Fallout New Vegas

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RoyBatty and SciRika

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SciRika

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304 comments

  1. RoyBatterian
    RoyBatterian
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    FAQ:

    Q) Does this mod do what Collision Meshes does?
    A) Yes it does, at least in terms of fixing the actual geometry, and yes we will try to make some things have better collision Note: that this is not completed work yet. It also fixes incorrect materials and updates mopp to use the entire VM which obsidian and bethesda did NOT get right (thanks to Aerisarn and Jon!).

    Q) Does this mod do what Precision Collision does?
    A) Yes and no, while statics we will make things more precise, when it comes to movable statics and items, no because it messes up vanilla and modded level design by making things not work as intended without extensive patching.

    Q) Should I place this before or after YUP?
    A) After, both in load order and asset order in MO2.

    Q) Where should I place it with other mods?
    A) That depends on if you want this or that mod to override the meshes of that mod. You should be able to figure this out yourself.
  2. gaxkangunbound
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    how do i disable the popup at startup?
  3. BigBeautifulBoy
    BigBeautifulBoy
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    Edit: I posted this on the wrong mod page, please ignore my dumbass.
  4. jedp15
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    Does this fix Mojave Outpost fences? just ran into a mod that tried to fix these
  5. VoxelVarmint
    VoxelVarmint
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    Woah, hey there!

    I just noticed your comment on my Hotel Desk Fix from about half a year ago. Sorry for the late reply!

    Thank you for the tip! I decided to upload an updated version that simply directs the game to use the right mesh path for those particular containers/objects.

    Though, I do wonder from the context of the comment, is it fine if I make a basic mesh replacer version too or...?

    Truth be told, I'm an avid user and supporter of making WryeBash patches, so while the plugin method works for me, I understand having options works well, too.

    Please lemme know, I'll check back here every so often. Got a lot of work to do in the meanwhile, such as working on rebranding.. for reasons!
  6. vip86
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    is this compatible with texture mods ?
    like NMC or creatures and armor Retexture mods
    1. SciRika
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      Yes. I have an NMC patch but NMC has not gotten back to me :( But it's super minor, the only conflict would be the ufofort texture (is that thing even placed anywhere in vanilla FNV?) which has some transparency added to the glass dome at the top. Without the patch it'll just look normal. So you can have any texture mods load after this and it'll be fine, unless you want the translucent dome more than you want the NMC texture on it, in which case you can have this load after NMC.

      Also this doesn't touch armors so that doesn't matter.
    2. vip86
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      "(is that thing even placed anywhere in vanilla FNV?)"
      yes there is one in the open area between Westside and The Followers safehouse

      ps: there is actually two conflicts between this and NMC
      textures\clutter\playground\ufofort.dds
      meshes\dungeons\hotelhighend\room\htlhrmcorout01.nif

      in case you'd like to know, there are more file conflicts with these mods
      A Little More Lamplight
      Just Assorted Mods
      Physically Based Beverages
      Fallout New Vegas Redesigned 3
      Ragdolls
    3. SciRika
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      I think most of those should be obvious. Like, you downloaded a mesh replacer like Physically Based <fill-in-the-blank>, it's going to conflict with a mod that fixes the vanilla versions of meshes, and you're going to want the replacer to win. For all of those, those mods should win out (JAM's thing is something with animations for containers and I know nothing about animations so I can't comment on that, but either way around and nothing should explode).

      And my unreleased patch for NMC has that mesh, I just checked. Just need NMC to get back to me...
    4. CatcherLuLu1
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      Hoping NMC gets back as I would love to try this out 
    5. SciRika
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      I don't think he's getting back to me, but it's like, two textures, neither of which you'll notice, just use this and it's fine.
  7. Kik376
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    Hi, first of all, my english is not what do you may call good, i just want to say that i have tales of two wasteland and this mod, and i notice that with this mod active, the supermutans in the capital city don't use their weapons, but after kill them there's weapons in his inventorys.
    i have to say i have intalled the mods that the page of the TTW recomended to instal and FNV clean animations, aniversary anim pack, and some of the mods of just assorted.
    i don't why this happen
    1. SciRika
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      This mod can't cause that, it's something else.
  8. theHatInTheCat
    theHatInTheCat
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    Honestly I have this doubt for a while and I don't know why I didn't ask before. Is it better to load this before or after FNVLODGen Resources?
    1. SciRika
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      After, I don't know if anything conflicts but I did do some stuff with some LOD meshes.
  9. MidnightWinterLuv
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    If anybody uses Character Kit Remake be sure to load this before it or NPC's faces will be messed up. Not sure why since this mod doesn't touch NPC's it seems.
    1. SciRika
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      It does touch a few head assets, but generally this should be loaded before anything that replaces meshes with completely new meshes.
  10. FlexXGopnik
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    Okay so I had the most funky bug ever the view from doc mitchell's home was covered entierly by the sky, I'm posting as a heads up cus I have to look at the issue more so again at home but the jist of it is, disabling the esp fixed it. Maybe it was just a conflict with either a weather mod or no sleep till goodsprings or something...
    1. SciRika
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      That's not a thing this mod remotely touches, does disabling any other plugin fix it? You might be going over the limit, which can cause wonky crap.
    2. RoyBatterian
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      Sounds like a handle issue from too many texture mods, are you using modlimitfix ? That should fix any issue with the handle limit.
    3. FlexXGopnik
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      I have the modlimitfix, and since I disabled this mod I added 5 new esps (thus it reached 100) onto a new game wich did work flawlesly, honestly it might have been a graphics driver or memory issue, either way I fixed it for myself as of now and if I can't recreate it it's not a big deal.
  11. ch0s3n472b
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    Is this mod compatible with the latest version of TTW [v3.3.2a by the way]? A simple yes or no answer'll suffice for me.
    1. SciRika
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      Yes (and will continue to be compatible because of the file naming patterns TTW uses).
    2. ch0s3n472b
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      Cool. Thanks.