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Brendan McCoy
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I actually went through and

Edit: I actually didn't notice Roy's plugin was recently updated, so most of the things in mine may have been done already, according to his changelog.

Edit 2: I'm probably going to rethink my "value based" replacements.

I actually went through and made my own patch that deletes more F3 weapon copies.  Here is my list:

  1. Chinese Assault Rifle (XX00080b) - Port of F3 version.
  2. Chinese Officer's Sword (XX02b3cb) - Port of F3 version.
  3. Lever-Action Rifle (XX0088DE) - Port of F3 version.
  4. Replica Repeater (XX03c07a) - Port and rename of Lincoln's Revolver.
  5. Alloy Steel Combat Shotgun (xx00c7c2) - Port of F3 sim only weapon.
  6. 10mm Alloy Steel Pistol (XX00c06c) - Port of Cut F3 weapon.
  7. Alloy Steel Assault Rifle (XX00c06e) - Port of Cut F3 weapon.
  8. Dragoon Assault Rifle (XX00c070) - Port of Cut F3 weapon.
  9. Dragoon pistol (XX00c071) - Port of Cut F3 weapon.

Additionally, these weapons had placements in-world that I replaced, trying to place an analogous weapon and equalizing cap values:

  1. Alloy Steel Combat Shotgun 100% -> Combat Shotgun 67.16%
  2. Replica Repeater 100% (5000) -> Brush Gun 100% (4900) - I didn't want to place the Lincoln Repeater because I like keeping uniques as uniques :P.
  3. Microwave Emitter 100% -> Tri-beam Laser Rifle 81.05% - Again, didn't like the idea of multiple copies of uniques. (The TTW patch replaces the PNxE ME with the F3 ME)
  4. 10mm Alloy Steel Pistol (1000) -> 10mm Pistol 60.2% (350) + Laser mod (650) - added mod to equalize cap-value.
  5. Alloy Steel Assault Rifle (2750) -> Assault Rifle (700) + Drums (450) + Heavy Barrel (450) + Improved Rifling (1000)* (2600 total) - added mods to equalize cap-value.
  6. Dragoon Assault Rifle 100% (5500) -> Chinese Assault Rifle 100% (2500) + Short Barrel (750) + Night Scope (1200) + Forged Receiver (1000)  (5450 total) - added mod to equalize cap-value.

* This mod requires WMX

The PNxE Lever-action rifle had an associated loot list that was included on some levelled lists. For the various levelled lists it was included in, I restored an entry that PNxE removed and removed the PNxE Lever-action rifle entry.

  1. VHDLegionRangedWeapons75: Hunting Rifle
  2. LL2Tier2GunsLegionVeteran: Cowboy Repeater
  3. LL2Tier2GunsLegionVeteran50: Cowboy Repeater
  4. LL2WastelanderJackalsWeaponNV: Grenade Launcher
  5. LL2Tier2GunsLegionVeteran75: Cowboy Repeater
  6. LL2Tier2GunsLegionVeteran25: Cowboy Repeater
  7. LL2Tier3GunsWasteland: Lever-Action Shotgun
  8. LL2Tier3GunsWasteland50: Lever-Action Shotgun
  9. LL2WastelanderVipersLeaderWeaponNV: 9mm Submachine Gun
  10. LL2Tier3GunsLegionPrime: .44 Magnum
  11. LL2Tier3GunsProspector50: Lever-Action Shotgun

These lists didn't have any items displaced by the PNxE module, so I didn't change them:

  1. LootGunRiflesAll
  2. LootGunRiflesAll75
  3. RaiderWeaponRifle
  4. LootNVGunsAll
  5. VendorWeaponsGunsTier2
  6. Fiend3WeaponGunNV
  7. GunRunnerGunsAllTier2
  8. LL2Tier3Guns

 

If anyone is interested in seeing my plugin I can share it.

 

Mirra
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Regarding weapons, I noticed

Regarding weapons, I noticed that this patch replaces the PN Chinese Officer's Sword with wrong version in Duke's (000FEA1D) inventory. Instead of the "wasteland" version it gives him the Anchorage simulation sword.

ankel
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@Brendan I'd love to have

@Brendan I'd love to have that plug in.

