Fallout New Vegas
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Grulag - Grumod

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GRUmod

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21 comments

  1. GRUmod
    GRUmod
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    Locked
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    first


    If there's issues, check that you have the requirements.


    If you like what i do - Endorse and drop me a kudos!
  2. milou80
    milou80
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    I seem to have a consistent hard crash around reilly's ranger HQ in ttw with the mod on. it's sort of obviously a compatibility issue with other stuff touching the vending machines, but most vending machines will not necessarily make the game crash. just putting that out there if anyone crashes in seward square, it's vending machine mods related in my case.
    1. ebizoe
      ebizoe
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      The issue has been patched up already in dev version. I believe GRUmod is now testing the fixed version before releasing it.
  3. Mainframe
    Mainframe
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    The moment I saw this mod in action in game I knew FNV modding has hit the start of a golden age. Great work!!!
    1. Bottletopman
      Bottletopman
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      it's been in a renaissance of sorts for a while now. JIP plugin fixed a whole bunch of stuff once thought unfixable, but for me at least the renaissance seemed to have kicked off with knvse allowing additional custom anims to finally be brought to the game without replacing existing ones. After that there just seemed to be fix after fix after fix of things either nobody had any idea about, or once thought impossible to fix.
  4. Jesse6669
    Jesse6669
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    Doesn't seem to be working for me. I use AmaccurzerO's Animated Mojave which includes animated vending machines, perhaps that's the issue. 
    EDIT: I see you've actually reached out to him in the past, hopefully you get his permission eventually
    1. PaladinHoss
      PaladinHoss
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      It's just a light source that's manually placed. Some mod changes/overwrites the light source causing the conflict.
  5. PaladinHoss
    PaladinHoss
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    This was already in the game files and not used for performance issues in fallout 3 and new Vegas due to the initial console ports back then, many many moons ago. What is different between the light source already present in geck and this mod?
    1. GRUmod
      GRUmod
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      None? It uses the one in geck..
    2. PaladinHoss
      PaladinHoss
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      yup guessed so, nothing new for me then. Good to have this as a lightweight alternative to popular atmospheric/lighting mods but beyond that not much of a use for me.
  6. Mustache96
    Mustache96
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    Needs a physically compat patch
  7. DamageHero
    DamageHero
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    That's really cool, I hope we'll see more of this, there's many other flickering lights that need this kind of detail
    1. GRUmod
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      What ones?
      (I know about Electrical Arcs, and have already finished that, but havent yet released)
    2. DamageHero
      DamageHero
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      Oil lanterns, small fires.. I know you lit them up thanks to Lumen, but the light should flicker a little bit imo.
  8. Dmettler182
    Dmettler182
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    Regarding what you mentioned about the sunset machines in the page description: I really hope you do. Fantastic mod
  9. darlingg
    darlingg
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    Could you elaborate on the unsync issue, and how best to prevent it--if that's even possible--if one is installing this mod mid-game?
    1. GRUmod
      GRUmod
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      go to a cell with no vending machines.

      Save
      Add mod
      Load the save
      Save with mod added
      exit to main menu
      Load the same from main menu
      Should be good.


      It's pretty unlikely, and even if it does it'll only happen in the cell you are in at the time.
  10. FalloutSaurus
    FalloutSaurus
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    Wow , that was pretty quick! And you released it separatelly . They are much more consistent now , kudos to you  :) 
  11. TBGRicky
    TBGRicky
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    Nice work! Looking forward to potential improvements before I add this. This will go nicely with Lumen too.  :D