Fallout New Vegas
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AXShasalreadybeentaken

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13 comments

  1. Locked
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    Probably should have said this when I posted the mod. Whatever, if you fine folks have any suggestion please a comment, that can range from price adjustments to other stats. Any other mod that you want me to rebalance? Give a suggestion and I'll see what I can do.
  2. Squidfest
    Squidfest
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    Woah hey look at that the exact thing I wanted made before I even asked for it. Cheers!
  3. Minionman
    Minionman
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    Any idea if Tammer's pack affected vanilla weapons like the Assault and Marksman Carbines? For some reason they value at like 1800 caps. Fully repaired weapons on average top out at like 200.

    *Edit after disabling Tammers pack it does seem to be the cause. Installing your esm's manually, those two weapons still seem to have the same price. Any idea how I could fix it?
    1. AXShasalreadybeentaken
      AXShasalreadybeentaken
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      That's odd, Tammer's pack doesn't touch on the Assault Carbine values whatsoever, are you reffering to the carbines added by the pack itself?

      I did checked around the carbines of the pack and I couldn't find any of them with ludicrous values, can you tell me the name of the weapons so I can check and fix anything I've missed?

      If you want you can do It yourself as well, just download FNVEdit and make It run on MO2 so It'll recognize all plugins. After that all you've gotta do is go into the .esm of the mod, find the weapon you want change the variables and then change Value at DATA - DATA. But do let me know what the problem was, can't have some pesky unbalanced values on the supposedly balancing mod now, can we?
    2. Minionman
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      Im running Begin Again so I first thought that may be the cause but it does seem to return to normal values when I disable Tammer's packs.

      It is the vanilla weapons, I noticed the minigun as well being upped. I did try make a little mod to just test editing the values of the Assault Carbine but it didn't seem to have any effect.
    3. Minionman
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      Found the culprit, Tammer's weapon consistency tweaks. Will test fixing it.

      https://imgur.com/a/7M9xkZo

      *Edit: Fixed! :)
    4. AXShasalreadybeentaken
      AXShasalreadybeentaken
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      Glad It worked out well for ya. Cheers.
  4. MundaneRaven
    MundaneRaven
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    Can I download both your esms and then put the meshes and what not into the same folder?
    1. AXShasalreadybeentaken
      AXShasalreadybeentaken
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      Yeah, you can do that if you want. MO2 already does that in Its virtual Data folder.
    2. MundaneRaven
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      Ditto
  5. MaloRate223
    MaloRate223
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    You reckon I can install the mega-armor nif pack mid-playthrough? Note that I'm very early, and for the original mega-nif pack 5.0 I disabled the global setting which distributes the armors (keeps them only at the vendor I have the plugins for) so the armors are not spread throughout the wastelands at all.
    1. AXShasalreadybeentaken
      AXShasalreadybeentaken
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      I say you're probably fine. I've just uninstalled The Regulators because a super mutant encapment of that mod was in the same place TTW Caravan Guard main content is located and I haven't seem any issues yet and the removal of mods mid playthrough is a lot more dangerous than adding them. Besides, this is just a handy esp, unless the change you've made is on the pluggin as well then there shouldn't have any difference.
  6. emperiumon
    emperiumon
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    i cant wait to use this mod for my ttw playthough i love tammers weapon and armour packs and now if i pick up 1 gun i wont be rolling in the caps anymore. now i just need some dude to make a installation  pop up that lets you customize what weapons and armour gets added in game cuz you could cut like 50% of em and be fine just to make it so the loot pool isnt so bloated