RoyBatty
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I'm fine with the cut weapons

I'm fine with the cut weapons being used, so I didn't remove them.

Make your own thread please if you are going to post alternate patches, so I can concentrate on any issues with the one I created and avoid confusion.

Other mods for NV add the microwave emitter, so I don't really care.

I'll check the Chinese Officers Sword tho.

ankel
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I'm happy to report that the

I'm happy to report that the latest version of the patch changed the LAR to the moddable one. Now to start a clean new save...

Thanks @RoyBatty & @darthbdman

RoyBatty
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Updated the patch again.

Updated the patch again.

Deleted the remaining duplicated weapons forms to avoid confusion.

Fixed Duke's sword to be the correct one.

Changed the Steel Alloy Combat Shotgun to use the Anchorage assets for future WMX compatibility.

I did not change the Lever Action rifle lists because they already have the correct Point Lookout LAR. If you want those other entries (dupes) restored in the lists you can do so in your own merge patch, it doesn't warrant altering PN.

WMX will support the cut weapons, so I'm not removing them.

number6
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I was using darthbadman's

I was using darthbadman's patch in an existing play through and tried swapping it out for this one.  The result for me was no main menu.   Going back fixes it.    Anyone else experience this or any advice?   I was hoping to get the rebalance MCM working.   It was suggested in chat to re-install UIO but that didn't help.   Thanks.

RoyBatty
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Make a clean save with the

Make a clean save with the other patch disabled/removed.

number6
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Turns out it was a patch that

Turns out it was a patch that I made of the vision mode form lists that was messing it up.   It had a dependency on darthbadman's patch for some reason.   I just copied my changes to a new plugin in FNVEdit and it all works now.   Thanks for the help.

th1nk
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Big ask, but seeing as you

Big ask, but seeing as you maintain both of them: any chance of a patch for this and TTW Fixes? PN overwrites a whole bunch of those fixes, unless I'm missing something.

RoyBatty
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Yeah working on it. I need to

Yeah working on it. I need to add the VATS > Bullet Time perks from FO3 too.

:EDIT:

Fixes forwarded since they were basic/simple stuff, other than the DT fixes which are my own work anyways.

Fixed a couple LL's that didn't get forwarded from TTW.

Added FO3 V.A.T.S perks to work with Bullet Time, or changed the flavor text to state that they do.

Probably some other minor stuff that I forgot.

 

th1nk
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Fantastic, downloading as we

Fantastic, downloading as we speak.

RoyBatty
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Added the food item sorting..

Added the food item sorting... somehow forgot to do that.

BenjaminPen
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I'm trying to figure out what

Edit: Forget I said anything, I figured it out. It was something in Project Nevada that I'd somehow never run into before.

AlexFroe
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Hi Roy,

Hi Roy,

I have noticed that MMM also introduces some new food. Can you please tell me what needs to be done in order to make it in line with the PN values and the food sanitizer?

At the moment the food from MMM is quite imbalanced.

I am not asking you for a patch. I just want to know how your formula looks like for the food.

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It's not mine, it's PN. They

It's not mine, it's PN. They set forth the system. What I do is check against similar items, and set them up the same way.

Futureops
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Just installed Tale of Two

Just installed Tale of Two Wastelands, it worked fine. Everything was okay. Installed Project Nevada, Project Nevada Patches and Project Nevada TTW in Mod Organizer, now my HUD is missing. I get a square dot for a crosshair and thats it. Whenever I accept a quest, a bunch of random dots displays on my screen instead of letters. I have faced this issue before with MTUI and Fallout 4 HUD on my other New Vegas profile but I never had this issue using Project Nevada and since PN is the only mod I'm using, I can't fix it. Should I delete my .ini(s)?

RoyBatty
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PN alters the HUD, MO still

PN alters the HUD, MO still has issues with HUD stuff afaik.

MosAnted
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Are you using NVSE and User

Are you using NVSE and User Interface Organizer?

