The script also comes in a merged Version with my other Nuka Cola Mod, so chose the version that you prefer.
Added a FOMOD installer where you can eaily install all these files, or download them separately from optional files. Please follow the instructions inside, and make sure you get the NVSE requirements if you plan on using the ESP-less version. Not all mod managers will display links.
If you're also Using the Nuka Overhaul - NVSE Script, then you'll not need to install the NVSE - Merged script, but only the NVSE - Alcohol Bottles Script.
hey zzjay! i love your mods! thank you for the amazing work!!
Just wanted to clarify to be sure i understand this properly, i used the fomod main file, i selected the nuka imports merged patch option, does that mean i can delete/hide the esp from both the nuka imports mod and your nuka overhaul?
I found out via FNVEdit that TTW changes the scotch bottle model for some reason, so I renamed whiskeybottle02.nif to whiskeybottle03.nif and that fixed it
because the engine cannot handle double transparencies. If the bottle is transparent and so is the liquit, it'll result invisible due to the game engine not rendering it.
they are separae, but liquids are well on both sides. which causes the problem of you seeing the other edge as a solid piece. so you see a transparent cilinder with edgesand all, raher than a liquid. plus artifacts when ttop and sides overlap eachother.
Having a problem where Alcohol bottles overhaul and YUP are conflicting. Is there a patch for compatibility or is it just a matter of one or the other? Using Vortex So trying not to mess up the load order.
It doesnt really matter, it's just about name consistency.
Vanilla had one bottle named in a weird way and weighing more than it should. both mods fi that. For onsistency i'd recommend giving priority to this mod, as the name of the bottle wil amtch the name ont he labels, but it's jut really about names xd
You could also the NVSE version, whichincludes no plugin, and dynamically repaces model through NVSE plugin isted in description. don't ask how, but it just works
Does this include all the unique models and variations? (except the added drinks from Nuka imports, like nuka grape ETC...)
Also please let me know if you'd like this uploaded to the main page, or just in comments. ir if you want to uplaiod it yourself as a mod. And what are the requirements of this scrit? only NVSE?
it's 1:1 replica of that merged patch, doesn't include nuka imports you can host it on the main page only NVSE is requirement script version of Nuka Cola -> 04 - Vanilla Edition - Unique Models (those are already included in the above script of the merged patch ofc, this is for the Nuka Cola page)
Just checked on clean game, the script actually requires NVSE, JIP and JohnnyGuitar. You can have as many of these scripts as you want, they only run once when you start the game. You can just delete these lines from the first script and it will remove the unique nuka colas.
I guess ill leave an option for the merged one as well, it's a nice feature if it runs only once, some mods realy take a tolll on launching the game, and wil make sure to include the requirements. thanks, this si a very usefull feature.
it's not possible. the game uses texture sets, for the variants, and this mod is not just textures, but brand new models and textures. so the variants, like whiskey and tequila will lok all sorts of messed up.
92 comments
Requires:
- xNVSE
- JIP
- Johnny Guitar
The script also comes in a merged Version with my other Nuka Cola Mod, so chose the version that you prefer.Added a FOMOD installer where you can eaily install all these files, or download them separately from optional files.
Please follow the instructions inside, and make sure you get the NVSE requirements if you plan on using the ESP-less version.
Not all mod managers will display links.
If you're also Using the Nuka Overhaul - NVSE Script, then you'll not need to install the NVSE - Merged script, but only the NVSE - Alcohol Bottles Script.
Many thanks to ToddTellMeSweetLittleLies for making it
ANIMATED INGESTIBLE PATCH:
https://www.nexusmods.com/newvegas/mods/79368/
Crash problem near this lake, has been fixed in 1.1
this: https://www.nexusmods.com/newvegas/mods/82717 is no longer necessary.
Just wanted to clarify to be sure i understand this properly, i used the fomod main file, i selected the nuka imports merged patch option, does that mean i can delete/hide the esp from both the nuka imports mod and your nuka overhaul?
so you see a transparent cilinder with edgesand all, raher than a liquid. plus artifacts when ttop and sides overlap eachother.
Is there a patch for compatibility or is it just a matter of one or the other?
Using Vortex So trying not to mess up the load order.
Vanilla had one bottle named in a weird way and weighing more than it should. both mods fi that. For onsistency i'd recommend giving priority to this mod, as the name of the bottle wil amtch the name ont he labels, but it's jut really about names xd
You could also the NVSE version, whichincludes no plugin, and dynamically repaces model through NVSE plugin isted in description. don't ask how, but it just works
to save on plugins and patches
Also please let me know if you'd like this uploaded to the main page, or just in comments. ir if you want to uplaiod it yourself as a mod.
And what are the requirements of this scrit? only NVSE?
you can host it on the main page
only NVSE is requirement
script version of Nuka Cola -> 04 - Vanilla Edition - Unique Models (those are already included in the above script of the merged patch ofc, this is for the Nuka Cola page)
Or having 2 scripts somehow affects performance?
You can have as many of these scripts as you want, they only run once when you start the game.
You can just delete these lines from the first script and it will remove the unique nuka colas.
rModelForm = MS05IceNukaCola
SetModelPathEx "aaanuka\nukacola_Ice.nif" rModelForm
rModelForm = RumNukaCola
SetModelPathEx "clutter\junk\nv\nvnukacolarum.nif" rModelForm
Edit: Not even 5 seconds after posting this i fixed it, it was a mesh conflict