two mods one day -- I've been experiencing a few issues with companions getting stuck in rocks & benches, and legionaries marching into objects (e.g. the Legionary Instructor; another legionary in the mess tent), likely due to the navmesh conflicts.
If there are any plans for further updates, one suggestion I have is to maybe modify the graveyard to remove the names on the grave markers because those nicknames are kinda out of place (but funny!).
Maybe we could also have a couple more legion mongrels around the camp! I had to kill Lupa for her brain so now Antony looks a little lonely standing there beside an empty cage.
91 comments
I don't think I've run into a single issue across any of the mods I've installed from you after hundreds of hours of gameplay. The voice acting in your mods is high quality and the small details are clearly a labor of love. And your interactions in the comments with small fixes/patches years after the release of many of your mods is amazing. Exemplary.
Anyways, I just wanted to express my appreciation. Huge kudos and I heavily endorse this and all of Lime's other mods.
No promises, but I can maybe take a look.
1. Mojave Merchants and Desert Dealers
2. The Freepost Mojave Express Expansion
3. Barter-Boy Currency Conversion Terminals
4. Lime's Better Victor's Shack
5. Lime's Better Beer Bootlegging
6. Overlook Cabin
7. The Goodsprings Coffee House
8. Abandoned Monorail Player Home
Thanks in advance!
All of these mods are TTW compatible.
All of these mods *should* work just fine with FPGE. But again; I don't specifically test for FPGE compatibility.
The enable parent entries (if it's what I'm thinking about) just enable or disable NPCs. This mod doesn't really fiddle with those a lot - but my Fort open mod does.
As a side note, you will find most mods that make edits to existing locations will have issues with FPGE particularly with NPC pathing and objects clipping. I'm not in a position to patch any of my mods for FPGE compatibility if they aren't natively compatible. However FPGEL (lite) (a mod that doesn't make any edits to the world after game completion should be fine).
Sorry but I don't understand, what do you mean by this?
But no Arizona Slave Army, nope.
I hope we can get the "official patch" Lime mentioned he might consider making for these two mods one day -- I've been experiencing a few issues with companions getting stuck in rocks & benches, and legionaries marching into objects (e.g. the Legionary Instructor; another legionary in the mess tent), likely due to the navmesh conflicts.
If there are any plans for further updates, one suggestion I have is to maybe modify the graveyard to remove the names on the grave markers because those nicknames are kinda out of place (but funny!).
Maybe we could also have a couple more legion mongrels around the camp! I had to kill Lupa for her brain so now Antony looks a little lonely standing there beside an empty cage.