PN alters the HUD, MO still has issues with HUD stuff afaik.

I'm using PN, DarnUI and several other HUD mods with UIO and MO without issues.

RoyBatty
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Other people are still having

Other people are still having issues with it.

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Too bad there wasn't

Too bad there wasn't something between FOMM and MO, they each have their benefits and drawbacks.

With MO and anything to do with HUD, you need to use UIO because it has a special script that helps with HUD installation in MO.   Without it, Roy is correct, there is a problem with HUD installation.  This maybe the reason that MoS and I don't have a problem.

Also in MO, you maybe able to fix the problem simply by moving the mod up and down in the left pane to change it's priority.  However, you need to check if that is going to break something else.  This is a feature I love about MO.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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If you move darn down to fix

If you move darn down to fix issues with PN and UIO then you lose some features of one or the other. With hud mods, the order shouldn't matter at all, and probably the proper way would be to look for the overwrites by the later mods and remove them, to emulate the proper behavior of FOMM.

When the file is overwriting the menu xml's because of how MO works it's going to make problems even with UIO. UIO is only going to work 100% properly when the hud mod is only adding to the menu's, and patching by having an include inserted into the xml(s).

When it's something like oHud it detects what version of DarN you are using or if PN is present, and completely replaces the menu with it's own, which you can't resolve no matter what you try to do with MO or UIO. The files are just inherently incompatible at times and need some kind of 3rd party patch to get them to play nice together properly. Same thing probably holds true for something like Revelation UI.

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That is probably correct but

That is probably correct but I have not seen an issue yet or I don't use the feature that is in conflict.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

MosAnted
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EssArrBee's isntructions for

EssArrBee's isntructions for installing DarnUI and HUD mods with MO work perfectly in my experience: http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#User_Interface

RoyBatty
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It depends on what version of

It depends on what version of DarN you are wanting to use, and what mods in combination with it.

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Has anybody experienced a

Has anybody experienced a problem whereby supermutants are equippped with PN's Homemade Rifle, but are unable to fire them? They just strafe around the player and run around to cover occasionally, but never fire. Other weapons work perfectly.

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I've seen it a few times too.

I've seen it a few times too.

It could be something funky chicken in the form lists or SMs don't support that weapon for some reason (anims or model related -- at hazarding a guess).

Cheers,
Dark.

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Sir Mediocre wrote:

Sir Mediocre wrote:

Has anybody experienced a problem whereby supermutants are equippped with PN's Homemade Rifle, but are unable to fire them? They just strafe around the player and run around to cover occasionally, but never fire. Other weapons work perfectly.

I guess you mean PN's Homemade Assault Rifle?

I'm no expert on this, but RoyBatty mentioned in another thread that the weapon has to be added to the SupermutantsWeapons form list as well in order for them to use it and that might be the issue in this case. Project Nevada - Equipment.esm adds the Homemade Assault Rifle to the SuperMutant1WeaponGun leveled list, but it DOESN'T add it to the SupermutantWeapons FormID List.

»You're no match for science!« Doctor Mobius

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I'll have to fix that then. :

I'll have to fix that then. :)

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Small update, added the

Small update, added the Anchorage sim Grenades and Mines to the PN lists so you can use the Grenade Hotkey in Operation Anchorage.

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Hmm, on my last two

Hmm, on my last two playthroughs my grenade hot key stopped functioning after exiting anchorage and never came back. May be because of the functionality being blocked by AO.

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It came back fine for me.

It came back fine for me.

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Actually I think I might have

@Futureops

 

Actually I think I might have a solution for you. I use to have those problems with the UI as well when using MO. PN actually looks for DarnUI but cant find it with the internal version of MOs FOMOD installer. But I saw this one video on youtube that said to go to the settings in MO and then click on the Plugins tab. Look for the FOMOD plugin it says: Use true. Then the 2nd one says Prefer True.. Set this one to False. This will actually enable FOMODS to detect your load order and install properly. I did it this way and I have PN and a few other UI mods and my UI is working just fine now.

