OK everyone, lemme answer that question you're all dying to know- YES this mod works with the someguy series. At least most of it does. I turned off someguyrevamped, gave myself The Faderator and let god mode help do some testing.
NVBI: Jasper was there. Scripted encounter to make Alex appear worked without issue. Russell: Vickers was there without issue. There was a minor glitch with him hovering in the air as the ground he sits on normally isn't there, but it was otherwise unbroken. NVBIII: Karl's office works out. It's a little more awkward bc this mod changes the building he's in, and the door that's part of in this mod is just decoration, but all you need to do is face where door was before to activate what is now basically an invisible door and go in.
I know there's more interactions, but I don't want to complete EVERY single mod to test everything. Freeside Open, great as it is, changes so MUCH that even mods with compatibility packs tends to break. And while I'm not interested in doing any more playtesting to see if EVERYTHING works, the fact three mods are working properly makes me feel pretty confidant that it'll keep working otherwise. I IMAGINE at worst you might have to noclip to get to something if this mod puts up an obstacle in the way. But if anything, this mod is honestly probably compatible with most mods, considering most mods that put s*** in freeside are focusing on the vanilla game. I think most mods that put s*** in Freeside that isn't an overhaul or requires space for buildings will work with this mod.
Hell, on the vanilla side of things, Orris' pathline actually is more stable and doesn't break as much as it usually does with Strip Open.
It's a bit... jarring getting used to there being barriers in Freeside again, especially to get into Old Mormon Fort, but this mod is a serious winner. Again, I didn't play all of someguy's mods to completion on this, but it seems like everything works good with this mod.
If you want to know if this works with Freeside Open, I didn't test it but there's no way in hell it does. But considering how popular the mod is, I wouldn't be surprised if someone makes a compatibility patch one day, albeit not OP.
Hey there, I can't seem to get this mod to work. Not using anything that touches Freeside other than NMC's textures, Flora Overhaul and Nut Vegas nutscapes but I can't find anything saying these are incompatible. Game either crashes, or I get horrific performance (like 10-16fps). I tried the lite version and it still crashes irregularly and gets poor performance. I have a 3060ti, 32gb of RAM, and a Ryzen 5 5600x so it's definitely not my computer being under powered. Am I missing something on my end? Are the texture and vegetation mods to blame? I'd love to use this but I can't!
Hey, well that's weird, mod is a ram eater but in your case should not be a problem. Textures mods shouldn't conflict either since this mod does not add any texture.
I use Tammer's Wasteland Workshop and it does work 100% tho the placement of the buildings, you can tell, are meant for the original freeside. While I dont mind it, you can go to manually edit it with the GECK if you want to.
I don't remember exactly how i set the keys, but the idea is to enter raider apartments and find some keys whis I think one of them opens Palms back door. Consider Palms is just a place to kill some thugs.
im getting an issue where when i enter freeside everything is blindingly overexposed. all the new models have been loaded in, but im blinded liike in the intro when you exit doc mitchell's house.
226 comments
NVBI: Jasper was there. Scripted encounter to make Alex appear worked without issue.
Russell: Vickers was there without issue. There was a minor glitch with him hovering in the air as the ground he sits on normally isn't there, but it was otherwise unbroken.
NVBIII: Karl's office works out. It's a little more awkward bc this mod changes the building he's in, and the door that's part of in this mod is just decoration, but all you need to do is face where door was before to activate what is now basically an invisible door and go in.
I know there's more interactions, but I don't want to complete EVERY single mod to test everything. Freeside Open, great as it is, changes so MUCH that even mods with compatibility packs tends to break. And while I'm not interested in doing any more playtesting to see if EVERYTHING works, the fact three mods are working properly makes me feel pretty confidant that it'll keep working otherwise. I IMAGINE at worst you might have to noclip to get to something if this mod puts up an obstacle in the way. But if anything, this mod is honestly probably compatible with most mods, considering most mods that put s*** in freeside are focusing on the vanilla game. I think most mods that put s*** in Freeside that isn't an overhaul or requires space for buildings will work with this mod.
Hell, on the vanilla side of things, Orris' pathline actually is more stable and doesn't break as much as it usually does with Strip Open.
It's a bit... jarring getting used to there being barriers in Freeside again, especially to get into Old Mormon Fort, but this mod is a serious winner. Again, I didn't play all of someguy's mods to completion on this, but it seems like everything works good with this mod.
If you want to know if this works with Freeside Open, I didn't test it but there's no way in hell it does. But considering how popular the mod is, I wouldn't be surprised if someone makes a compatibility patch one day, albeit not OP.
The Strip - 2023
https://www.nexusmods.com/newvegas/mods/81488
Theoretically they should be able to work fine alongside each other but you never know.