Just uploaded a 1.1 version with a new, cleaner .esp, hopefully it works out a lot better. Let me know if there's issues. I also uploaded an optional file with a less bright night mesh for people who have issues with the lights being ridiculously bright.
I'm getting the old lucky 38 and new one when viewing it from the wasteland world space, I've placed the mod at the bottom of my load order and generated lods.
I'm kind of stumped. Everything was working perfectly fine up until I generated LOD. I followed the Viva New Vegas guide, and even checked back to this page to see if there was something that I missed. The tower is fine on the Strip, in Freeside, and Camp McCarran. But in the Mojave, it's missing. I tried shifting around my load order, moving the plugin lower, moving the mod lower down in the left pane, and regenning LOD. Nothing has worked, it's still missing. I'm using Better Strip View and Strip Lights Region Fix, and both patches for this mod. No idea what could be causing this. Edit: I'm also using VICE, I'm investigating to see if they're connected. Edit 2: This mod is incompatible with Nova Arizona Map Add-On
I get a phantom lucky 38 only in the mormon fort, my load order is sorted out and I tried generating lod a few times with slight load order variations and nothings working. better strip view and its patch for this doesnt do anything to remove it either. I've never had this problem before but this is also my first time using ttw and I'm also not using simple open freeside, if that could somehow have anything to do with it.
I reported this issue a while ago and it got fixed. Its not this mod, It’s xLODgen itself. A wrong setting with the lucky 38 in the fort was set, causing it to disappear. Try the latest version of xLODgen
You will either need to move the tower down in your LO or forward over the changes via a patch in xEdit. You can see what is conflicting with it if you pull it up in xEdit and apply the "Check for conflicts" filter. Look for any mods that come after this one and might remove the imposter or make other worldspace edits.
Hopefully it helps you out as well, but I was having the same issue and it was a conflict with The Strip 2023. Forwarding over the changes to a patch in NVEdit fixed my issue.
You will want to apply the filter for conflicts to this mod in xEdit. For the tower disappearing, you will mostly just want to make sure the imposter carries all the way through and is not overwritten and removed by another mod. You can either modify your load order to accommodate for it or you can make a patch that will carry the changes through and keep the patch towards the bottom of your LO.
This is so lovely, but it seems to conflict with Strip 2023. The tower is mostly invisible aside from a few floating panels that the console says are from The Strip 2023.
Edit: I was able to go ahead and create a patch moving some worldspace changes via NVEdit. All seems to be well. If anyone else has this issue, that is all you will need to do.
Sure! So basically you will want to pull this up in xEdit and apply the filter for conflicts to this mod. You will want to make sure you see the "imposter" change carried over all the way through (as well as any worldspace edits). If it is not, you will go ahead and right click the mod, "Copy as override into" and create a new plugin for the patch. Be sure to include all conflicting worldspaces that show up into the patch. Make sure to keep the patch very close to the bottom of your load order as a lot of mods can cause the imposter to not appear when the city is viewed from various distant areas. Sorry I did not see your comment and pass that along sooner!
I've uploaded a mod here that reworks the base plugin/ESP for this mod to be based off of Strip Lights Region Fix, meaning it will be compatible with anything that is compatible with Strip Lights Region Fix, no separate patches for this mod. Requires this mod first, then is added atop.
I wanted to ask you a few things, I intend to use your tower but is it compatible with other mods that modify the other buildings nearby? and is it compatible with this mod? https://www.nexusmods.com/newvegas/mods/85553 , and what enb\reshade are you using? Thank you.
I've been testing this for a while and as soon as it hits 8pm the Lucky 38 disappears when in the strip worldpace.
-EDIT-
Regardless of what weather mod you use, the Lucky 38 Exterior Remastered and Desert Natural Realism Redux Patch adds in it's own specific night time strip version of the Lucky 38 mesh that activates via script. It seems the main mod here is missing this, for strip overhauls at least.
Buddy, I think you're assuming that I'm using Strip 2023 lol. I do not, I actually use LightBright Strip Overhaul.
I should have clarified what strip overhaul I was using, but you definitely need Lucky 38 Exterior Remastered and Desert Natural Realism Redux Patch since it adds a model for the Lucky 38 that activates at 8pm, via script. What makes it work specifically is the Lucky38Night.nif from that mod, found in the Meshes folder.
The DNR Patch needs to load after this mod, of course. Unless you want to merge the changes it makes within it's esp into another esp and just copy the .nif file I specified into the main mod here.
To note, I use Desert Neutral Weathers, I think so long as you're running Desert Natural Weathers it should be fine.
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I'm using Better Strip View and Strip Lights Region Fix, and both patches for this mod. No idea what could be causing this.
Edit: I'm also using VICE, I'm investigating to see if they're connected.
Edit 2: This mod is incompatible with Nova Arizona Map Add-On
not even using those mods aswell
Edit: I was able to go ahead and create a patch moving some worldspace changes via NVEdit. All seems to be well. If anyone else has this issue, that is all you will need to do.
and is it compatible with this mod?
https://www.nexusmods.com/newvegas/mods/85553
, and what enb\reshade are you using?
Thank you.
-EDIT-
Regardless of what weather mod you use, the Lucky 38 Exterior Remastered and Desert Natural Realism Redux Patch adds in it's own specific night time strip version of the Lucky 38 mesh that activates via script. It seems the main mod here is missing this, for strip overhauls at least.
I should have clarified what strip overhaul I was using, but you definitely need Lucky 38 Exterior Remastered and Desert Natural Realism Redux Patch since it adds a model for the Lucky 38 that activates at 8pm, via script. What makes it work specifically is the Lucky38Night.nif from that mod, found in the Meshes folder.
The DNR Patch needs to load after this mod, of course. Unless you want to merge the changes it makes within it's esp into another esp and just copy the .nif file I specified into the main mod here.
To note, I use Desert Neutral Weathers, I think so long as you're running Desert Natural Weathers it should be fine.
Hope this helps.