 

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RoyBatty wrote:

RoyBatty wrote:

 

I'll have to fix that then. :)

 

Oddly enough, I'm still experiencing this problem even with the fix! Might there be anything else that would cause them not to fire?

RoyBatty
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Mama Stankum: I have to

Mama Stankum: I have to change the nifs to use the hunting rifle animations instead of the cowboy repeater animations. I finally confirmed this, some others and myself were mistaking the homemade rifle with the homemade assault rifle which does work. This is just a bug in PN.

kingkurt
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Hello!

Hello!

I have a problem with this patch. After I select it in FOOM FNV don't start. Windows told me the program is broken. If i unselect this patch all is ok.

 

Can you help me? I want to have the enchanced visor for the MK1 Advance Powered armour. ;)

 

EDIT: I have reactivate Projekt nevada and Projekt Nevada Options and used your Patch and now i get Errors mesages form PN: Visiors disabled and Prefix for items disabled. I need Help! I like TTW a loot and i hope your guys worked in the future on it. (I'm German, sorry for my english ;))

 

Thank you

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you have all the masters for

you have all the masters for the mod?

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

RoyBatty
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You need the english .esm
You need the english .esm files, the german ones will not work.

kingkurt
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Hello!

Hello!

I have the english Version of Fallout 3 GOTY and the Ultimate Edition from FN. But i have put the german spundfiles and textfiles from my german Fallout 3 GOTY in the english version *.esm. You have a manual on your site i think.

Here is my load order:

 

TTW works fine. my game is 80% German and 20% English.

RoyBatty
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Disable everything but TTW

Disable everything but TTW and PN and try.

Project Nevada - TTW Vision Patch.esp
project_nevada_-_ttw_vision_modes_0.esp

Not sure why either of these are needed

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Suggestion for a possible

Suggestion for a possible future release: PN uses the old "modify damage threshold" method for sub-dermal armor, it would be nice to apply the same fix as TTWFixes did to original, by using the actor effect instead. This way the correct DT value will show up on the HUD (when using oHUD or similar).

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hrm thought I fixed that

hrm thought I fixed that already to use the actor effect, if I didn't I will.

Had24get
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Is there a fix for the PN

Is there a fix for the PN Equipment tab giving me a 404 error in game when I use the mod configuration menu?

This one time I almost died when I ate too much food

Risewild
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Had24get wrote:

Had24get wrote:

 

Is there a fix for the PN Equipment tab giving me a 404 error in game when I use the mod configuration menu?

I think those options are not implemented yet so the 404 means kinda under construction .

I don't use PN or these compatibility patches so I might be wrong and confusing it with something else instead though.

RoyBatty
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*snicker*

*snicker*

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Thank you Roy.

Thank you Roy.

P.S.

Well, virginity lost...

 

If you want to do something do it right or do not do it at all.

RoyBatty
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hahaha, Enjoy :D

hahaha, Enjoy :D

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Found a bug(thought I posted

Found a bug(thought I posted this earlier).  When I have this installed, the Q41 unique and the AES18 do not work as intended, with the chargeup feature not working.  When I disable this particular .esp they suddenly begin working again.  I am not sure about the AES15 or Q35 as I haven't gotten around to aquiring those yet, but I just found out the other two do not work.

 

Edit: Chargeup feature in general does not work with this mod activated, but works again once it's de-activated.

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I'll have a look, I never use

I'll have a look, I never use that function as the DPS is the same so I think it's useless. For the record it's not my script.

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Never used to use PN before,

Never used to use PN before, but it's starting to grow on me.

One bit of advice: if you like to use a clean vanilla save right at the exit of the vault, and you also like to use more than one perk per level, and/or you like to use different skill settings, you have very little time from exiting the vault before you get the level two level-up. In the case of two (or more) perks per level, you need another mod since PN doesn't allow that, but you also need to set PN to 1 perk per level or the extra perk mod won't go off every level. Ditto for the different skill settings. So right as you leave the vault as your eyes adjust, hit escape and change the PN settings related to perks and skills. The rest can wait, but those you MUST get set before you hit level 2 in a few more seconds.

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