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Laclongquan

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laclongquan

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13 comments

  1. JerichoAzariah
    JerichoAzariah
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    Question related to the three mods you currently have; are each one of these mods different where they add their own assets into it?

    Example: Your 1.1 contains the wasteland scout and the antique strong box, but your 1.3 contains more unique head gear.

    Wouldn't I just download the 1.3 which is the latest version give me all of the assets from the previous version or would I need to download all the mod versions you have to get all the assets?
    1. laclongquan
      laclongquan
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      You only dl and play with one file. Aka 1.1.1 dont play with 1.1.3 and vice versa. And 1.1.3 will have all the assets that 1.1.2 and 1.1.1 has. Dont worry about it~
    2. JerichoAzariah
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      What major issue have been reported about your aforementioned updated mods that your already recommending me to only use the first one only?
    3. laclongquan
      laclongquan
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      This raider patch mod is for FNC Overhaul version 1.1. FNC Overhaul v1.3 has some serious problem from my end that I can not install it, or play it, or make a mod for it. Thus if 1.3 work for you, then it work for you~ I simply dont know if my 1.1.1 or 1.1.3 work on their 1.3

      This is why I recommend FNC Overhaul 1.1, because I know it work. v1.3 has lots of problems: you can see all the complaints about bug in THEIR thread is about v1.3
    4. JerichoAzariah
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      understood, thank you for da heads up
  2. nurna
    nurna
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    Hi there, I wanted to ask something about the other bugfix mod currently available on the Nexus which is should I only be running one of these at a time or is it okay to run both at the same time?
    1. laclongquan
      laclongquan
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      I dont play FNC at the moment so I am not sure what that bugfix patch do~ On the other hand, my patch is rather specific, as in it deal mostly with raiders (the weapons and armors dont count).

      ONE important thing to consider is that my patch deal ONLY WITH V1.1 of FNC overhaul. If you install 1.3 I have no idea what's going to happen~ Mostlikely more bugs because people mostly complain about v1.3.

      So if you install FNC overhaul 1.3, then that bugfix patch (which claim to deal with v1.3) then my mod, then I have no idea.

      I cant help with v1.3. Install it and that bugfix at your own risk~ As a lazy gamer I dont install version that is infamous for all kinds of bugs~

      If you install it and run into all kind of issue, yeah, that's all on v1.3. Please uninstall that and reinstall 1.1 and my mod for your peace of mind~
      -----
      OTOH, according to the bugfix author claim that it deal with any version, I would suggest you just install 1.1. And his mod, and mine.
      If you install mine with higher priority than his, then all my edits to raiders will show (and his, if any, will get overwritten)
      If you install his with higher priority than mine, then all my edits to raiders will probabbly not show whenever we share same edit. But my additions of roleplay packages will show~
    2. thatafghankush
      thatafghankush
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      Our mods aren't technically compatible since my mod is a bugfix and it overwrites/replaces the broken .esp file from bayrain's Fallout New California Overhaul, and this mod is a patch to Fallout New California Overhaul.  Basically it would be patching my bugfix. It wont break your game it'll just add bugs from v1.1 back into the game.

      Also, laclongquan I used v1.1 of bayrains mod as a starting point to create my bugfix, since v1.1 is the only version that doesn't crash game on launch, its still full of bugs though.  My bugfix .esp has the same exact file name as bayrains mod so it will replace his bugged/broken esp file.  I did that to make the installation of my bugfix as simple as possible.  If you want to update your raider overhaul patch using my bugfixed .esp as a base feel free too.
    3. laclongquan
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      Thanks for your details. If ever I would return to FNC I will do as you recommend~
  3. BradyHere
    BradyHere
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    Nice mod, not sure if you ever plan on updating this again but I have a few suggestions/questions. For my question I don't really see some of the unique armors for the survivalist and the Seattle Spartans/Vault Vikings anymore with them being replaced by leather, metal, or combat armor. Are they supposed to be totally replaced by vanilla armor or is it some sort of bug ? I miss seeing the original armors and I think its weird that many of the raiders are equipped with black combat armor.

    For my suggestion I think it would be a good idea to rename the Viper Bandits that FNC overhaul adds to Packer's Grenadiers (Mentioned on a terminal as being a raider tribe outside of the alliance like the Jackals). Considering the Vipers are already in the alliance I find it weird that there's another group of them that are hostile to the alliance.
    1. laclongquan
      laclongquan
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      1. My mod "repatch" the assets affected by FNC Overhaul v1.1, as well as FNC proper, and vanilla FNV. Anything else wont be covered, for a variety of reasons. IF it's in v1.2 or 1.3 I wont touch it~ I mentioned in FNCO comment thread and FNC as well, that I recommend v1.1 but wont offer ANY support regarding 1.2 and 1.3. Simplest reason being I am not even able to run v1.2 or 1.3 on my computer.

      2. Thus, the afore mentioned "black combat armor" you said seem to be Van Graff CA, as I remember it's the only thing would fit that description. And my mod doesnt touch THAT asset. If that appear on raider/viper anything in FNC area, it's another mod. If it's on raider/viper anything in FNV area, highly possibly another mod, and a tiny chance that's FNC but I doubt it. IF it's FNCO 1.2 or FNCO 1.3, then I have no clue.

      3. You said something about Packer Grenadier, so I suspect THAT belong on said mod. I would investigate along that line of clue.
      Because IIRC, Packer Grenadier would not be anywhere in FNCO v1.1 or FNC or FNV. Definitely another mod.
    2. BradyHere
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      I figured out that it was just the original FNC overhaul mod that made those leveled list changes to the armor lists and not your patch for it. The overhaul has it so that the higher the level you are the more leather/metal/combat armor there is, so the original armor don't really appear at higher levels. As for the Packer Grenadier thing it was just a suggestion since that faction is mentioned in one of the terminals and I thought it would fit better than the Vipers that FNC overhaul adds. They weren't appearing for me or anything like that. Thanks for the reply anyway
  4. laclongquan
    laclongquan
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    After some time playtesting 111b, I am satisfied enough to make Wasteland Scout package that make up the bulk of v112b-113b. It's one small step for roleplay, but a huge advance for newbie modder that is me.
    ---
    Bug note: Road to New Vegas
    This mod patching FNC overhaul mod, thus still retain its bug in Road to New Vegas feature. After completing California, RtNV will reset Star Player's levelup, skill, perk. Worst of all, every story award and challenge award perks will be gone. If you dont want to use RtNV feature, uncheck FNCO and this mod during the end game in FNC and recheck it after arriving at Mojave. If you still want to use RtNV feature you can
    1. arrive at Mojave at level 1, skill reset to level1, zero perk. Then you can use console command player.addperk to add lacking perks.
    2. Or as above, uncheck mods before the end, arrive at Mojave with full level, skill, and perk. Then use player.setlevel 1, player.modav skillname -70 to each skill, player.removeperk perkname to certain levelup perks. After that you can recheck mods.

    There is no easy way to fix this bug, which is common to FNCO and Benny Humble You mods. So players have to fix bug or circumvent it themselves~