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Nehred

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  1. Maybe I did something wrong, but unfortunately my region editor shows up completely black. I don't suppose you know the cause?

    1. Nehred
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      Yea probably a GECK bug (loading freeze maybe), never had that happen
  2. iceblink7
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    Hey, sorry if this is a dumb question, but in instances like these, should I just make a modgroup to hide the conflict, or should I forward Yup's empty record to solve it?

    https://imgur.com/a/3Il2R91
    1. Nehred
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      On your patch, in the far right column, right click the yellow "vMapCanAttackPCHere" and remove
    2. iceblink7
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      yeah it's on the vids, sorry, u can delete this, just one last thing, if a mod is editing vanilla regions but doesn't touch RPLD, we don't gotta make triangles on the geck right?
    3. Nehred
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      If you don't see any conflict left in xEdit then you don't need to do anything.
  3. Lucas9
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    I'm always in the mood to learn patching stuff.
    One thing that may be worth mentioning regarding your Lucky 38 Lights Redone patch is that it requires Better Strip View full, not the "Addon" version.

    Something I didn't understand about the patching process is, at 1:32 of this video, how can you tell that Cell override is the right thing? The DATA - Position/Rotation is clear to me since it is a blatant override reverting to vanilla values, but in the example I mentioned you have two mods overriding the same record in their own different ways.
    1. Nehred
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      The Cell has to match the position. When you move something in the GECK it automatically set those values, since we use the X,Y,Z data from Better Strip View we need the Cell from that mod as well.
    2. Lucas9
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      Ah I see, thanks!
  4. SpaeceDog
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    First of all, thank you for making this guide, I dont know how you somehow knew I needed one about as soon as I started having this issue, 

    Im having the afformentioned issue with lucky 38 lights redone where it turns invisible when viewed from certain areas (such as goodsprings), no conflicts show up in mapdata but rather under nam2 and nam3, am I missing something?
    1. Nehred
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      Screenshot. I have no idea what you're talking about.
    2. SpaeceDog
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      Link to prevent cluttering the chat
      None of the mapdata catagories have conflicts flagged but water does. 
      I figured there was SUPPOSED to be conflicts in map data since I am having issues with the lucky 38 not being visible in certain areas of the map but nothing seems to be showing up in Xedit. I did make sure to regenerate lod files. 
    3. Nehred
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      It's possible one mod comes with a modgroup, hiding the conflicts. Look for a files with the .modgroups extension.
      or
      If you have mods after NavmeshOverhaul.esm, you should see an horizontal scrollbar at the bottom, go to the right.
    4. SpaeceDog
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      I Did actually have an option for modgroups, is there any particular one I should be looking for?
    5. Nehred
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      Check the scrollbar thingy, the screenshot you sent stops at NavmeshOverhaul.esm, it's clear you have mods after that since you are talking about Lucky 38 Lights Redone which is an ESP. You'll find your conflicts there.

      And hide no conflicts rows like I do in the video.
    6. SpaeceDog
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      Its green the whole way to the right. I noticed in the video theres a region section, and theres no region for me, is this specifically a thing with the full model? Im not using the full model for ll38lr and the lucky 38 is still dissapearing in certain areas. 
    7. Nehred
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      The full model version is used in this guide. The Lucky 38 shouldn't disappear in the other version because it doesn't rely on worldspace and region edits so you must have installed another mod causing the issue, anyway if everything is green then delete all the .modgroups files (or keep them in a backup folder) since they are hiding conflicts.
    8. SpaeceDog
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      Got any ideas what might be causing this then?
    9. Nehred
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      Man, I don't even know what mods you have installed.
    10. SpaeceDog
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      I'll figure it out. I appreciate the help. 
      EDIT: apparently the issue was my lod settings for VNV, they changed it recently and I had old settings.
    11. Nehred
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      Concerning the LOD guide, don't use the VNV Pre-Generated LOD. It's precised in the LOD guide but it should only be used if you installed the VNVE modlist and nothing else. If you generate your own LOD, don't install any pre-generated LOD file you may find on mod pages as the files you will generate may not be 100% the same as the pre-generated ones and you can end up with visual issues.

      One exemple I can give is with Lucky 38 Lights Redone (Full Model), this version gets rid of the LOD model so you need to generate LOD for that to happen, but let's you decide to uninstall the mod, you'll end up with a missing Lucky 38 because you still have the LOD files with the Lucky 38's LOD model removed. So you have to delete your LOD files and generate new ones with your new mod list.
  5. Makron8
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    Thank you so much for providing solid information to users like me that are willing to patch things themselves but don't know where to start! 
    I'm sure I'm not alone in opening up XEdit and making changes that seemingly fix things without having the first idea of what I'm doing and really wanting to do it right.

    Also, by the way, do you have a good method for patching conflicts between static collections like buildings between mods? I really want to make two mods that change the same location in the city work together by moving their conflicting pieces to different areas, but I have no idea how to do that.
    1. GodsDrunkestDriver97
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      Those are luckily very easy to fix. Just open the GECK, load the FNV master and the two conflicting mods. Go to the location of conflict and move around or disable the offending clipping objects. Keep in mind that moving an object will probably require navmeshing to be done, which is why it might be better to just disable the offending clipping object. Save the patch as an esp, add a name to it and problem solved.
    2. Makron8
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      Yeah, I tried moving the object, and even though it screwed up the navmesh, I had hoped it would at least allow one mod to render its buildings properly. Unfortunately, I ended up with broken navmeshes and  invisible buildings. I guess I will try disabling it and see if that works.
      However, a comprehensive guide would still be immensely helpful, as I would really like to actually move them to fit together instead of removing key parts of either mod.
  6. GodsDrunkestDriver97
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    So my mods conflicitng are a just global imposter region. Sadly my conflict resolution just doesn't show them as having conflicts. But when lights redone and strip light region fix are active GIR stops working. I did my first test patch following your guide and got hoover dam jets to show again, same for nipton smoke from afar. I think I missed adding the rotating freeside sign to the patch, so I'll try again. Looks promising. Thanks a lot for the guide!
    1. GodsDrunkestDriver97
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      Well goddamn nehred. Out here doing god's work. I added the freeside imposter to the patching creating and boom. Now all GIR mods and strip lights region fix and your beautiful lucky 38 lights redone work in harmony. A billion thanks for this guide man, seriously.
  7. DuncanWasHere
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    Much appreciated
  8. psalm69
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    EXACTLY WHAT I WAS LOOKING FOR, THANK YOU SO, SO MUCH!
  9. deleted78355343
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    A good write up. pepesmile
  10. lukaslinner
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    Thank ye kind sir!